[Whoops--I just noticed after posting this monster that you have since finished your write-up in the intervening time. Oh well, use it or ignore it. Also, let me know if you wish to bother any more with sections b and c. -edit]knightkrawler wrote:Next excerpt.
in places, graphics are gonna replace sizeable chunks of the explanations and definitions, like with corridor sections and the types of adjacency.
Parts of those read horrible, I know.
Graphics.sound like a cool idea. Meanwhile, let's fix some of that text! Of course, a lot is based on opinions, so ignore whatever doesn't fit your style. First, section a:
knightkrawler wrote:Gameplay, Movement & Space
a) Rounds & Turns
As most other boardgames do, HQ – Heroes & Villains builds on rounds and turns. Gameplay begins with the player to the left of Morcar and continues clockwise. Then each hero makes his turn, after which it is Morcar's turn. Thus, a round is completed; a round consists of one turn for each hero on the board plus one for Morcar. These rounds continue as long as at least one hero is on the board.
I'd change "...Then each hero makes his turn, after which it is Morcar's turn...." >
...Then each hero takes his turn, after which it is Morcar's turn....knightkrawler wrote:To lose a turn means a figure may neither move nor take an action.
Maybe add something about free actions here, if they apply. For instance, can a Hero trade equipment or pick up a dead Hero's equipment? I'd assume yes if you don't explicitly state it.
knightkrawler wrote:If at least one hero completes the mission, the heroes as a group have won the quest. Only if all of them die, the quest must be repeated.
I'd change "If at least one hero completes the mission, the heroes as a group have won the quest...." >
If at least one Hero completes the stated goal of a Quest's Parchment Section, the Heroes as a group win the Quest....I'd change "...Only if all of them die, the quest must be repeated." >
...A Quest need be repeated only if every Hero dies.knightkrawler wrote:Rolling Dice for Turn Orders (OPTIONAL)
After a round is completed, each player rolls a D6. The player with the highest number has the first turn for that round, the player with the lowest number the last. Roll a second time if two or more had the same number. You might want to acquire some more dice because this variant is easier to keep track of if each player has an own die to keep in front of him or even two to further include movement rolls, while you are at it.
I'd change "After a round is completed, each player rolls a D6...." >
At the start of every round, each player rolls a D6....I'd change "The player with the highest number has the first turn for that round, the player with the lowest number the last. Roll a second time if two or more had the same number...." >
These rolls determine Hero turn order, from highest to lowest. Reroll ties....I'd change "You might want to acquire some more dice because this variant is easier to keep track of if each player has an own die to keep in front of him or even two to further include movement rolls, while you are at it." >
You might want to acquire extra dice for the playes to more easily keep track of their turns by placing their rolls in front of them.knightkrawler wrote:Tactical Hero Turns (OPTIONAL)
If the hero players don't tend to draw out decisions and tactical play, Morcar may allow them to decide on the turn order for any given round between them. Use an hourglass or a stopwatch for the players to make up their mind. The complete turn order has to be decided on at the beginning of the round and cannot be changed. Morcar has his turn last.
I'd change "If the hero players don't tend to draw out decisions and tactical play, Morcar may allow them to decide on the turn order for any given round between them. Use an hourglass or a stopwatch for the players to make up their mind. The complete turn order has to be decided on at the beginning of the round and cannot be changed. Morcar has his turn last." >
Morcar may allow the Heroes to decide on their turn order for any given round. They must decide at the beginning of the round and this order cannot be changed afterward. If the Heroes draw out this decision, Morcar may introduce a time limit with an egg timer or stopwatch. Exceeding the time limit defaults back to the previous turn order. Morcar always has his turn last. (I Don't feel it is necessary to specifically mention an egg timer or stopwatch. "Time limit" should suffice, in my opinion.)
knightkrawler wrote:Each player may play their turn in one of these two orders:
MOVE and then TAKE ONE ACTION
or
TAKE ONE ACTION and then MOVE
I'd change "Each player may play their turn in one of these two orders:" >
Each player may take their turn in one of these two orders:knightkrawler wrote:A figure cannot use part of their movement points, then take their action, then use more movement points. They can also not take part of their action, then move, then take the rest of their action. The consequences of an action take effect immediately.
