JasonMCM wrote:Things that make HeroQuest HeroQuest and why. (According to JasonMCM
)
- The combat dice: If your dice have numbers on them then it isn't a HQ successor.
- You can explain it in 5 minuets or less: I don't know any other dungeon crawl that can do this.
- Every 'broken' rule is explained 'in quest' or on a card. (sometimes worded poorly, this is where a reprinting could rule): Rule-You can only attack once; broken rule Orcs Bane and Heroic Brew- you can attack twice and so on. You don't need 3 thick manuals to play the game. Just couple of cards and there you go.
- PG rating: No 1/2 naked females and no heads on spears. HQ was a kids game and if you want to make a spiritual successor it needs to still be kid friendly.
I'm sure there are more but this is what comes to my head.
What I really want (and know will never happen) is HeroQuest 2nd Edition. (Think what Greed Workshop is doing with Space Hulk, or Fantasy Flight Games is doing with Decent.)
I recently played Flux and like how the cards changed the rules. You have the basic rules as standard then cards that modify 'break' them. HQ should of done more of this, especially in the expansions.
HQ is definitely about those Combat dice, 100% agreed, with out them it's just not HQ or an advancement/expansion. It's also about that amazing advert, if GW had adverts like that they'd be in Toys'r'us, Argos and even Tescos.
AHQ was a total different game and i think it should of been, meaning the name. Even the cover art reflected HQ and had nothing to do with the contents, you don't even get a Barbarian or any of those Monsters. AHQ was just milking the HQ name, a true Advanced HQ has never been made.
What HQ needed is what Deathwing and Genestealers followed with the Campaign book was to Space Hulk. Keep the basics but add to it. Possibly 2 versions the Basic HQ with card 'Rule Breakers' and an RPG version, using Mind as intelligence 'Test of Mind' checks etc. The Basic version could see you sit a new player with an advanced player with quite some experience (card 'Rule Breakers') and still only take 5 minutes to explain the rules. Where as the RPG would have more advanced rules as standard. Ways to jump Heroes characters across from different play types would be a good idea and even playing the Quests as either.
I hate how games re-write but effectively are a new game but in the same world. The new additions should just expand on the original and fix faulty mechanics. That would be a much healthier system. Imagine buying HQ, then the expansion that turned it into an RPG but you still use the cards and pieces, in game prices, body points are the same etc. Another expansion adds new Heroes with new Artifacts with new specially abilities (Rule Breakers) to be found, bought. Another adds Dungeon Generation, Solo Play. Then there's Evil Magic, EW Tokens, Monster Boses, Rolling Doubles has Effect, trip. Weapons and artifacts could bring into play, Follow Through, Stand Fast, Push Back, Move-Attack-Move, 2 Attacks, Rock Solid, Charge, Berserker, Fury, Rage, Fumble, Counter Attack, I could go on.
You could choose which expansions to buy for what direction you wanted to take your games in but the initial HQ has to be taught in 5 minutes. The card system is perfect for this. The rules state, they start of simple but as you advance, new abilities and skills will become available to you. You learn the game as you play it, BOOM, Perfection! After a year of Quests, what you could have is a very complicated game, which is perfect as the basic rules can get quite boring once you've played them out.
I'm half way through my write up, including many of the rules i've mentioned above. I keep changing my mind after play test though but happy to get involved in discussing ideas.