• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

My "Ultimate Guide to HeroQuest"

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

Re: My "Ultimate Guide to HeroQuest"

Postby Drakk » Sunday December 26th, 2021 6:14pm

Very nice work. Very good work, and I particularly like your approach to the game. :)
User avatar
Drakk

Goblin
Goblin
 
Posts: 11
Joined: Wednesday November 24th, 2021 3:37pm
Location: Hungary
Forum Language: English (United States)
Hero:

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: My "Ultimate Guide to HeroQuest"

Postby falconNL » Sunday December 26th, 2021 7:29pm

Absolutely adore the book so far, but i might shift the focus to classic HeroQuest instead of the new game. Anyway fantastic job!
falconNL

Zombie
Zombie
 
Posts: 37
Joined: Tuesday September 7th, 2021 4:09pm

Re: My "Ultimate Guide to HeroQuest"

Postby Daedalus » Wednesday December 29th, 2021 2:07am

Kurgan wrote:We always took the "death save spell" as an exception. Normally heroes can only perform actions on their own turn. If you have any healing spell (that includes a healing spell scroll, treated as a spell in this case) the only situations where it wouldn't work would be:

1) You searched for treasure and triggered a wandering monster or hazard that just killed you.

2) You used an action (attacking, searching, spell) then used your movement to walk right into a trap that killed you.

Otherwise you always get the save, period. Anything else, and a surviving hero will need the Elixir of Life to get you back or you're getting a "new" character next quest. A Healing potion can't be passed to you except on another hero's turn, so it's too late if you don't have one in your inventory at the time of death.

Consider if you DON'T interpret it this way. This means if a Hero dies during Zargon's turn (monster attack), he can NEVER save himself with any healing spell. And since he's used an action when getting a fatal Wandering Monster or Hazard, there's no situation in which a healing spell can EVER save him from dying, hence it SHOULD be deleted as completely irrelevant from the rules. This is why I think my interpretation is actually what was intended.

I believe the "Flashback" Elf spell is another exception because you can re-do the dead hero's turn so he gets a different result that didn't end in death.

None of this comes up in the EU edition because it doesn't exist. The Japanese version handles dead/revived heroes in a very different way.

So I say in the spirit of Christmas, give the good guys a break and let them revive in this interpretation of the rules. :cookie: :cheese: :banana: :2cents: |_P

+1
:dwarf: Ho ho ho!
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Editor-in-Chief
Daedalus
Dread Ruleslawyer

Wizard
Wizard
 
Posts: 4976
Images: 14
Joined: Monday May 9th, 2011 2:31pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: My "Ultimate Guide to HeroQuest"

Postby Bareheaded Warrior » Thursday January 13th, 2022 11:04am

Consider if you DON'T interpret it this way. This means if a Hero dies during Zargon's turn (monster attack), he can NEVER save himself with any healing spell. And since he's used an action when getting a fatal Wandering Monster or Hazard, there's no situation in which a healing spell can EVER save him from dying, hence it SHOULD be deleted as completely irrelevant from the rules. This is why I think my interpretation is actually what was intended.


Good point, it must have been added for a reason (although the implementation may have been lacking, the intention is present) so it does suggest the need for an interpretation that allows it to be used so I suppose that the healing potion part could be followed with "this use of a potion outside of a Hero turn is a special exception to the usual rules"

How A Hero Escapes Death

As a Hero, if your Body Points have been reduced to zero, there are two situations where you can save yourself:

1) If you have a Healing Potion in your possession, you can immediately drink it. The potion will instantly raise your Body Points above zero, restoring you to life.

Clarification: This is a special exception to the rule restricting potion use to your turn

2) If you are a spellcaster with a Healing Spell, and you have not already performed an action on your turn, you can be healed by casting the spell on yourself.

Clarification: This is a special exception to the rule around only being able to take an action on your turn

24.7 Important! After your Body Points have reached zero, you can never be saved by a fellow Hero’s spell or potion. It will be too late. You will have died by the time it is your fellow Hero’s turn – the only time when he can cast a spell or give you a potion.


But that does raise the question of whether you can only drink a potion on your turn or at any time...whack-a-mole anyone!
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Editions: 1989 Classic Edition (First Edition [FE] and Second Edition [SE]), 1990 NA Remake [NA], 2021 Reprint [21]

HQ Golden Rules Rule Fixes based on the Classic edition.

