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Hero Quest The Card Game

Discuss other HeroQuest expansion topics that do not fit into the above categories.

Hero Quest The Card Game

Postby torilen » July 16th, 2013, 8:46 am

Yes...the card game. I've been trying to make this work for a while, and finally hit on it a couple of days ago.
I only have the first two quests done so far, but if you all like it, I can finish it up...it just might take a little
bit of time.

As it stands, all you would need is the card sets, some dice, paper, and pencils. Very portable, and I think it would
cut time down considerably. I cannot guarantee this, as I haven't been able to print the card off and/or test it out
yet. Everything is very stream-lined, though.

Please realize, this is black and white, text only. No art. If you like it, I can try to figure out a way to put some art
onto the cards. That might take some work, though, as the design is very simple right now.

Take a look, and please let me know what you think. This took some serious thought. I know it might look a lot like
the random card generator solo-play thing that was hosted on here before...but this is quite different, I believe.

Thanks all, and enjoy.

EDIT: 12-11-13 - I revised The Trial a while ago, to allow for each monster to attack and defend separately.
I think this will allow for better play, and will allow for better use of these cards. Note - I HAVE NOT revised
the Rescue of Sir Ragnar yet.


the trial revised.pdf


rescue of sir ragnar.pdf
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Last edited by torilen on December 11th, 2013, 10:27 am, edited 1 time in total.


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Re: Hero Quest The Card Game

Postby chaoticprime » July 16th, 2013, 10:20 am

There is similar logic at work with my efforts to redact heroquest to exclude the evil wizard player. It paid special attention to the passive "look" action detailed in the rule-book.

Mine included adding coordinate references to the game-board, and adding "Look" markers to each corner.

Each quest would reference a table for what and where to place board objects, and from what "Look" position. Each room in each quest would have its own Quest Card(s). Positions would have a master table, where you would find your coordinates in a column placed before quest id. This would prevent people from looking ahead.


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Re: Hero Quest The Card Game

Postby Patroclus » July 16th, 2013, 3:34 pm

The idea is good, to have a HQ alternative with cards. But because we are talking for cards I think the idea of rooms and hallways is not important. It’s better to focus on the encounters.

in my opinion, I would use only one Hero and some mercenaries to give Attack or Defence bonuses. Create some monsters with special abilities (with the 2 or 12 on the roll of 2d6, the monster uses their special power, etc). Each monster is a "room", each quest should have a specific number of rooms, when you finish a quest take “fate” token (like those from AHQ) or a treasure card. If you can’t win a monster, return to town to spend some gold and come back to kill it.

Send your mercenaries for “missions” to gain more bonuses. While you are playing the quest, you can choose some of your mercenaries to set them aside, and when you complete the mission roll some dices to check if they have finished successfully their missions or not. You can put some “mission cards” together with the “monsters deck”, so if you find a “mission card” you can send a mercenary for the mission.

I think something like this could make a solitaire card game more interesting. As you put more encounters the game will change and it could have some repeatability.

Maybe this could work only for me, other people could like better to have a “map” in their mind with rooms and hallways, a system more close to HQ, so I can’t say which is better.


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Re: Hero Quest The Card Game

Postby Patroclus » July 16th, 2013, 4:18 pm

I've tried to beat the following cards that I've design as an example of a possible play. With a Barbarian I've died in the 4th "room" and I've found the secret door. I believe the first quest could have 6 rooms for an unarmed hero.

For the special powers in the TEXT area, I use a 12-sided dice. (Roll the 12-sided dice at the begin of each "morcar's" turn)

NAME__________;ATTACK;DEFENSE;BODY;TEXT________________________________________________________________________________;EXP__
The Black Spider;___4__;____3___;__3__;11+ Spider's Web: Hero loses one turn_________________________________________________;__3__
The Goblin______;___2__;___1___;__1__;_____________________________________________________________________________________;__1__
Secret Door_____;______;_______;_____;1-7 You found nothing, draw another card. 8+ You find a secret door. Go to the next room.;____
Two Orcs_______;___4__;___2___;__4___;11+ Fast Attack: You can't defend this attack__________________________________________;__3__


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Re: Hero Quest The Card Game

Postby torilen » December 11th, 2013, 10:28 am

I revised The Trial. I like it much better this way - it allows for the monsters to attack and defend separately. It
won't bog play down any, I don't think, and will allow better use of the cards.


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