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Kurgan wrote:Crossbow has unlimited supply of arrows. Whether wielded by a hero or crossbowman mercenary/evil crossbowman (or, theoretically, an elven mercenary of any type): It doesn't interfere with any weapons or armor, and it can hit any square you can "see" (meaning trace an unobstructed straight line from any part of your square so that it touches another character's square without intersecting the square of another character or closed door along the way), and yes it can shoot straight through tall solid furniture IF ZARGON WISHES (or if he wants it the opposite way, it can't, see the First Light rulebook). It just can't shoot through closed doors, walls, or through one character to hit another on the other side. It can't shoot the four adjacent cardinal direction squares touching the crossbow wielder, but it CAN hit the four close diagonals. And of course it can hit all the squares outward from it as long as (see the restrictions on objects in the way). It can't be wielded by the Wizard (or Warlock or Berserker).
Parzival wrote:Crossbow can be used to “hip shot” diagonally, even at close range. (The card text only says it can’t be used against “adjacent” targets, which are defined in the game as being orthogonal.
Kurgan wrote:My restriction is that it can't hit those four close diagonal squares (so the ten squares surrounding the figure are prohibited for firing). Otherwise it's the same as AH's interpretation for me.
Kurgan wrote:I don't adjust the price, or add carrying capacity restrictions. Everyone in the party can buy one between quests (though a few characters can't use it).
Kurgan wrote:You can pass it to an adjacent ally just like any other item.
Kurgan wrote:To me, the issue is more that it's not spelled out how you're supposed to not combine the Battleaxe/staff with the Shield. You can't have the benefit of them both at the same time, yes, but you could read it as if you have both, you have to discard one, to have the other even in your possession. But to me the "switch at the start of your turn" (no action required) is fine and easy solution, and you don't get to switch back at the end of your turn again (or else you could always be defending with the shield and always attacking with the staff/battleaxe).I'm sure there are people who play it "as written" who just allow you to switch stuff around so the shield w/ BattleAxe/Staff thing is effectively no restriction.
Kurgan wrote:How much time between turns does a hero need to "ready" his weapon?
Bareheaded Warrior wrote:a) You can only attack adjacent targets (orthogonally adjacent, a picture is provided for clarity but the four squares), let's for a moment refer to this as hand-to-hand attacks.
b) The crossbow card states that you cannot use it against targets on those same squares, ones that are considered "hand-to-hand attack squares", but you can use it on any others, subject to the target being visible (not having the argument about LOS again here!)
This seems straight-forward so far, hand-to-hand attacks are the four adjacent squares, missile attacks all but the four adjacent squares, mutually exclusive, distinct, clear and logical however when you then consider the Spear card (in classic) and the Longsword card (1990 remake) that extend the hand-to-hand attack zone to include the four touching diagonal squares as well as the four orthogonally adjacent squares, then it isn't clear whether this expansion of the hand-to-hand attack zone on these cards is supposed to include a corresponding expansion of the restricted area for missile attacks, if not then we now have squares that can be attacked by both missile and hand-to-hand attacks, which breaks the former exclusivity between the two.
Kurgan wrote:You can pass it to an adjacent ally just like any other item.
Using which rules...is the ones that allow you to pass items from one character to another provided that they are next to each other, and it doesn't count as an action? If so then can the Dwarf shoot the Crossbow on his turn and then pass it to the Elf next to him and the Elf then shoot the same crossbow on his turn before passing it to the Barbarian who...you get the point...
But equally the popular "switch at the start of your turn" (no action required) also isn't workable: I see a monster down a passage at the start of my turn so decide to switch to my crossbow, I then start moving down the passage, intended to move then shoot, but my movement reveals a monster previous hidden by a junction, that is now next to me. I can't attack it with my crossbow as it is adjacent, I can't switch weapon as I already did that at the start of my turn, so can I not attack, or do I attack as if I'm unarmed? Equally if at the start of my turn I decide to select the short sword as there are no monsters visible, but then move through a door revealing a monster that my movement doesn't reach, then I can't switch to my crossbow and shoot it because I can only switch weapons at the start of my turn?
You have to remember that in HQ unlike many similar games (AHQ for instance), the state of play, whether there are monsters on the board or not, whether you are in a "combat" or "exploration" type of scenario, can change during the course of your turn, so forcing a player to make a decision around weapon selection at the start of their turn, based on what they know at that moment, and then not letting them change it, is an unnecessary restriction that just adds complexity. You select your weapon as an integral part of your attack action!
Kurgan wrote:How much time between turns does a hero need to "ready" his weapon?
The exact time taken to select and ready a weapon, including stowing any previous weapons, and aiming and shooting it in the case of a crossbow, is precisely one action. And if you have potions or special weapons that allow for two attacks then that second attack is also included in the time covered by one action.
Parzival wrote:I don’t think one should assume that because the Longsword (or Spear) grants diagonal attacks as an advantage for that item means that other items can’t also have that advantage. After all, the Longsword also grants 3 dice and allows you to use a Shield. So it still has a functional difference and advantage in close quarters over the Crossbow. The mutual ability to attack along a diagonal is made up for by the allowance of the Shield for the one, and the range ability for the other.
Parzival wrote:As for the Crossbow bucket brigade, consider the following: There will only be 4 heroes at any given time capable of using the Crossbow, and in most games only 3, as the Wizard can’t use it. Each hero must have line of sight on a target to use the Crossbow, and must be adjacent (not diagonal) to another hero to pass the Crossbow on (2021 not withstanding). So you need a situation where all three heroes stand side by side and can see a legitimate target to shoot without any of them adjacent to another monster (which prevents sharing for said adjacent hero). This situation will never happen in a corridor, so it’s restricted to a chamber with a very clear field of fire. It can happen, but it takes some good precision work.
