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Spookyhappyfun's Instruction Book Addendum

Discuss new Rules for HeroQuest.

Spookyhappyfun's Instruction Book Addendum

Postby Spookyhappyfun » April 11th, 2018, 2:29 pm

I've been working for a while on compiling some additional rules. Some of these are created by me, some are taken from others around here, and some are versions of rules found in some of the expansions. My goal is to have this in effect at the start of the base game and to add in the expansion rules as we get to each expansion set.

Note that much of these work with specific cards, tiles, or characters that I've collected and might not all apply to your specific game.

As a note, this is an addendum to the US rules found here: http://heroquestbyphoenix.yeoldeinn.com ... iginal.pdf

I wanted to share them here to get people's thoughts and hopefully inspire some folks.

Cards

Alternative Monster Card Rules
Keep the Monster Cards behind the Information Screen at the start of the first Quest. As the Heroes first encounter and defeat each monster type, give the corresponding Monster Card to the Heroes to keep and use for reference. The Heroes can keep the cards of defeated monsters for future Quests.

Hero Spell Cards
Additional spells can be learned for spell groups that the Hero knows and can access. These spells can be learned when a character levels up.

Access to additional spell groups can be learned in future Quests. Until the spell-casting Hero has access to that spell group, though, no spells can be learned or cast from that group.

Note: Spell Scrolls can be read and cast at any time, regardless of the spell group that spell might have originally come from and whether or not the Hero has access to that spell group.

Lone Monster Cards
The Lone Monster Cards can be used by the Heroes to parley with some monsters. Shuffle these cards before each Quest. Keep them face-down in a pile within easy reach of all the players.

Rest Cards
Similar to the Treasure and Lone Monster Cards, shuffle these cards before each Quest. Keep them face-down in a pile within easy reach of all the players.

Realm Cards
The Realm Cards can be used between certain Quests to detail encounters that the Heroes will have prior to beginning the Quest. Shuffle these cards before each game. If used, keep them face-down in a pile within easy reach of all players.

Spell Scroll Cards
Spell Scrolls are used just like the Spell Cards used by the spell-casting Hero Characters. However, a Spell Scroll can be used by ANY Hero (not just the Wizard, Elf, or other spell-casting Hero). Shuffle these cards before each Quest and keep them face-down in a pile behind the Information Screen. If the Quest notes indicate that the Hero finds a random Spell Scroll or a Hero selects a card from another deck that instructs them to pick a Spell Scroll Card, offer them the Spell Scroll deck to pull a card at random.

Note: If the Quest Notes reference a specific Spell Scroll to be found in the Quest, Zargon might want to remove that card before the Quest to keep ready to give to the player when needed.

Potion Cards
Shuffle these cards before each Quest and keep them face-down in a pile behind the Information Screen. If a Hero selects a card from another deck that instructs them to pick a Potion Card, offer them the Potion deck to pull a card at random.

Note: If the Quest Notes reference a specific Potion to be found in the Quest, Zargon might want to remove that card before the Quest to keep ready to give to the player when needed.

Library Spell Cards
The Library Spell group contains several powerful spells. Before each and every Quest, a Hero carrying a purchased Spell Book from the Expanded Armory may select one spell from this spell group. If more than one Hero is carrying a Spell Book, each of those Heroes roll one red die: the Hero with the highest roll chooses first, the second highest next, and so on. All remaining Library Spells in the deck are shuffled and used by Zargon for Sorcerer’s Tables during the Quest.

Encounter Cards
The Encounter Cards (also known as Evil Wizard Cards) are used by Zargon to create unexpected encounters and events across the board. Shuffle these cards before each Quest. Keep them face-down in a pile within easy reach of Zargon.

Skill Cards {SECTION IN PROGRESS}
Used for Leveling Up.

Additional Hero Actions

Unarmed Attack and Defense
If a Hero is unarmed, they may still attack by rolling 1 Combat Die. To defend with no armor, a Hero rolls 2 Defence Dice.

Note: In certain Quests, all of a Hero’s equipment is stolen or gone. This includes spell components for the Wizard, Elf, and other magic users, and a holy symbol or focus for Paladins, Clerics, and other religious casters. This renders those Heroes unable to cast any spells until the items are returned.

Counter-attack
Some creature have a counter-attack, and certain cards can also grant the ability to the Hero as well. Counter-attacks occur during the Defense roll. When defending, each skull rolled actually counts as a hit against the attacker. The attacker defends against this counterattack using shields from his initial attack roll.

