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Is 2 red dice for Hero move best?

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

Is 2 red dice for Hero move best?

Postby Daedalus » Monday July 25th, 2011 2:12pm

HeroQuest relies on 2 red dice to create random Hero movement. Is it worth the trouble?

The Good:

    Adds tension in a pursuit
    Tends to separate Heroes so that monsters stand a better chance against early arrivals
    Boosts the drama as a Hero randomly rushes to another's aid
    A broad range of movement is possible with a simple rule

The Bad:

    Rolling low and not getting into the action isn't any fun
    Mandatory rolling of dice adds to game length
    Heroes that stick together spend extra turns doing so, again adding to game length
    Red dice are often visually lost on the game board, requiring search time
    Another way for young players to knock down the furniture and figures, or roll 'sloppy dice' off the table
    Same move mechanic as Monopoly

Could the game be improved by removing the dice mechanic for Hero movement and replacing it with a static number, like mercenaries, sorcerers, and elven warriors have?
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Re: Is 2 red dice for Hero move best?

Postby gravaillon » Monday July 25th, 2011 3:03pm

good subject !
In fact, I have thinking about a real simple rule that make a difference between the heroes.
Each heroes roll 2 red die for moving and add a move potential like this :
Barbarian : 2D6+2
Dwarf : 2D6
Elf : 2D6+1
Wizard : 2D6+3
Try this, it works great
You can also say that heroes can run if they want by rolling 3 dices. Anyway, they can't do any action the turn they run.
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Re: Is 2 red dice for Hero move best?

Postby Ethica » Tuesday July 26th, 2011 3:19am

I am for fixed movement (7 squares is fair I believe). But my players prefer dice so that's what we've stuck with.


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Re: Is 2 red dice for Hero move best?

Postby el_flesh » Tuesday July 26th, 2011 1:07pm

We use action points and even before movement was a fixed number, which only makes sense.
We did indeed add movement in case you want to run, at the cost of action points.
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Re: Is 2 red dice for Hero move best?

Postby ken » Tuesday July 26th, 2011 3:26pm

el_flesh wrote:We use action points and even before movement was a fixed number, which only makes sense.
We did indeed add movement in case you want to run, at the cost of action points.

Please explain. :mrgreen:


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Re: Is 2 red dice for Hero move best?

Postby el_flesh » Tuesday July 26th, 2011 7:30pm

Well it is currently 12 action points, which includes moving AND fighting - so you can move more and not fight if you need to, or move very little and fight more. Fighting is not only attacking, it is also blocking; though you will always be able to block somewhat.

It makes for such a better game...at least for us!
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Re: Is 2 red dice for Hero move best?

Postby Ethica » Wednesday July 27th, 2011 3:14am

El Flesh, is your system even heroquest anymore?


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Re: Is 2 red dice for Hero move best?

Postby ken » Wednesday July 27th, 2011 5:04am

el_flesh wrote:Well it is currently 12 action points, which includes moving AND fighting - so you can move more and not fight if you need to, or move very little and fight more. Fighting is not only attacking, it is also blocking; though you will always be able to block somewhat.

It makes for such a better game...at least for us!

Still a bit confused, do you move 1 attack 11, or move 11 attack 1. Is that how it works :? :? :mrgreen:


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Re: Is 2 red dice for Hero move best?

Postby el_flesh » Thursday July 28th, 2011 9:40am

oh sorry - move what you need, but attacking full dice takes 75% of your action...and full defense takes 25% - so you have to be careful! you decide what % of attack/def you will be using. You could make 4 attacks at 25% of your full attack dice total; which of course will not be many dice - and then you cannot move and you cannot defend; for you have exhausted yourself with fast jabbing attax!
We use these percentages (or "quarters" if you Britz must think in IMPERIAL style!) because some characters will get moving bonuses - and it would be totally imbalanced that they can move the standard four spaces and do TWO full attacks!
We have also added a few talents depending on the character. Once per adventure the Barbarian (Zebs)can go berzerk, and shifts some defense dice into attack, for example.
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Re: Is 2 red dice for Hero move best?

Postby joec » Friday July 29th, 2011 12:32pm

If the Heroes just want to move and there aren't any monsters on the board, I tell pick a square and have them line up there if they all agree to move there. THat being said, if there are any traps in-between, they ALL take damage from them, with no shot at defending for the benefit of moving that way.


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