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Veil of Mist spell

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

Re: Veil of Mist spell

Postby Daedalus » Tuesday October 18th, 2011 4:00pm

ken wrote:Why not let the Heroes move in any order, during the Hero Turn. I tried this in Solo play, just with the Wizard, and it works quite well. If there is any argument during this phase, make them go back to a preset order of movement.

That should work well with a mature group. I think the turn order was put in place since kids are used to the mechanic and it prevents arguements. Adults should be able to get around this with a free-form turn sequence for the Heroes. Impaired ones :mrgreen: |_P could even turn their Hero card sideways when taking a turn, and refresh it (turn it back) after Zargon's turn. I like your default turn order to remedy arguements. Doesn't leave the Dwarf in the lurch. He isn't fat, he's big-boned... Big-Boned.
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Re: Veil of Mist spell

Postby Daedalus » Tuesday October 18th, 2011 4:13pm

torilen wrote:I've always seen this spell as a mix between invisibility and teleportation. Say it works like this:
Wizard casts it on himself, he disappears from sight...moves through the spaces to get through
a door and on the other side of the monsters (maybe to click a switch or something). At the start
of his next turn, he reappears.
**There is no movement penalty in my viewpoint...the monsters don't see the hero, and so won't try
to stop him.


I agree there's no movement penalty. The Hero can just move straight though the monster as if it wasn't there.

torilen wrote:OR...how about this:
Wizard casts it on the Elf...the elf disappears...moves through three spaces with monsters to get to the
other side. The two monsters farther away have the dwarf trapped between them. NOW...the elf can take
one of those on, helping the dwarf. The wizard still has his movement, and can move away, perhaps toward
the barbarian, who can help him fight the remaining monster.


I think this use is what the spell was intended for. Occasionally it is effective.

torilen wrote:OR...how about this:
Wizard casts the spell on himself. He is in a room with a monster...three doors open/exit in this room. He
disappears and goes out one door. The monster, in all honesty, would at the least have to make some roll
to see if he picks the right door to go after the wizard.


I don't see a need to attribute mist-form, so I would require the door he used to be opened. Perhaps the Wizard could risk opening more than one.... But since we're talking house rules here, I'll say it's a neat idea, and it does make the spell more desirable (which is the point of this thread).

torilen wrote:OR...how about this last one:
There is a small room or hallway with a monster - no monsters have seen the heroes yet and have not sounded
any alarm. The wizard casts the spell on any hero, who moves past the monster without being seen. Still not
alarm is sounded. If you are using a system that allows for more spells, or the wizard has this spell in a ring
or something, then two or more heroes could get by without alerting the monsters.


Now we're talking! This improved use of a lackluster spell is what the game thrives on, in my opinion.
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Re: Veil of Mist spell

Postby torilen » Tuesday October 18th, 2011 6:39pm

I haven't read your comments on what I posted...but I didn't want to get sidetracked.
I LOVE your knock on Magic: The gathering. I've had one hour of sleep because my son
woke me up and I don't feel good...that line made me feel better. :)


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Re: Veil of Mist spell

Postby sadkitchen » Friday October 21st, 2011 6:01am

When we tried to 'beef' up Veil of Mist we went a completely different direction. It went something like this:

Veil of Mist
When this spell is cast it fills the room or corridor you are in with a magical mist that obscures monsters vision. Until the start of your next turn all Heroes can move unseen through spaces in the effected room or corridor that are occupied by monsters as if they were empty spaces.

Giving all the Heroes free mobility like that lead to the spell actually being cast 1 or 2 times over the course of 8-10 adventures, but it still seemed underpowered.

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Re: Veil of Mist spell

Postby Ethica » Friday October 21st, 2011 7:57am

sadkitchen wrote:When we tried to 'beef' up Veil of Mist we went a completely different direction. It went something like this:

Veil of Mist
When this spell is cast it fills the room or corridor you are in with a magical mist that obscures monsters vision. Until the start of your next turn all Heroes can move unseen through spaces in the effected room or corridor that are occupied by monsters as if they were empty spaces.

Giving all the Heroes free mobility like that lead to the spell actually being cast 1 or 2 times over the course of 8-10 adventures, but it still seemed underpowered.

-SadKitchen


I like this variation.


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Re: Veil of Mist spell

Postby cynthialee » Friday October 21st, 2011 9:30am

I like it also.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Veil of Mist spell

Postby torilen » Friday October 21st, 2011 2:10pm

very nice work on changing the spell - I love it.
perhaps you could introduce some sort of noise variable into your games, and say that
this spell obscures the sound, as well...might beef it up a bit more.

Maybe mix it with a healing spell - as they move through the mist, they get healed, or something
like that??


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Re: Veil of Mist spell

Postby Daedalus » Wednesday November 2nd, 2011 2:12pm

sadkitchen-
I also like your version of the spell. I'm including it as the maximized version of Veil of Mist in my re-casting, boosting, and maximizing spells house-rule. Better than the 1 figure and any adjacent figures idea I originally came up with.
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Re: Veil of Mist spell

Postby wallydubbs » Monday October 29th, 2018 1:46pm

Veil of Mist does have limited use, but I've seen the Wizard in my crew use it rather effectively:

In the Maze, after a Wandering Monster killed the Elf (Yes, someone actually died when I played The Maze") he went after the Wizard, who had already went through the secret door and was blocked from the central room by an orc. He was caught between two orcs and played "Veil of Mist" to pass the orc and be the first to escape the Maze.

In the Rescue of Sir Ragnar, the Dwarf was stuck at the southern-most door, which was open, defending against a goblin in the corner ans orc in the room. The other heroes were outside in the hall, but they couldn't get past the Dwarf to help him. Wizard played Veil of Mist and the Barbarian snuck into the room, attacking the orc from behind.

Legacy of the Orc Warlord, the unarmed Barbarian went to check the central room while the rest of the heroes went down the long hallway to find their weopons. The Barbarian was being chased by 4 orcs and a fimir, leading them to the rest of his group. The Elf plugged the hallway as the monsters came down, standing doagnol to the door, Barbarian reclaims his stuff, stands in the doorway, and the Wizard stands next to him with a staff (diagonal attack) making it 2 on 1 for the first orc to show up. The orc had a whole train behind him that would take a while to clear up. Wizard casts Veil of Mist on the Dwarf, who passes through 5 monsters, sandwiching them in the hall, eventually they took them all out.

In Lost Wizard (Quest 7 US version) the Dwarf ran into the hall and was chased down by the two stone chaos warriors. While the Elf and Barbarian battled skeletons in the other room the Wizard stood by in the small room. The Dwarf dumbly abandoned the Wizard in the small room and he ended up getting caught between 2 stone chaos warriors. Surviving with 1BP he played Veil of Mist to get away because the heroes failed to kill them on their next turn.


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Re: Veil of Mist spell

Postby lestodante » Monday October 29th, 2018 2:10pm

wallydubbs, that's exactly how it should be used in my opinion! I think it is just a spell to be used for escaping from bad situations (like Pass Through Rock also) but sometimes can be used to solve other situation lke you described, it just depends by the quest!
Last edited by lestodante on Monday October 29th, 2018 2:11pm, edited 1 time in total.


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