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Hero Quest Risk?

PostPosted: January 7th, 2021, 8:40 pm
by Kurgan
All these people posting speculative maps of the "Olde World" (loosely based on GM's "Warhammer fantasy" world) got me thinking about Risk and Castle Risk, the classic parker brothers games... which now have pretty much every branded franchise you can think of (next to monopoly).

So if we can think of Hero Quest Clue, Monopoly, Chess, etc. how about Hero Quest Risk?

Should be pretty easy to come up with armies based on the Empire, Chaos, etc. Board + cards + minis, right?

[Below images are from ROTWL EU Edition's quest book map, the Japan Game System's quest book map, as well as a map taken from one of the Hero Quest novels and some Warhammer-based maps]

Re: Hero Quest Risk?

PostPosted: January 8th, 2021, 7:09 am
by Davane
Extremely easy, when you think about it... HeroQuest Risk is basically a much more abstract version of the Mighty Empires stuff from GW back in the day...

Re: Hero Quest Risk?

PostPosted: January 8th, 2021, 1:26 pm
by Kurgan
Here's a portrayal of the classic units. Its tempting to draw battle masters into this, but I see that the colors coincidentally correspond to the classic colors of classic Hero Quest (except black, although many "black" HQ minis exist out there in the wild).

Red = Heroes
Green = "Greenskin" Monsters
Yellow = "Undead" Monsters
Blue = EQP/BQP (or midnight blue WOM or dark blue ATOH Ogres)
Gray = Specials/BQP Mercs
Black = rare variants/primed

Random ideas:

Cannon = Crossbow Mercenary
Infantry = Hero/Monster
Cavalry = Fimir/Ogre/Chaos Warrior/Frozen Horror/other big monster

Re: Hero Quest Risk?

PostPosted: February 14th, 2021, 6:51 pm
by wallydubbs
Interesting concept, it kinda reminds me of Battle Masters, though.

I was thinking more so divvy up the factions into races, but that would be too much like Lord of the Rings Risk. You have the right idea, though.
However instead of calling the the Red team, the Heroes, you can go with Team Empire, consisting of humans, elves and dwarves. Wizards on that team as well
Green Team: rightfully so Greenskins, Orcs, Goblins and Fimirs. You could have Orc Shamans or Warlords as the Bess of that team along with spell casting Fimirs.
Yellow Team: Undead, good call, but they've got to have some Necromancers guiding them. They would be immune to certain spells that very by mind point.
Grey Team: Team Chaos, consisting of Chaos Warriors, Gargoyles, Chaos Sorcerers as well as the Dark Company and Doom Guard.
Black Team: probably Ogres
Blue Team: Elven Kingdom primarily consisting of Elven Archers and Elven Warriors. Could also include Giant Wolves and Elven Mages.

The problem with adding a team from the Barbarian Quest Pack to this, is that all the monsters are regional to a cold area and haven't always meshed well with the majority of HeroQuest monster. Leading armies across a map would suggest change in climate and Polar Warbears generally inhabit polar regions.

Each team would need perks and offsets that set them apart from the other teams.
The Empire Team gets a hyped up defense, as they defend with white shields they should have a better defense then all the other groups. They also have Wizards that can accompany an army giving boosts. Perhaps a gradual way to increase the army's power depending on resources.
Greenskins Team should probably get additional armies. Their formidable attackers but they have poor defense and body points. Since they're the most common bad guy, they get extra troops. Or maybe they have the ability to steal resource cards from a team they defeat (a call back to Prince Magnus' Gold). Orc Shamans or Fimirs provide magic support for that team.
Undead Team are unaffected by spells that require mind points. They're also slow on movement. They should be led by a Necromancer who can reanimate some of the armies. So it might be difficult to keep them dead. That or create more soldiers from armies they've defeated.
The Chaos Team should be heavy hitters and also have formidable defence (Doom Guard and Dark Company) along with Chaos Spells but at the cost of having limited armies. There should be some cancerous effect in devoting themselves to Chaos.
The Ogre team are heavy hitters and have lots of body points, however they have little mind points (leaving them vulnerable to magic), no sorcerer's or magic users on their team.
Elven Kingdom Team would probably have some unique spell sets, and maybe get a bonus on resources as since you can find so much gold in the MotM expansion. A resource boost would help them in the long game.

Each team would have spell casters (asides the Ogres) that may or may not accompany their armies into battle. You'd need a special figurine different from the regular army guys to determine where they are on the board and which army they follow.
Careful, though, if that army is defeated you lose that spell caster.

How would the battle dice work? In risk it's general comparison, highest dice wins, defenders win on a tie. But it would be interesting to include the Hero Quest dice as well.

Re: Hero Quest Risk?

PostPosted: February 16th, 2021, 3:38 pm
by Kurgan
Maybe as the Ice Monsters take over territories, they turn cold and icy as well... ;)

The Ogres had some spell castors in ATOH, could have Festral, Chaos mentalists, etc. if needed.

Maybe black shields are worth the most, white shields less and skulls (being the most common) the least? Could play with it I guess... whoever scores most skulls wins?

Yeah, Battlemasters Risk (castle risk?) might be easier (mighty cannon, Ogres equivalent for chaos cannon, has knights/chaos warriors, cavalry), has the colors already, but I'm thinking HQ here.

Re: Hero Quest Risk?