Parley
If only one monster remains in a room or corridor, a Hero can choose to parley, or negotiate, with the monster. If Zargon decides that the monster is able to be parleyed, the Hero draws a Lone Monster Card from the top of the deck. The outcome can vary from helpful to harmful.

Important! Not all Monsters can be parleyed. Those monsters that can be parleyed can only be parleyed once. Quest notes may indicate when a monster cannot be parleyed, otherwise it is up to Zargon’s decision. Some monsters like Gargoyles and character monsters like the Witch Lord, should ignore parleys.

The Lone Monster Card deck should be shuffled before each Quest.

Note: The Paladin may not parley with a monster. As a devotee of Sigmar, the Paladin refuses to compromise or negotiate with the forces of Chaos.

Rest
If all monsters have been cleared from a room or corridor and there are no monsters visible to the Hero, the Hero can choose to skip their full turn and instead draw a Rest Card from the top of the deck. The outcome can vary from helpful to harmful. Important! The Hero may not move or perform any action on their turn if they choose to rest. If they have already performed any action or moved even one space, they may not rest on that turn.

The Rest Card deck should be shuffled before each Quest.

Spell Research
Some rooms contain a Sorcerer’s Table. If the Quest notes don’t indicate any other use for the Table or any Treasure to be found by searching the Table, then spell-casting Heroes (like the Wizard and Elf, though at Zargon’s discretion) may spend time to study the spellbook on the Table to learn one new Library Spell.

The Wizard Hero may forgo his next complete turn to study at the Table. The Elf must spend two turns. (Zargon can determine the amount of research time required for other spell-casting Heroes.) During this time, the Hero may not perform any other action or their concentration is broken and they must start over. Concentration is also broken if they are attacked or damaged in any way.

Once the research time is successfully completed, the Hero may draw a card from the top of the Library Spell Card deck. This spell may be used once during the course of that Quest. Once the Quest is completed, any unused spell is forgotten and the Hero must return the Card to the deck. Each spell-casting Hero may only study once per Sorcerer’s Table.

The Library Spell Card deck should be shuffled before each Quest.

Passing Items
On their turn, any Hero may pass any item they own to other Heroes. If the 2 Heroes are in adjacent squares and neither Hero is adjacent to a Monster, the item can be passed with no problems. If the Heroes are adjacent to a Monster or not adjacent to each other but within sight range, the item can be passed from one Hero to the other with a chance to drop the item. The throwing Hero must roll one White Combat Die. If a Black Shield is rolled, the item falls to the ground in a space halfway between the two Heroes (or at the Hero’s feet if adjacent to a Monster). The item can be retrieved by any Hero or Monster moving to that space with no additional action necessary other than announcing their intention to pick up the item. Important! Fragile items like Potions will break and be destroyed if the throw fails. An item’s durability will be decided by Zargon.

Attacking from Furniture
A Hero or Monster may climb up and stand on low furniture (table, torture rack, etc.) if adjacent to the furniture, and they have at least 1 square remaining from their movement, and the figure can be balanced on the furniture. To stand on tall furniture (bookcase, cabinet, etc.), they must still have 2 squares remaining from their movement. The figure must still occupy only a single square. If the figure falls, they land in the nearest square, and their turn is over. Climbing onto furniture does not count as an action.

A figure not standing on furniture defends with one less Defend Die when attacked by a figure standing on furniture, and attacks with one less Attack Die when attacking a figure standing on furniture.

Traps

Trap Rule Variation
Some of the Falling Block Traps work differently in certain Quests. This is indicated by a white down arrow located next to the trap symbol on the Quest map. When a white arrow is present, a Hero stepping on the Falling Block Trap square causes the Falling Block to land on the square with the arrow. These traps are searched and disarmed in the same way as normal Falling Block Traps.

Additional Kinds of Traps

Putrid Spore Trap
All figures in the same room or corridor must roll a Combat Die. If any figure rolls a skull, they are affected by the toxins and lose 1 Mind Point, ending their turn. The putrid spore trap is now gone forever, and the square can be moved onto safely.

Note: There are no Putrid Spore Trap tiles.

