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Is "see" the same thing as "line of sight?"

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Is "see" the same thing as "line of sight?"

Postby Bareheaded Warrior » April 19th, 2025, 3:00 am

My point around the empty board having only one passage wasn't intended as a philosophical observation, more an attempt to challenge assumptions, the rules lack any definition of passage boundaries, but that only becomes an issue, when you introduce statements in the rules like "in the same passage", provided that you don't introduce such statements, and instead just state that a monster is placed at the point it becomes visible to a character, either because they are in the same room or if not then because LOS exists, then you avoid that issue and the need to include that definition, which leads to a simpler ruleset.

MonsterMotor wrote:Maybe, but if you look into the BQ and EQ books, you will find the following text passage there: „Zargon, study this book carefully! Although it is your guide to running these adventures, it may not answer every question you have during play. When in doubt, use your experience and imagination to make the best choice. Remember that you are the ultimate authority in your HERO QUEST world.“


I had already started to type my response to this when Onan beat me to it, when and how you place monsters on the board is a fundamental rule of the game and our discussions have hinged around this point, even just considering the original version of the rulebook, without any reference to supplemental card text, expansion materials, and all other extensions that often introduce complexities that may require adjudication.

The other reasons why I'm not a fan of the "Zargon being the rule authority" statement, is because (1) Zargon is a character in the game and not a player, and even correcting the terminology, (2) it is an official rule in the Remake edition and not in the Classic edition that I still play, (3) the Evil Wizard player is officially at least* an antagonist to the character players, they are on opposite teams, each with mutually opposing success conditions, so it would be very unusual and problematic to allow one side to decide the rules of the game, as opposite to a neutral party, which is why the "referee" in most games is supposed to be independent and not a member of one of the teams!

*Allowing for the fact that most of us actually play the Evil Wizard player as more of a neutral Gamesmaster role.

Onan wrote:I don't think this discussion between me and BHW is because we don't know how to handle things over the board. BHW is writing a rules clarification document, and I am working on a playable browser version. So we both want to know at which point we are using official rules or house rules. Also, this discussion is not about rules creating complex situations, but about the very basics of the game. It's like rules for Ludo missing a clear statement if the rolled number is the fixed distance or maximum distance to be moved.


Exactly.

And on that note I have now updated my "clarifications" document around the point of visibility.
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Re: Is "see" the same thing as "line of sight?"

Postby MonsterMotor » April 19th, 2025, 4:14 pm

Fair enough, I get what your discussion is about and I don't intend to extend it further. But just let me note that anything that involves line of sight in HQ may turn out not as simple as it may read in the rules. I guess you two seasoned players know that, too.

One final question:
Bareheaded Warrior wrote:(2) it is an official rule in the Remake edition and not in the Classic edition that I still play

You also wrote quite an extended set of own rules elsewhere. I am just curious why you don't play with that any more but instead went back to the pure "Classic Edition" as you label it?
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Re: Is "see" the same thing as "line of sight?"

Postby Onan » April 20th, 2025, 12:50 am

MonstorMotor wrote:Fair enough, I get what your discussion is about and I don't intend to extend it further. But just let me note that anything that involves line of sight in HQ may turn out not as simple as it may read in the rules. I guess you two seasoned players know that, too.

You're always welcome to extend it. :) And yes, line of sight is complicated, but placement can be simple if you don't use geometric critera like LOS for visibility, but area boundaries like walls and blocked squares.

BHW wrote:I agree that the 2nd edition added an extra rule, there are two in the 1st edition and three in the 2nd so without doubt an additional rule has been created but my point was that your interpretation adds an extra rule on top of that, so three in the 1st edition and four in the 2nd edition, so both statements are correct, the revisor added an extra rule and your interpretation adds another.

So you think I've added a rule about visibility for placement. "Place everything in the new room or passage when a player opens a door" is something I added, because the rule about "opening doors", although it instructs you to do exactly this, misses a "visible".

1st wrote:As the players move their models, the evil wizard player must keep checking the map and put out any pieces that become visible.

You might think that this means the EWP must check visibility on every step the heroes take, but some lines further down you find a definition when heroes can see something new:
1st (italics by me) wrote:The player characters place their models on any square next to the stairway. The contents of this room (barring any traps, secret doors, or treasure) should be laid out at the beginning of the game. All doors are closed. No pieces outside this room are placed on the board. These should only be set up when the player characters can see them by moving into a new room or passage.

