Interesting stuff, though I never had a problem with a character withdrawing from combat or walking past an enemy without having to engage them.
The new Skullblight monsters in Jungles of Delthrak have a kind of built in "stickiness" if you will. They stop an opposing figure who moves into a square adjacent to them (temporarily), but they don't stop a character from backing off on the next turn, and if they move in to the square adjacent to an enemy, that doesn't make that character "stuck" like they would if they moved adjacent to the Skullblight. Plus a Wandering Monster Skullblight appears next to an enemy, but that enemy can still move away freely on the next turn.
This to me is like the realism of so many other things. You could imagine a character can't retreat because their opponent wouldn't allow it physically or would get a free hit on them as they turned tail and ran (who says they didn't just back away with their guard up?). Or you couldn't run past an opponent because at the very least they'd stick out a leg for you to trip over! But then maybe they'd just be otherwise occupied or you have your guard up so it doesn't make any difference if you want it to happen.
There's a rule based out of the written rules that if you can see a monster outside a closed doorway into the next room or corridor over, no matter how far away that monster is, that you can't search the room/corridor you're in! But if an ally blocks your view, then you can search. But then if the door is a secret door that's open, it doesn't matter if that monster is even in the square right next to yours... you can search no problem. Why? I guess the monster is watching you so you can't search? Or maybe they put their hands out like defense in basketball and stop you from searching all the squares? Or you're transfixed by the presence of an enemy so you can't let your guard down to go feeling around for coins? But another hero there means that person holds the monster at bay while you check under ever rock and in every nook and cranny? Maybe the monster doesn't know about the secret door and didn't see you open it, so isn't paying attention so it doesn't count? This isn't just an anomaly, Avalon Hill has acknowledged it. So imagination takes over and either justifies the weirdness of the rule, or urges you to make a change to something more to your liking based on that imagination.
I'm all for modifying HeroQuest to be like other games. I'm also all about modifying those other games to be like HeroQuest. It's a matter of preference at the end of the day, so carry on!








to succeed, failure ends your turn.
= one hit
= cancels one hit



