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Veil of Mist spell

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

Re: Veil of Mist spell

Postby wallydubbs » Tuesday March 18th, 2025 12:55am

The heroes don't know if there's a space occupied on the other side of the door, but Zargon does. So I think if it's feasible let 'em do it. But if you can see ahead of time that the hero can't make it don't allow it.

I recall a while back when playing with a stuck door where the hero needed to roll their starting body points or lower to open the door the hero tried to open the door and failed, this ending his turn. This hero was blocking the door, but the other hero, who may pass through their compatriots, occupied the same space and tried to open the door too... However he too failed. I thus had him end the turn on the adjacent square.


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Re: Veil of Mist spell

Postby Onan » Tuesday March 18th, 2025 3:28pm

I recall a while back when playing with a stuck door where the hero needed to roll their starting body points or lower to open the door the hero tried to open the door and failed, this ending his turn. This hero was blocking the door, but the other hero, who may pass through their compatriots, occupied the same space and tried to open the door too... However he too failed. I thus had him end the turn on the adjacent square.


Yes, that's another situation where 2 figures end on the same square. Another situation is the ice slide in FH. One hero steps on it and slides down to the end field, which ends his turn. The next hero doesn't wait and slides into the first hero's rear and ends on the same square. Also the trapdoor in Belorn's mine leads the hero to the other end, but what happens if the next hero enters the trapdoor?

All very strange situations. I guess you just have to decide on the fly and push some figures to adjacent squares.
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Re: Veil of Mist spell

Postby wallydubbs » Tuesday March 18th, 2025 5:52pm

Onan wrote:
I recall a while back when playing with a stuck door where the hero needed to roll their starting body points or lower to open the door the hero tried to open the door and failed, this ending his turn. This hero was blocking the door, but the other hero, who may pass through their compatriots, occupied the same space and tried to open the door too... However he too failed. I thus had him end the turn on the adjacent square.


Yes, that's another situation where 2 figures end on the same square. Another situation is the ice slide in FH. One hero steps on it and slides down to the end field, which ends his turn. The next hero doesn't wait and slides into the first hero's rear and ends on the same square. Also the trapdoor in Belorn's mine leads the hero to the other end, but what happens if the next hero enters the trapdoor?

All very strange situations. I guess you just have to decide on the fly and push some figures to adjacent squares.


Exactly, but don't let it get in the way of gameplay. In certain situations, such as the ice slide the heroes can end up in a pile up. In the Ice Slide I just stack heroes and Mercenaries behind the first hero to down the slide. As soon as he moves off the slide space, the heroes and Mercenaries behind him move down the slide.

Another thing you can do in the Veil of Mist/Door situation you've outlined is just not place the monster on that exact spot. Veil of Mist has limited use and I wouldn't care to limit it further. In situations where heroes use Pass Through Rock and they go through a wall but unknowingly walk into a space occupied by a monster, do you tell them "No you can't do that," or do you let the hero pass through and just place the monster on the closest unoccupied square? I would and have done the latter. I'd offer the same courtesy with the door opened after Veil of Mist.


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Re: Veil of Mist spell

Postby Onan » Wednesday March 19th, 2025 4:23pm

Another thing you can do in the Veil of Mist/Door situation you've outlined is just not place the monster on that exact spot.


I think I would do the same and let them open the door. With Pass through Rock when the hero wants to enter an unrevealed room, I interrupt him and reveal the room. If there's a monster or furniture on that square, he can take a detour. But ok, if he steps on the mosnter with his last movement point and he would otherwise be trapped in a grey area, I would probably place the monster on another square.
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Re: Veil of Mist spell

Postby wallydubbs » Wednesday March 19th, 2025 8:23pm

Sometimes this brings about memorable situations:

Due to the difficulty of the Trail I don't use that as the first quest. I get the heroes started with a friendly contest in "The Maze", the first quest of the original. With one of my groups the Wizard actually won the Maze as he was the first outside the center room but couldn't fight past the Orcs. He used Veil of Mist to run through the Orc, open the door and get to the stairwell. I'd hate to have ruined the fun by restricting the Wizard from opening the door because of a possible technical issue.

In another group while playing Melar's Maze the Wizard had used his Clairvoyance spell to see inside the room with Gargoyle, so the heroes didn't care open that door. But according toc the Wizard's vision there was another room past it. The heroes walked along the left side corridor and the turn after the Wizard activating the Spear Trap he cast Pass Through Rock on himself to check that room. He walked through the wall into a space that would normally be occupied by a Skeleton adjacent to a chest. I accomodatedly placed the Skeleton one space over, leaving the Wizard adjacent to the chest. My cousin, playing the Wizard, asked, can I grab that chest?
In the previous quest, Prince Magnus' Gold, the heroes were allowed to carry the chests with them. So I allowed it.
The Wizard grabbed the chest and took it with him back through the wall. We all joked about the Skeleton at the other end of the room, turning to the two skeletons guarding the chest and chastising them for not guarding the chest, "You had ONE job!"
Now you could say only the Wizard was under the effects of the Pass Through Rock spell, not the chest, so he wouldn't be able to. But it was all in good fun, and that's part of the reason we play.
Don't worry, I wasn't going to let the the Gargoyle go to waste either. When the heroes reached the center of the Maze to fight the all the Undead to find the Talisman of Lore. As soon as they opened the door to the last room that Gargoyle came to life. This gave the heroes only a few turns to clear out the undead before the dreaded Gargoyle tracked them down.


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Re: Veil of Mist spell

Postby Onan » Thursday March 20th, 2025 2:46pm

The Wizard grabbed the chest and took it with him back through the wall. We all joked about the Skeleton at the other end of the room, turning to the two skeletons guarding the chest and chastising them for not guarding the chest, "You had ONE job!"


:lol:
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Re: Veil of Mist spell

Postby Daedalus » Saturday March 22nd, 2025 10:15am

Onan wrote:I have to say that I like Veil of Mist. I use it to get into a room blocked by monsters. In a competitive group it can also be used against others denying access to the treasure room.

But I have a question about how to handle a certain situation: When under Veil of Mist, can I open a closed door with a monster in front of it? The spell allows you to pass through occupied spaces, not onto. But to open a door you have to walk onto the square in front of the door. So strictly speaking I would say you can't open the door.

If you allow it, imagine the following situation: There's a closed door at the end of a narrow dead end passage. 2 monsters are on the 2 squares in front of the door. You're next to the 2nd monster. You cast Veil of Mist and roll a 3. You walk up to the door and open it, just to find another monster behind the door. You're currently sharing the square in front of the door with a monster and have 1 movement point left. But on both adjacent squares are monsters. Now you're in the Pass through Rock dilemma :mrgreen:


I can't see becoming trapped forever while moving unseen through spaces occupied by monsters, either. I'd treat the Move Through Monsters dilemma similarly to an NA falling block trap, which involves mandatory movement. "You can either move ahead or move back to an empty space." In this case of preventing an immediate Hero death an extra space or two of movement is already permitted, so Zargon extending the rule to a similar circumstance seems like a good decision to me. So I'd allow the Hero agency of opening the door onto what unintentionally results in a tight spot.
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Re: Veil of Mist spell

Postby Bareheaded Warrior » Wednesday March 26th, 2025 11:07am

Onan wrote:But I have a question about how to handle a certain situation: When under Veil of Mist, can I open a closed door with a monster in front of it? The spell allows you to pass through occupied spaces, not onto. But to open a door you have to walk onto the square in front of the door. So strictly speaking I would say you can't open the door.


I'm only considering this from a classic edition rather than remake edition point of view but I think you answered your own question :lol:
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