According to this rule visibility is created by the heroes moving into a new room or passage, not by creating an unobstructed line.

This rule contradicts the rule about "Opening Doors", where the hero does not have to step into the room or passage behind the door. As I've said when talking about the "no backtracing" rule, my guess is that in an early version of the game there was no "opening doors while standing still", but you opened a door by moving through it. This rule also hints at it. You commit yourself to handling the new room by stepping in and not being able to step out on this turn, not just have a look at its content. I guess they dropped this rule because after getting some beatings players would say "I open the door" instead of placing the model inside the room. If the EWP insisted on the player stepping in before revealing, this would lead to discussions. So they allowed opening doors as a special free action, and later dropped the "no backtracing" rule altogether.

So what happens when you open a door without stepping in? I would say the same thing as when you open it and step in: "the evil wizard player must place any pieces shown for that room or passage on the map".
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Re: Is "see" the same thing as "line of sight?"

Postby Bareheaded Warrior » April 21st, 2025, 2:41 am

Onan wrote:This rule contradicts the rule about "Opening Doors", where the hero does not have to step into the room or passage behind the door. As I've said when talking about the "no backtracing" rule, my guess is that in an early version of the game there was no "opening doors while standing still", but you opened a door by moving through it. This rule also hints at it. You commit yourself to handling the new room by stepping in and not being able to step out on this turn, not just have a look at its content. I guess they dropped this rule because after getting some beatings players would say "I open the door" instead of placing the model inside the room. If the EWP insisted on the player stepping in before revealing, this would lead to discussions. So they allowed opening doors as a special free action, and later dropped the "no backtracing" rule altogether.


That is an interesting observation, which occurred to me also the other day as a result of our discussion. Whilst that rule isn't explicitly stated in the rulebook as far as I can see, it may well be another candidate to join the list of other rules that aren't explicitly stated but have to be derived from the context*, as it seems to be the only option that reconciles our two interpretations.

*Like opening chests, Dwarf using the same disarming process as the tool kit user, needing to be on the trigger square to disarm the trap. These kind of "missing rules" for me underline the importance of "blind" play testing where you give a group of people with no previous exposure a copy of the game to play test without first giving them a demo or explanation which may include information not written down in the rulebook.

Thinking about this new interpretation that "opening doors includes passing through the door", and I realised that it could lead to situation where a character moves next to a door using their last point of movement and then opts to open the door and then gets a free point of movement to move into the room. It would need to be clarified in the document whether that is allowed or not, so there should be something that either states that you can't open a door when you have no movement left, or that opening a door (and moving through it) is a special situation where you do get a free point of movement.

It turns out that I think there is...on page 12 of the 1st edition rules it states "Opening a door does not count as a move" which resolves that potential situation so perhaps this was in fact the intention all along and that is way the game was supposed to be played. Incidentally I don't agree that dropping the backtracking rule in the 2nd edition automatically means that the "opening doors includes passing through the door" rule was also dropped.

If that is the case then the only situation that I think we have left to resolve is around corners and visibility.

Case 3 Can the Dwarf see the Goblin.png


You could argue that he can, the LOS diagram gives exactly that situation, so if he can target the Goblin with his crossbow then he must be able to see it, but equally you could argue that he hasn't yet moved into the new passage so it wouldn't yet be placed on the board, so it seems to hinge on whether square X is occupied by a monster, in which case the Dwarf could not see the Goblin, or is occupied by a character, in which case the Goblin would already be placed on the board and the Dwarf could see it.
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Last edited by Bareheaded Warrior on April 23rd, 2025, 6:53 am, edited 1 time in total.
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
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HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


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Re: Is "see" the same thing as "line of sight?"

Postby Parzival » April 21st, 2025, 6:29 pm

Bareheaded Warrior wrote:If that is the case then the only situation that I think we have left to resolve is around corners and visibility. In the example here: Can the Dwarf see the Goblin?
You could argue that he can, the LOS diagram gives exactly that situation, so if he can target the Goblin with his crossbow then he must be able to see it, but equally you could argue that he hasn't yet moved into the new passage so it wouldn't yet be placed on the board, so it seems to hinge on whether square X is occupied by a monster, in which case the Dwarf could not see the Goblin, or is occupied by a character, in which case the Goblin would already be placed on the board and the Dwarf could see it.