HQ Common Notification System to identify squares on the board


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

Scout
Scout
 
Posts: 1077
Joined: Sunday December 8th, 2013 11:12am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: My "Ultimate Guide to HeroQuest"

Postby Kurgan » Thursday January 13th, 2022 12:50pm

In the NA rules, potions can be drunk at any time. The only limitation seems to be a literal interpretation of the rule that he can give one of his potions to another player on his turn (ONLY one?).

I should amend something I said above where I was quoted. I forgot that a hero could save himself from dying if he moves and falls into a trap that kills him, he would still have his action to use a healing spell. But the rest of what I said still stands. I think they intended it to be an exception, wherein a Hero player gets to use a healing spell when he dies to save himself, even though it's not his turn and so he'd normally he couldn't do it. So the only time he wouldn't get to use it is if he did an action and then got a fatal trap, wandering monster or hazard on his turn.


Rewards:
Destroyed a Zombie!
User avatar
Channeler
Kurgan

Witch Lord
Witch Lord
 
Posts: 6506
Images: 85
Joined: Saturday February 23rd, 2019 7:08pm
Location: https://discord.gg/2R9pEP4cty
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Scribes Group MemberAdventurers' Guild Group MemberChampion Group Member

Re: My "Ultimate Guide to HeroQuest"

Postby Bareheaded Warrior » Thursday January 13th, 2022 3:09pm

Not disagreeing with you but ambiguity rears its ugly mug again...US Rules

Important: Getting caught in a trap, drinking potions, and picking things up also do not count as actions. They can be done at any time during your turn.


So potions at any time or any time on your turn? Either way dead hero exception means any time on your turn or not in that specific exception.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Editions: 1989 Classic Edition (First Edition [FE] and Second Edition [SE]), 1990 NA Remake [NA], 2021 Reprint [21]

HQ Golden Rules Rule Fixes based on the Classic edition.

HQ Common Notification System to identify squares on the board


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

Scout
Scout
 
Posts: 1077
Joined: Sunday December 8th, 2013 11:12am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: My "Ultimate Guide to HeroQuest"

Postby plasticcraic » Monday February 14th, 2022 9:59pm

Fantastic work David! And thanks for sharing.

One question I do have is whether there is a recommended order in which to approach the Quest Books (including the relaunch books)?

The Foresake Tunnels of Xor-Xel bridges us from the core book to Kellar's Keep, so presumably that comes next, followed by return of the Witch Lord.

How about the newer books:

Prophecy of Telor
Spirit Queen’s Torment
Crypt of Perpetual Darkness

My best guess would be to go in that "unlock" order?

Thanks in advance to you or anyone else for their thoughts.
plasticcraic
 
Posts: 2
Joined: Monday February 14th, 2022 9:54pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar

Re: My "Ultimate Guide to HeroQuest"

Postby HispaZargon » Tuesday February 15th, 2022 12:56pm

plasticcraic wrote:Fantastic work David! And thanks for sharing.

One question I do have is whether there is a recommended order in which to approach the Quest Books (including the relaunch books)?

The Foresake Tunnels of Xor-Xel bridges us from the core book to Kellar's Keep, so presumably that comes next, followed by return of the Witch Lord.

How about the newer books:

Prophecy of Telor
Spirit Queen’s Torment
Crypt of Perpetual Darkness

My best guess would be to go in that "unlock" order?

Thanks in advance to you or anyone else for their thoughts.

Hi, you will find a dedicated discussion about this topic in this thread.


Rewards:
Wizard of Zargon Group Member Participated in a Miniature Exchange.
User avatar
Librarian-Analyst
HispaZargon
Inn's Guardian

Wizard
Wizard
 
Posts: 2269
Images: 42
Joined: Friday October 12th, 2018 2:18pm
Location: Madrid, Spain
Forum Language: Español
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: My "Ultimate Guide to HeroQuest"

Postby plasticcraic » Tuesday February 15th, 2022 5:55pm

Superb, thank you!
plasticcraic
 
Posts: 2
Joined: Monday February 14th, 2022 9:54pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar

Previous

Return to Official Rules

Who is online

Users browsing this forum: CommonCrawl [Bot] and 1 guest