In HeroQuest, as in all games, there is an important distinction between the two levels that are involved in the game.
The first is the “player” level which involves actual real people rolling dice, moving plastic figures around a cardboard board.
The second is the “character” or in-game level which involves Thorogrim the Dwarf traipsing through a dungeon killing goblins and finding treasure.
Whilst I’m aware that I am probably stating the obvious here, but it is useful to keep this split in mind during discussions about rules and game mechanisms.
And there is a clear split between the two, a “fourth wall” if you like that should never be breached. Breaches in this split reveal themselves in what is often referred to as “meta-gaming” (I think meta-gaming actually has a broader meaning, but in this context, I’m referring to the negative aspects of meta-gaming)
For example, players moving the Wizard into a corner of a room and the other Heroes into positions surrounding the Wizard so that he can search, and if a Wandering Monster card is drawn the WM cannot be placed adjacent to him and cannot therefore attack.
At a “player” level this makes sense, players know the rules (and the rules determine HOW a situation is handled), the search mechanism and the drawing of a treasure card but makes absolutely no sense at a “character/in-game” level, where characters make decisions on WHAT (not HOW) they do, why would the Wizard make a conscious decision to move himself into a corner, the other Heroes make a conscious decision to place themselves around this corner, and then the Wizard perform a search of the whole room whilst somehow remaining tucked into his pocket of safety.
Another aspect of this to keep in mind, and which is finally relevant to this thread, is that the “character/in-game” level only exists from the start of a Quest and ceases to exist at the end of a Quest. Put it another way, we only ever see Thorogrim our Dwarf from the moment he enters the dungeon (and his player places the figure on the spiral stairway tile) to the moment he exits the dungeon (and his player removes the figure from the spiral stairway tile).
This means that the whole “Between Quests” part of game existing only at the player level and consists of such activities as, rubbing out the body point tracker on the character sheet, selecting the desired equipment card, crossing out gold and writing in a corresponding lesser amount, and so on.
Nowhere within the HeroQuest rules does it state, or need to state, that Thorogrim the Dwarf has exited the dungeon, travelled to a nearby settlement, located a suitable shop, engaged in small talk with the proprietor, and handed over gold, following a protracted haggling session, in exchange for a shiny battle axe. Some games choose to bring this into the “character/in-game” level but HQ does not.
Players are obviously free to invent any such narrative that they wish to, to rationalise this part of the game, but keep in mind that this is stuff made up by players and is NOT part of the game.
So, when comments like the one below crop up (and they regularly do), bear in mind that these are perceived flaws in any narrative that you yourself have invented and added to the game and are now complaining about.
Kurgan wrote: By limiting the stock, that Zargon is asking the heroes to fight over the one best piece of armor or the one best weapon, I guess. It certainly isn't anymore realistic (in a whole Kingdom there is noone willing to sell more than one sword or suit of armor?).
And many similar comments like “how does the Hero get the opportunity to travel to the nearest settlement and buy stuff in between quests that are linked together when he never leaves the dungeon”.
By retaining or restoring the “Equipment Limited by Card Quantity” mechanism, you are doing simply that and just that alone, retaining or restoring the “Equipment Limited by Card Quantity” mechanism. Zargon and the heroes are characters in the game, we are discussing a game mechanism that takes place outside of that context. If you wish to create a better narrative, feel free, maybe Amazon wasn’t invented in the HeroQuest world and they can’t just browse the stock of every store in the whole Kingdom, the moment they step out of the dungeon, maybe as they travel between Quests they don’t pass a settlement, on this occasion and just have to settle for trading with a wandering pedlar with limited stock, maybe they just trip over as they are moving between quests and happen to stumble onto a battle axe and when they get up and dust themselves off they realise that they have inexplicable lost 450 gold coins…
At one level (the “player” level) the answer is simple, player chooses the equipment card that he wants, takes it, deducts the appropriate figure from the gold value on the character sheet – job done.
If player wish to invent the other level (the “character/in-game” level) and apply it to this exchange, they can of course do so, but then they take the burden onto their own shoulders of creating a narrative that fits, and have no right to complain about the rules of the game if they struggle to manage that burden! “If you are playing linked quests then you can’t purchase equipment between quests because that doesn’t make sense/isn’t realistic.” Yes, you can, the rules cover this situation quite happily at a “player” level and make no attempt to include this within the “in-game” level it remains abstract and simple.
Equipment Limited by Card QuantityLecture over, now let’s consider whether there is any merit in retaining/restoring the “Equipment Limited by Card Quantity” mechanism.
1. One advantage to this mechanism is that it removes the need to have space on your character sheet to record equipment that you have and removes the “book-keeping” involved in having to write it down (and later cross it out), this means that character sheets can be kept small and save table space (in fact I have gone further and the character is pretty much only used "Between Quests" as a permanent record of the character and rarely needed within the Quest at all)
2. Another advantage is standardisation (or possibly modularisation) in that, for example, applying this mechanism and supplying only 2 identical Equipment Cards with the title of “Potion of Healing” and a description of the effects, the cost and so on would mean that you would only need to include in Quest notes an indication that chest A contains a Potion of Healing so give the player the card, which removes all the variants and inconsistencies around whether a particular Potion of Healing restores 2BP, 4BP, D6BP, all your BP as it just does what it says on the
tin , sorry, card.
3. Another advantage is that the mechanism becomes self-balancing, using the same example as above, a potion of healing in a chest, when the Evil Wizard player checks the quest notes that indicate he should give the player a Potion of Healing Equipment Card, but then checks the deck to discover that they have all been either bought and given out already and have not been used, then sadly the chest turns out to be empty. This simple mechanism means that for groups that are “having an easy time of the game” (perhaps through a good run of luck, experienced players, good tactics, good teamwork or whatever) the game automatically gets a little more difficult and obviously the opposite is also true, those that are struggling get a boon.
In terms of how many copies of each equipment card should be available, I would suggest for the same of simplicity assuming for the moment only one copy of each card, and then we can “argue upwards” on a case-by-case basis.
For example, under the “polished second edition” rules, the Barbarian, Dwarf, Elf all have a shortsword as their starting weapon so…
Shortsword = Quantity 3
Many of our debates on this forum circle around encouraging the use of throwing weapons, for fun and as a gold sink, and rules around recovery so in the spirit of this I would suggest…
Throwing/Hand Axe = Quantity 2
Throwing Knife/Dagger = Quantity 3
Several pre-published Quests involved simultaneously giving out 2 Potions of Healing in close proximity and on occasion even in a single chest so…
Potion of Healing = Quantity 2
Armour obviously needs some thought and so on…more to follow as this post is long enough already!