Realistically, one could implement a simple rule: No individual item may be used more than once in any given turn unless that’s the item’s stated power.
That prevents the use of any specific Crossbow or other weapon as a “round robin” affair. (And makes sense— it’s a Crossbow; it takes time to load that thing!)
So, yes an unfired Crossbow could be passed to an adjacent hero who could shoot it, but after it’s been fired it’s just a dead weight until after Zargon’s turn.
Parzival wrote:Of course all of the users of the shared Crossbow have given up any Shield protection on the subsequent Zargon’s turn. It’s always Shoot or Shield, never both.
Your description doesn’t work. If you move down a hallway to a crossway of any sort, you will see a monster before it is adjacent to you, as the monster “hiding around the corner” becomes visible when you reach its diagonal. And even if you rule that you can’t shoot diagonally (a ruling I disagree with, as previously), you can still shoot the distant target; the presence of a monster diagonal or even adjacent to you doesn’t stop you from attacking a different monster, even a distant one.
So in this case, the declaration of a switch at the start of a turn may indeed put you at an unexpected disadvantage— surprise!— but they don’t prevent you from using the weapon you selected. That it’s not the best weapon for the situation, or that you failed to anticipate the presence of another danger isn’t relevant— that’s on you as the player having made a less-than-optimum decision. Or, in the vernacular, “Thems the breaks. Suck it up.”![]()
While I don’t think the “declared item” idea is the intended rule, it’s not automatically a bad approach
Bareheaded Warrior wrote:Did you mean eight squares surrounding the figure? Either way this is an interesting case. Whilst the card does state, I think in all editions, that you cannot use the crossbow against a target in an adjacent square (the wording varies), what we have here is a case of wording on a card taking precedence over the rulebook (which is fine), but when the wording varies on two cards both on which take precedence over the rulebook, but possibly not each other, then there tends to be some confusion!
Kurgan wrote:Yes, BH, that's a good point, I do admit that cards limit supply of equipment in the EU editions. But I also know that that rule is done away with in the EU exclusive "Adventure Design Kit" of 1991, so it's still possible for multiple crossbows to be purchased (and used) in the 1st & 2nd editions, if Morcar allows it!
Kurgan wrote:I know we speak from different perspectives. For me personally, the "classic" edition of HeroQuest was released in the US of A in 1990. I didn't know about the other editions until at least a decade later. I may speak of the entire era of 1989-1993 as the classic era of course, and I call them that, because for people who played them back in the day, those are the classics. I have certainly learned a lot since 2002, that these editions were not just a tweak here or a name change there, but end up playing very differently, despite the vast number of similarities and common wellspring of inspiration.
Kurgan wrote:I think Mike Gray's team (like AH after them) recognized the "passing the crossbow" exploit possibility early on, which is why they added the "while neither is adjacent to a monster" caveat in the 1992 expansions (and AH has repeated this in pretty much every other expansion as well).
Kurgan wrote:I'm sure the critique here will be that one has to decide how one handles all these "rule clarifications" that are provided either in expansions, new editions, or in social media posts (or in the companion app) outside of the particular campaign book you're playing.
Kurgan wrote:Before I extensively read the 1st & 2nd EU editions I really did think that cards did not limit supply, mainly because so many online EU players talked as if they didn't (but they were just adopting the ADK rule because they liked it better). I don't see the problem either way, use what works best for you.
Kurgan wrote:I think it's quirky that officially the Crossbow can hit the four close diagonal squares, but I guess in the logic of the game mechanics, diagonal is supposed to be something that generally requires additional "reach" (see the Rapier, Longsword, Staff). Perhaps this "reach" is beyond whatever prevents you normally from hitting the close adjacent squares? But to me its an arbitrary game mechanic. Why couldn't you shoot someone at close range with a crossbow? Is the Crossbow meant to be so big and unwieldy that you can't bring it up to hit a close opponent? (at this range, you can't miss!) But we're also meant to believe that it doesn't provide any encumbrance otherwise (you can fire it "one handed" while wielding a shield I guess). Here again we're applying logic from interpretations taken from our perception of historical realism or other games to HeroQuest, which never provides a definitive answer.
Kurgan wrote:Carry Capacity for me is on the "player level" to use BH's term. It's however much you can fit on your character sheet is how much you can carry. That means you can write small, and I really don't care if you grab a larger sheet of paper and rewrite everything on it if you run out of space (and you probably will if you carry a character across multiple quest packs, whether you use the 1990 NA/AH Remake rules or the EU rules amended by the '91 ADK... notice how big those new character sheets they provided in the latter pack are compared to the originals? exactly).
Kurgan wrote:The EU edition had far fewer boxed quests to play through than the NA edition
Kurgan wrote:Even retaining healing potions (since there are no potions to buy in the EU editions) to me isn't such a big problem unless the heroes can't keep track of their stuff.
Kurgan wrote:As for homebrew...
Kurgan wrote:I really enjoyed the bringing up of the scenario in which the Crossbow hero moves around a corner and sees a monster. In that case I'd make an exception... since I'm prohibiting the close diagonal attack with the crossbow. Instead of making the "taken by surprise" Hero punch the monster with 1 combat die, I'd just let him use a different weapon.
"Original edition" had Gathering Storm, Kellar's Keep, Return of the Witch Lord, Against the Ogre Horde, Wizards of Morcar and The Dark Company = 6
1990 remake had Gathering Storm, Kellar's Keep, Return of the Witch Lord, Mage of the Mirror & Frozen Horror = 5
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