PostPosted: February 17th, 2021, 3:54 pm
by wallydubbs
Kurgan wrote:Maybe as the Ice Monsters take over territories, they turn cold and icy as well... ;)

The Ogres had some spell castors in ATOH, could have Festral, Chaos mentalists, etc. if needed.

Maybe black shields are worth the most, white shields less and skulls (being the most common) the least? Could play with it I guess... whoever scores most skulls wins?

Yeah, Battlemasters Risk (castle risk?) might be easier (mighty cannon, Ogres equivalent for chaos cannon, has knights/chaos warriors, cavalry), has the colors already, but I'm thinking HQ here.


I guess that was Zargon's plan in resurrecting the Frozen Horror: "As we speak, the Frozen Horror is reviving its minions and enacting its plans to cover the Northlands and Empire in a shroud of deadly ice."
This would have to be that team's power too, not to give them a bonus on defense, but to give an attacking army a disadvantage, since they're going into icey terrain. However I'm thinking that only the Frozen Horror could do this (cover a territory in ice). This would make this team's advance across the board slow and straightforward. Making the head of the army the strongest part, but also leaving that team vulnerable if they were to lose the Frozen Horror.

Admittedly, yes, the Ogres did have spell casters in AtOH, but these were provided to them by Chaos. Festral, Nexrael and Xenloth were all representing Zargon's interest.

However I've played a lot of Risk games (Halo, Game of Thrones, Risk Legacy, etc.), power ups and modifications for teams make things more exciting; this also includes scarring certain factions with limitations. In the case of the Ogres, having a beefed up attack as well as body points, should even out the lack of spells.

However one of the big flaws with Risk is that battles are usually 1 vs 1 attack. Risk Legacy allows slight interventions from other teams with missiles. But history has shown in many cases that rival factions (Democracy and Communism in WWII for example) can work together and even lend troops to the other when it comes to taking down a bigger threat. So I'm thinking that one of the modifications drifting away from regular risk would be to lend troops to other factions. So I can see Chaos Team lending some of its spell casters to the Ogre faction.
This can work with other teams as well, but one of the limitations I'd put on the Undead faction is that they cannot lend troops unless accompanied by a Necromancer.
When it comes to lending troops, some players might go for acts of betrayal; acting to assist one player to prevent a more powerful team from winning, only to turn on the team they just helped.

Each team should have a few playable characters that could join an army, giving them a boost:
Empire: Wizard and Emperor
Greenskins: Orc Shaman and Orc Warlord
Undead: Witch Lord and Necromancer
Chaos: Warlock and Fire Mage
Ogres: Ogre Lord and Ogre Chieftan
Elven: Elven Queen and Alchemist
Ice: Frozen Horror and Undead Barbarian (Kelvenos?)
Maybe we can add extra named monsters and such...

The dice seem problematic. I'd like to go by the original rules for regular armies and battle (3 dice for attacker, 2 fir defense, highest dice wins, defender wins on a tie). But where do the combat dice come in? Maybe an advanced character? Exampl:
If the Orc Warlord is engaged in battle, he rolls 3 combat dice and may add the number of :skull: rolled to one of his his army's dice rolls.
If the Emperor's army is attacked he may roll 4 combat dice and add the number of :whiteshield: to his defense dice.
If the Ogre Chieftan's army is attacking, his army wins all ties.
The Witch Lord cannot die, but nor can he attack without additional armies. If the Witch Lord's army conquers a territory he will regain a lost army.
Any time the Frozen Horror's army conquer a new territory he may cover it with ice. All enemies attacking an Ice covered territory get -2 on their highest attack dice.

Each faction should have their own custom boon:
Empire: when in battle, may reroll all :roll1:s
Greenskins: get +1 army when recruiting troops each turn
Chaos: any time they roll double :roll6:s in defense, that territory can no longer be attacked this turn.
Undead: when losing a battle due to a tie, they do not lose an army.
Ogres: get +1 on their highest attack and highest defense dice.
Elves: may add +1 to their resource total when cashing in cards.
Ice: on their maneuver phase, they may make an additional maneuver through Ice covered territories.

Stuff like thar.

Re: Hero Quest Risk?

PostPosted: January 11th, 2022, 8:39 am
by Kurgan
Welcome! BattleMasters Risk would be huge...

Re: Hero Quest Risk?

PostPosted: January 17th, 2022, 4:57 am
by Anderas
Kurgan wrote:Welcome! BattleMasters Risk would be huge...


I don't know Battle Masters. Do you propose to move soldiers on a map, risk-like, but to fight then with Battle Masters rules? :lol: that can take a while!

How does Heroquest factor in there? The DM vs Players style wouldn't fit with a nearly-balanced thing like BM or Risk.

Re: Hero Quest Risk?

PostPosted: January 18th, 2022, 8:49 am
by Kurgan
I've been more thinking along the lines of playing a game of risk, but the board would resemble the "old world" map from the EU heroquest and the pieces would be miniatures from that universe (of which BattleMasters is shared). Obviously if that were the case some modifications would probably be necessary and things repurposed and mixed, etc.

Re: Hero Quest Risk?

PostPosted: January 19th, 2022, 11:01 am
by Andrew121
Very is indeed. When I think about Hero Quest Risk I get to remember mighty empires stuff.Nulls Brawl Apk