Yes, the dwarf can see the goblin. In fact, he can see the goblin’s square even if it’s empty. No, he can’t see the rest of the corridor, but he knows that it’s at least open at the goblin’s square, because that square is in his line of sight, goblin or no goblin. Just because a square is empty doesn’t mean it isn’t seen. It’s the line that matters, not the presence of an actual sight to see.

As for the rest of the corridor, the dwarf can’t see any of it. He doesn’t know whether it extends past the goblin or not. He just knows the goblin’s square around the corner exists, because he obviously sees it, or a portion of it. If he advances one square, then he can peer around the corner in both directions, seeing the full corridor (including X) and whatever is beyond the goblin.

Common sense needs to be applied here. If it’s reasonable in real life that someone could see something, then that applies to the game as well. After all, we have the counter question, can the goblin see the dwarf? Well, obviously yes it can. Could Zargon thus move it to attack the dwarf where the dwarf currently stands if the dwarf elected not to move further? Again, obviously so. Therefore the reverse must also be true for the dwarf with regards to the goblin.
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Re: Is "see" the same thing as "line of sight?"

Postby Bareheaded Warrior » April 22nd, 2025, 2:44 am

MonsterMotor wrote:You also wrote quite an extended set of own rules elsewhere. I am just curious why you don't play with that any more but instead went back to the pure "Classic Edition" as you label it?


I still use my HQ Golden Rules at my own table but it is my opinion that house rules for a game, things that you introduce to change, hopefully improve, the game must be built on and applied to a solid understanding of the official rules of the game, hence my attempt to clarify and document the official "classic" rules: FAQs, Errata & Clarifications for Classic Edition.

Parzival wrote:Common sense needs to be applied here.


Common sense won't help us, common sense describes a common understanding of something between two or more people, what I am trying to do here is work out which of the various, different interpretations of the rules that people apply, were the original intention and/or result in the best playing experience, if our sense in this context was already common then we would all be using the same interpretation of the rules so there would be no need for this discussion.

I think the crux of this last (hopefully) piece of the jigsaw, is whether the passage marked "X" should be treated as a "new" passage so should (only) be revealed when the Dwarf moves into it OR whether it should be treated as a continuation of the same passage so laid out according to the LOS rules.

My preferred interpretation (initially at least) is that it is a continuation of the same passage, because "new" passages are only those that you open a door into, so it should be laid out according to the LOS rules.
:skull: = one hit
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HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

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FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
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3BP = :gargoyle:


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Re: Is "see" the same thing as "line of sight?"

Postby Onan » April 22nd, 2025, 5:58 am

BHW, I would say that the idea of different coridors is that each corridor runs in a straight line. I would say that the dwarf can target the goblin if it is on the board. But in his current position the corridor with the X is not yet revealed, so there is no goblin on the board. He would have to step 2 squares up to enter that corridor and trigger the reveal.

I have got hold of our old German copy from 89. It is similar to the 1st edition scan from the Olde Inn, but with remarkable differences that cannot be explained by a loose translation. The prologue about Rogar tells about Morcar's general Baryn. Rogar is wearing the Crown of Lithor, not the Star of the Occident, and the big win for Rogar is called the Battle of the Tanos Field. I don't think the translator made this up.

Maybe it is another version of 1st edition, and maybe an english version exists. This would be very interesting.

@Kurgan, could you please check the prologue in your 1st edition rulebook. Does it mention Baryn?

One difference ist the rule about opening doors: "If you open a door, you see everything in the room or passage behind."
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Re: Is "see" the same thing as "line of sight?"

Postby Bareheaded Warrior » April 22nd, 2025, 10:30 am

I do understand your position around passages being straight and therefore each corner or T-junction square would belong to two passages, and that you only place the figures out in a new passage once a character moves onto a square that it is the new passage, however...

1) I'm not keen on the idea that the Dwarf can see the square that contains the Goblin, could attack a monster on that square with a crossbow, (as per the LOS diagram), and yet he can't see the Goblin on that square.