I'd change "A figure cannot use part of their movement points, then take their action, then use more movement points." >
A figure cannot use part of their movement points, take their action, and then use more movement points.I'd change "...They can also not take part of their action, then move, then take the rest of their action...." >
...Nor can a figure take part of their action, move, and then take the rest of their action....knightkrawler wrote:Heroes may take one of the following actions each turn.
Attack - Cast a Spell - Use a Skill - Search for Treasure - Search for Secret Doors - Search for Traps - Disarm a Trap
Villains may take one of the following actions each turn.
Attack - Cast a Spell
Villains cannot take any other action listed for the heroes.
For both a hero and a villain to cast a spell or to use a skill, they must have the corresponding spell or skill card in their deck.
I'd change "Heroes may take one of the following actions each turn." >
Heroes may take one of the following actions each turn:I'd change "Villains may take one of the following actions each turn." >
Villains may take one of the following actions each turn:knightkrawler wrote:After a player has completed their turn, they flip over their turn marker from green circle up to red cross up. As soon as the round has been completed, all players flip over their turn markers back to green circle up. The green circle means 'have yet to take my turn...', the red cross means 'have taken my turn...' for the current round.
(Since Morcar always goes last, I figure that player doesn't need a turn marker. Therefore, I'd specify their use for Hero players.)
I'd open with
Each Hero player keeps a turn marker before them, which begins green-circle up. This face indicates a Hero has't yet taken a turn.I'd change "After a player has completed their turn, they flip over their turn marker from green circle up to red cross up...." >
After completing their turn, a.Hero player flips over their turn marker from green-circle up to red-cross up to show the Hero is through for the round....I'd change "As soon as the round has been completed, all players flip over their turn markers back to green circle up. The green circle means 'have yet to take my turn...', the red cross means 'have taken my turn...' for the current round." >
As soon as a round has been completed, all Hero players flip their turn markers back to green-circle up to show their Heroes may again take their turns in the next round.knightkrawler wrote:During your turn, you, Morcar, may move and take one action or take one action and move with each of villain that is currently on the board and has at least one body point left. This means that your turn is made up of the individual turns of as many villains as you have at your disposal at the beginning of your turn. Always complete the turn of a villain before you start the next villain's turn. Do not seperate movement from action of any villain as each hero does not seperate their movement from their action.
(Addressing these rules directly to the Morcar player as "you" or "your" feels off to me. Your mileage may vary, but I'd reserve such cases for fluff text.)
I'd change "During your turn, you, Morcar, may move and take one action or take one action and move with each of villain that is currently on the board and has at least one body point left." >
During Morcar's turn, each villain on the board with at least 1 body point may move and take one action or take one action and move....I'd change "...This means that your turn is made up of the individual turns of as many villains as you have at your disposal at the beginning of your turn..." >
...This means that Morcar's turn is made up of the individual turns of all active villains available that turn.... (This includes villains summoned in the current Morcar turn.)
I'd change "...Always complete the turn of a villain before you start the next villain's turn. Do not seperate movement from action of any villain as each hero does not seperate their movement from their action." >
...A villain always completes its movement and action together before another villain's turn starts (like Hero turns.)knightkrawler wrote:Alternating Hero/Morcar Turns (OPTIONAL)
To play the game with a tactical twist, implement individual villain turns in between hero turns. To be precise, after a hero has taken their entire turn (including a passed turn where the hero does neither move nor take an action), Morcar takes one complete turn with one villain. During a round, each villain may of course only take one turn. Thus, the turn order might look like this: Warrior – Ork1 – spellcaster – Templar 3 – Adept – Templar 1 – Quester – Revenant 2 – Ork 5 – Goblin 4 and so on. Use the villains' base inscriptions and the Villain Tracker to keep up.
[The Villain Tracker is a word document appendix]
I'd change "Thus, the turn order might look like this: Warrior – Ork1 – spellcaster – Templar 3 – Adept – Templar 1 – Quester – Revenant 2 – Ork 5 – Goblin 4 and so on." >
Thus, the turn order might look like this: Warrior – Orc 1 – Spellcaster – Orc 2 – Adept – Goblin 1 – Quester – Goblin 2 – Goblin 3.