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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


knightkrawler wrote:
1 - Getting Started & Learning the Rules
The first thing you have to get accustomed to when playing HQ – Heroes & Villains' is that whatever you learn in this book is overruled by cards or questnotes whenever both rulings are incongruous. In these circumstances, rulebook text becomes subordinate to what the card or questnotes tell you to do.
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knightkrawler wrote: how overruling works is very important to me.


mitchiemasha wrote:In a dark and dangerous night of HEROQUEST the world will unfold before you as it is written in this book. Through out your journey specific Quests and items discovered will grant you the power to manipulate the rules, bend the law. Quest notes and artefacts, the cards you posses always overule what is written here.
Anderas wrote:You could keep the detailed wording, but have it later in the text.




knightkrawler wrote:There will be a Mentor speech in the beginning of the rulebook, as in the original, but maybe it would be a good idea to come up with a very short Mentor version of things before or after each chapter for the storyline.






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