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Gold Bearer wrote: It's quite nice but it makes the whole mechanic more fiddly
I think they should be able to take their turn when they get up, at least most of the time. It would pretty much kill it as a threat if they couldn't.
Skull = Get back up on 1BP, White Shield = Stay down, Black Shield = Get back up full BP but can't take a turn this round.
Undead Special
The curse on this tomb is strong. The Undead are easily reanimated and must be 'finished off'.
When reduced to 0BP, lay the monster down in its square. Downed monsters don't block LoS or movement but movement can’t end on. The EWP rolls 1Cd6 for each downed before attempting to move.
Skull = Reanimated, can’t move or attack this turn.
White Shield = Nothing happens.
Black Shield = Reanimated, can move and attack this turn.
Reanimated = Stand the monster up, it now has 1BP.
A Hero can ‘finish off’ a downed monster by moving onto its square and using their attack action.
To ‘finish off’ a downed monster, move onto its square and spend your attack action
Probably just the first hero. Otherwise it will be frustrating for the other players knowing that their turn will end if they move into the room.mitchiemasha wrote:Should it be, each hero on first encountering the mummy, just the first Hero or 1 hero per Mummy.
On...mitchiemasha wrote:Downed monsters don't block LoS or movement but movement can’t end on.
Why? Finishing downed monsters is the best part.mitchiemasha wrote:Skull = Reanimated, can’t move or attack this turn.
White Shield = Nothing happens.
Black Shield = Reanimated, can move and attack this turn.
Reanimated = Stand the monster up, it now has 1BP.
Still wish I could work in a death.
Gold Bearer wrote:On...
Chaos Tokens - From Advance HeroQuest
The Evil Wizard Player draws a token using the ‘Rotation’ and/or ‘Egg Timer’ rules. Once drawn the EWP can look at the token but keeps it secret from the Heroes. A token can be activated at various moments throughout the Quest. To activate, the EWP calls out its name, reveals it to the Heroes and implements the effect. Multiple tokens can be held but only one activated at a time, discard after use.
Rotation - At the start of the EWP phase, if no monsters were in play that turn.
Egg Timer - Every 2 mins the Heroes take to complete a round. Increase decrease accordingly… 30s/Hero in play. Pause the timer when revealing a room.
To activate, the EW calls out its name, reveals it to the Heroes and implements the effect.
The Evil Wizard draws a token '*randomly*' using the ‘Rotation’ and/or ‘Egg Timer’ mechanic. Once drawn the EW can check the token type but keeps it secret. A token can be activated at various moments throughout the Quest. To activate, the EW calls out its name, reveals it to the Heroes and implements the effect. Multiples can be held but only one activated at a time, discard after use.
knightkrawler wrote:Can anybody link me to where Sotiris' token system rules?
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