If the positions were kept exactly the same, the Dwarf having completed his turn on the square shown, and then the Elf moved into the passage marked with the X from the left hand side/end, ending his turn on the square marked with the "X". At this point the Goblin would be placed on the board, the Dwarf would be able to see and attack the Goblin with his Crossbow as neither of them have moved (except he can't because he has already had his turn), and yet on the EWP turn the Goblin could target the Dwarf with a Short bow despite the fact that neither the Dwarf or the Goblin have moved.

2) Your position around passages being straight and therefore each corner or T-junction square belonging to two passages makes sense but isn't in the rulebook. This means that the only definition in the rulebook of a "new room or passage" is one that you have opened a door into, in this example of a corner or t-junction there is no door to open, so no new passage.

I think apart from this one scenario, we are now pretty much aligned, and I'll enjoy trying out this new rule "where opening a door moves you through the door into the new room or passage"

Regarding the different version of the first edition rules, I'm aware of two different versions of the UK edition, one from April 89 and one from August 89 but the only differences between the two are that the April 89 version has a number of comments around "HeroQuest being a Games Workshop owned trademark" despite the fact that the text uses "Hero Quest" (two words) but these references were all removed in the August 89 version (perhaps an agreement was reached between the two parties). Sometimes when translating from one language to another alternative wording is used due to cultural differences like the Rolls-Royce Silver Shadow that was originally intended to be called Rolls-Royce Silver Mist, but was replaced with Silver Shadow at the last minute due to Mist meaning "manure" or "crap" in German!

Onan wrote:One difference ist the rule about opening doors: "If you open a door, you see everything in the room or passage behind."


But this goes back to my point earlier, "if opening a door to a room or passage, includes automatically moving one square into the room or passage" then it will reveal everything in the room or passage* as you are now in the room or passage. So this isn't necessarily a difference.

*And in this instance whether passages are continuous so you reveal everything that is "visible" using the LOS rule, or whether they are discrete in which case you reveal everything in that passage, amounts to the same thing (apart from blocked squares)
Last edited by Bareheaded Warrior on April 23rd, 2025, 6:59 am, edited 1 time in total.
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


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Re: Is "see" the same thing as "line of sight?"

Postby MonsterMotor » April 22nd, 2025, 10:36 am

Onan wrote:I have got hold of our old German copy from 89. It is similar to the 1st edition scan from the Olde Inn, but with remarkable differences that cannot be explained by a loose translation. The prologue about Rogar tells about Morcar's general Baryn. Rogar is wearing the Crown of Lithor, not the Star of the Occident, and the big win for Rogar is called the Battle of the Tanos Field. I don't think the translator made this up.

Maybe it is another version of 1st edition, and maybe an english version exists. This would be very interesting.


What you have there is likely from the 1st edition. The rulebooks and the content from the 2nd and the master edition are a somewhat different. I believe these 3 editions combined are what the Bareheaded Warrior refers to as Classic Edition. Look into the German HQ forum, where you can find exact information about the printed editions somewhere. The US and the new 2021 editions are then something else. It is quite confusing if you look into all these very details.

Edit: Here is the link to the forum thread. The collection of information the people gathered there is massive and partially covers also other language editions:
https://www.hq-cooperation.de/forum/viewtopic.php?p=33099
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Re: Is "see" the same thing as "line of sight?"

Postby Onan » April 25th, 2025, 9:05 am

Thanks, MonstorMotor! This thread is mostly about the German version and it took me some time to digest all the information. My German 1st Edition rulebook is product number 4271D390. This means it is the censored German 1st Edition, that came out in 1990 after the uncensored German 1st Edition 4271D489. According to this thread the censored version was the same as the uncensored one rulewise, but all text passages that might have been harmful for a German kid were replaced. E.g. you have to "capture" Ulag by reducing his body points to zero, and not kill him. And of course there is the ridiculous German epilogue to the base quests (Mentor's German sermon), in which Mentor tells the heroes that true heroes should not use violence to solve their problems, and if they did, Mentor would no longer be their friend. :oops:

The censorhsip was probably done to prevent the BPjM from taking HeroQuest off the shelves and forcing retailers to sell it "under the counter". This was done for many German versions of video games back then, like the green blood in Half-Life, but it was a threat to all published media.

I would really like to see the uncensored version, and if the rules were unchanged. The German 2nd edition (4271D590) is very close to the UK version (except the censorship), but the German 1st edition has many passages rewritten compared to the UK 1st edition. For example the rule that you should not keep ordinary treasure cards is missing. In comparison the French 1st Edition (4271F1089, available as scan on Olde Inn) is a direct translation of the UK 1st edition.