Web Trap
Put a web trap tile under the figure. The figure loses 35 gold coins OR a single item in the web, and their turn is over. (Place an equipment tile on the web trap tile to represent lost treasure.) The figure may climb out by subtracting 1 square from their movement on their next turn. A web trap tile can be removed and the treasure can be recovered by any figure who disarms the trap.

Slime Trap
Put a slime trap tile under the figure. They suffer 1 Mind Point of damage, ending their turn. A figure may climb out by subtracting 1 square from their movement on their next turn. A slime trap tile can be removed from the board by any figure who disarms the trap.

Encounters
Once all Heroes have takes their turns, if the Encounter (or Evil Wizard) Cards are being used for this Quest, Zargon may take 1 Skull Tile and place it near the board in a location visible to the players. If there are no Monsters on the board for the entire turn, or the Heroes chose not to attack or interact with the Monsters on the board, Zargon may take 2 Skull Tiles and place them near the board in a location visible to the players. Once 8 Skull Tiles are placed, Zargon may take an Encounter Card from the top of the deck, and clear the Skull Tiles, beginning the count again during the next round of play. Zargon may choose to play the card at any appropriate time. He may not ever have more than three cards in hand at one time. If Zargon draws a fourth card, one card must immediately be played or discarded.

Dead Heroes

How A Hero Escapes Death
Each time a Hero is revived they remain slightly light headed and their Mind Points are reduced by 1.

Mind Points
When a Hero reaches zero Mind Points, he is not dead but in “shock”. (A Hero cannot go below zero Mind Points.) He rolls only 1 red die to move, attacks with only 1 combat die, and defends with only 2 combat dice. (Armor, weapons and most artifacts do not increase the attack or defend dice when a Hero is in Shock.) The Hero’s attack and defend dice can be temporarily increased by some spells and spell scrolls.

The extra Mind Points gained from certain artifacts (such as the Talisman of Lore) can be lost in battle. For example, a Barbarian with the Talisman of Lore (for a total of 3 Mind Points) goes into shock after he accumulates 3 Mind Points of damage.

Note: It is important to keep track of the Heroes’ current Mind Points. The players can use the bottom row of “Body Points” boxes on their Character Sheets to record Mind Point damage.

What Happens Between Quests

Events in the Realm
If Zargon allows, each player may choose to draw 1 Realm Card before each stand-alone Quest either before or after they visit the armory. This does not apply to linked Quests in a series that run immediately into each other, or Quests where the players are not able to visit the armory in between. Zargon must use his discretion when determining if this is appropriate between Quests.

Selling Excess Items
As the Heroes fain better equipment, they can sell some of their old items to the Armory. Only items that are listed for sale in the Armory (on the cardboard platform in the Game System plus any additional Armory lists) can be sold back to the Armory. The Hero received Gold Coins equal to half of the Armory’s price when selling items to the Armory. Thus, a Hero who sells a longsword (which costs 350 Gold Coins) back to the Armory, receives 175 Gold Coins. Items sold at the Armory for odd sums (the dagger at 25 Gold Coins, for example) can be sold back for half price, rounded down (12 Gold Coins for the dagger).

Leveling Up {SECTION IN PROGRESS}
Heroes will level up every 5 Quests or as indicated in the Quest Book.


Rewards:
Killed a mighty Fimir! Destroyed a Zombie! Encountered a menacing Chaos Warlock!
Spookyhappyfun

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Evil Sorcerer: Zargon
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Re: Spookyhappyfun's Instruction Book Addendum

Postby Stig » October 19th, 2018, 4:41 pm

Some wonderful ideas there thank you! Love getting the furniture involved


Rewards:
Zealot Miniatures: Twisting Catacombs Kickstarter Backer Slain a measly Goblin! Killed a mighty Fimir! Destroyed a Zombie! Smashed a massive Gargoyle!
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Stig

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Re: Spookyhappyfun's Instruction Book Addendum

Postby Spookyhappyfun » October 20th, 2018, 6:05 pm

Stig wrote:Some wonderful ideas there thank you! Love getting the furniture involved


Thank you! A lot of it comes from other folks, but it needed to be compiled somewhere and it works for me. I hope it can inspire others.


Rewards:
Killed a mighty Fimir! Destroyed a Zombie! Encountered a menacing Chaos Warlock!
Spookyhappyfun

Elven Warrior
Elven Warrior
 
Posts: 606
Joined: July 26th, 2017, 7:12 am
Location: North Carolina, US
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member


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