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Re: My "Ultimate Guide to HeroQuest"

PostPosted: Sunday December 26th, 2021 6:14pm
by Drakk
Very nice work. Very good work, and I particularly like your approach to the game. :)

Re: My "Ultimate Guide to HeroQuest"

PostPosted: Sunday December 26th, 2021 7:29pm
by falconNL
Absolutely adore the book so far, but i might shift the focus to classic HeroQuest instead of the new game. Anyway fantastic job!

Re: My "Ultimate Guide to HeroQuest"

PostPosted: Wednesday December 29th, 2021 2:07am
by Daedalus
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!

Re: My "Ultimate Guide to HeroQuest"

PostPosted: Thursday January 13th, 2022 11:04am
by Bareheaded Warrior
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!

Re: My "Ultimate Guide to HeroQuest"

PostPosted: Thursday January 13th, 2022 12:50pm
by Kurgan
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.

Re: My "Ultimate Guide to HeroQuest"

PostPosted: Thursday January 13th, 2022 3:09pm
by Bareheaded Warrior
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.

Re: My "Ultimate Guide to HeroQuest"

PostPosted: Monday February 14th, 2022 9:59pm
by plasticcraic
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.

Re: My "Ultimate Guide to HeroQuest"

PostPosted: Tuesday February 15th, 2022 12:56pm
by HispaZargon
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.

Re: My "Ultimate Guide to HeroQuest"

PostPosted: Tuesday February 15th, 2022 5:55pm
by plasticcraic
Superb, thank you!