For our current discussion about placement the rules are as follows:

The "Moving Around the Board" rule would be translated as:
The first player to enter a new room or passage must interrupt his move. This gives the Evil Wizard Player time to consult the quest book and place all visible items in this room or passage onto the board.


The "Opening Doors" rule would be translated as:
When you open a door, you see everything in the room or passage behind.


The "keep checking" rule in the chapter about the Maze is missing:"As the players move their models, the evil wizard player must keep checking the map and put out any pieces that become visible."

The rule under "Setting up a Quest" would be translated as:
No pieces outside this room are placed on the board. This happens little by little when the heroes can look into the other rooms or passages.


While not perfect, the German placement rules are much clearer. You place on the board everything that is visible. You can look into rooms or passages. This probably means "around the corner" and through an open door, because you can see everything behind an open door. There is a contradiction to the spell-casting visibility, so it is clear that placement visibility is a completely different thing.

I would not say that the German version is the better version of UK 1st edition, but at least it is one interpretation, and it is identical to mine. So finally I have found the reason why my interpretation is so evident to me. It is simply the German 1st Edition rules that we always used. And that's why it feels awkward to me to use spell-casting visibilty for placement.


Now back to the problem about the boundaries of passages:

Passages may be one or two squares wide.

This sounds to me that at least the 2-square passage is a different one than the neighboring 1-square passages.

Another hint is found in Kellar's Keep Mission 3:

B The traps in this passage are so well hidden that any player who searches for traps will only find the next trap down the passage.

There are 2 letter B marks, so you would think that these 2 are different passages.

The same for Wizards of Morcar Mission 4 and the Orcs with the bow (letter A).
A All the Orcs in these corridors are armed with bows and may make ranged attacks with 2 attack dice.


And also in Against the Ogre Horde Mission 3 they are different corridors:
B Whenever there are any adventurers in any of these corridors during the Evil Wizard player’s turn, he must roll one normal die.


But then, in Return of the Witch Lord Mission 3, 3 corridors are considered one:

A The shaded corridor is haunted by the Death Mist...


So the missing definition of corridor boundaries even caused inconsistencies in the quests! For placement both definitions would be fine I think. You could argue that the monsters around the corner can hear the heroes and are thus activated. On the other hand it feels odd to reveal the complete Spiral Passage at once, but hey, it is called the Spiral Passage (singular) :lol: .


Regarding the "opening doors by stepping in" rule alternative. We have just tried this rule for Wizards of Morcar, to make the fire burst traps work at all. But after a while we forgot about it and switched back to "openig doors while standing still". There is even one mission (Mission 3) where an Orc is standing right behind the door, so this rule can even lead to the pass through rock dilemma. I think this rule is just not practical and I understand why they dropped it (if it has ever been around anyway). So while this rule removes the discrepancies between our interpretations, it is only hypothetical and there is even a rule that explicitely allows opening doors while standing still.


The :dwarf: and :goblin: problem only happens in 2 square wide corridors. In a 1 square wide corridor we would have the same situation only when the dwarf is right next to the new corridor (1 square north in the diagram). In this case it feels right to reveal the complete corridor (the dwarf looks around the corner), although looking down a corridor is not covered by UK 1st Edition (only German 1st Edition).

You could argue that although the goblin is shown on the quest map on this square, it doesn't necessarily mean that it is there all the time. Maybe it just arrives when the dwarf reaches the junction, maybe it lay in ambush. So the dwarf can target the goblin square while it is not revealed, but there is no goblin on that square yet.

If you use LOS for revealing the goblin, and let's say on the X there is an Orc, then the goblin is allowed to attack the dwarf on Zargon's turn, but the Orc is not, although he sees that the goblin runs off to attack someone. I think this is as odd as the dwarf not causing a reveal of the goblin in the diagram. I think it's best to avoid this kind of situation when designing quests.

Everytime I play The Stone Hunter, I'm in doubt if I should place the next :chaoswarrior: if the player moves up to the :chaoswarrior: on the junction. I would say that the idea is to take out the first two, then the others. But maybe the idea is to be surprised by another :chaoswarrior: being placed when the player moves up to the first.
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