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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.
The Road Warrior wrote:Personally I would consider swapping the zombie and skeleton skills if I was going to use this system myself. The 'combining attacks' skill feels more zombie-ish to me, and the skeleton miniature is carrying the scythe which looks more like a diagonal attack weapon. But it doesn't really make much difference and having diagonal attacks on the zombie allows them to surround a hero if they get the chance and attack from all angles. Still very zombie-ish.
mitchiemasha wrote:Yeah that makes perfect sense. Zombies in classic zombie situations are only a threat in numbers so that rule would make them a threat... I'm using that... I also agree with the skeleton with diagonal attack because of it's big weapon.
Gold Bearer wrote:I agree that you gave the more dangerous skill to the less dangerous monster and the less dangerous skill to the tougher monster but I wouldn't think that was the right way to go even if the swap didn't make more sense. The monsters should be at different levels. Zombies are supposed to be better.












The Road Warrior wrote:Still loving this system of Chaos tokens. It seriously enhances the strategic side of the game, which I enjoy. I think it's much better than the token system in your other PBP game![]()
The Road Warrior wrote:[*]One token every 10 rounds bothers me a bit. I'm sure I would lose count or forget to take an extra token. Is there a better way of doing this?


The Road Warrior wrote:We seriously need to meet a Gargoyle (no, I will not go to the Trial). This is the one skill I have real doubts about but I'm reserving judgement until after we have encountered one in the game.


1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.

| GOBLIN move-hit-move ORC 1 combat die re-roll FIMIR hero defends with black shields SKELETON diagonal attack ZOMBIE combine attack with other undead monsters MUMMY 1 random chaos spell (non-massive) CHAOS WARRIOR / DOOMGUARD hero rolls 1 less melee combat die GARGOYLE turn to stone. Unharmed until your next turn or a caster uses an Earth spell to break it | OGRES push/grab ELVEN WARRIOR / ARCHER extra movement: 1 red die GIANT WOLF your wounded enemy turns to werewolf MERCENARIES defend with white shields YETI hug ICE GREMLIN steal item POLAR WARBEAR 2nd attack (may not be defended) DARK WARRIORS 1 black shield blocks all skulls |


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