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Initiative & Integrated Turn Mod

Discuss new Rules for HeroQuest.

Re: Initiative & Integrated Turn Mod

Postby Big Bene » January 31st, 2015, 7:51 pm

mitchiemasha wrote:I think it was me who brought up the good footing thing and dice movement representing it. I still like the idea, love it to be honest but I did stand corrected on the HQ board,
gootchute wrote: I buy the dark dungeon theory, despite what the board depicts.

Well, I like the well-lit dungeon theory better, if only for the reason that it gives the oppportunity to introduce a dark dungeon as a special feature:

"This dungeon is not lighted by it's inhabitants and therefore dark as a fimir's ass. The heroes have to carry a light source to be able to move and act. If a hero does not carry a light source himself and is not in the same room or corridor as the hero carrying the light source, he can only move one square per turn and "see" only those objects (monsters, doors and furniture) that are in directly adjactant squares. As soon as he leaves the square besides the object, the evil wizard takes this object away from the gameboard. He can fight monsters on adjactant squares as normal, with a penality of -1 attack die. A carried light source can not be combined with two handed weapons or ranged weapons. It can be put down to search things or disarm traps, as long as thre are no monsters in the same room".

This of course impies that a "normal" dungeon is lighted.
Have a look ;)


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Re: Initiative & Integrated Turn Mod

Postby cynthialee » January 31st, 2015, 8:53 pm

Spell Effect: Eldritch Light, by spending one mind point a spell caster can turn a simple sword or staff into a light source that will last for the duration of the time the heroes are in the dungeon.
{basically it is a simple light spell that makes a weapon 'gleaming like a torch', I had considered saying 20 turns, but who is going to count turns around the board?}
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Initiative & Integrated Turn Mod

Postby gootchute » February 1st, 2015, 11:07 am

cynthialee wrote:Spell Effect: Eldritch Light, by spending one mind point a spell caster can turn a simple sword or staff into a light source that will last for the duration of the time the heroes are in the dungeon.
{basically it is a simple light spell that makes a weapon 'gleaming like a torch', I had considered saying 20 turns, but who is going to count turns around the board?}


I'd make it last until the caster takes a point of damage.
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Re: Initiative & Integrated Turn Mod

Postby mitchiemasha » February 1st, 2015, 11:41 am

Great ideas...


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Re: Initiative & Integrated Turn Mod

Postby gootchute » February 3rd, 2015, 12:45 am

I tried a game with this rule yesterday. I think it caused frustration in the players because they could not coordinate movements to get out of each others way. Single space wide hallways are cramped, and bottlenecks occurred at every door. On the bright side (for me) it did however disallow the heroes from taking advantage of said doorway bottleneck. It encouraged moving into the room to avoid wasted actions, thus allowing more monsters to attack.

Partial success. I think it will require a seed change in the player's tactics. No more bunching up at corners and doors.

I believe that in combination with one of the many suggested push mechanics found on this forum, the turn order and initiative mod could be a winner for me.

(as an aside: HeroQuest seemed quite bland after all the Star Wars: IA and Myth I've been playing, and I hate myself for admitting that)
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Re: Initiative & Integrated Turn Mod

Postby Anderas » February 3rd, 2015, 5:58 am

Of course. HQ is old.

I think to let move the lowest dice first illustrates nicely how the faster heroes can react on the slow ones actions.


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Re: Initiative & Integrated Turn Mod

Postby Anderas » February 11th, 2015, 8:21 am

What do you all think about disposing the turn order entirely?
I think it is an relic from former times, inherited from other Boardgames without necessity.

I do have a "Rassel". I tried several turn orders as well.

Why this relic?

Remove it! Let EWP do his turn, then the players in any order they like. It removes artifacts like mutual hindering in the small aisles or treasure guerilla search or the fact that the Wizard never searches for treasures out of fear of wandering Monsters. And it enhances communication.

So. Why having a turn order at all?
My proposal:
1. Ewp does his turn.
2. All players roll movement dices.
3. One player either moves or does his action.
4. Another player or the same player continues with step 3.

The good's turn is finished when the players announce they have finished or there are no more actions and movements left.

Of course, still the players may only do two things, movement and action. One thing has to be completed before another player or the same starts another thing.

If you fear chaos, you could introduce an optical marker like a playcard tapped or untapped. Me personally, i don't think it is necessary.
Last edited by Anderas on February 11th, 2015, 12:34 pm, edited 1 time in total.


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Re: Initiative & Integrated Turn Mod

Postby mitchiemasha » February 11th, 2015, 11:56 am

With you on that Anderas. I like initiative by MP but if the higher player doesn't want to move first, they can let another. Brings MP more into play.


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Re: Initiative & Integrated Turn Mod

Postby cornixt » February 11th, 2015, 3:27 pm

MPs - I like that idea. You could even extend it to individual monsters as long as you can keep track of who has already gone that turn.


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Re: Initiative & Integrated Turn Mod

Postby Gold Bearer » February 11th, 2015, 5:25 pm

mitchiemasha wrote:With you on that Anderas. I like initiative by MP but if the higher player doesn't want to move first, they can let another. Brings MP more into play.
That's perfect! :)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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