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A more interactive HQ

Discuss new Rules for HeroQuest.

Re: A more interactive HQ

Postby mitchiemasha » November 6th, 2014, 5:03 pm

Now i think about it mummies would probably attack exactly like zombies but I always see skeletons fight more like fighters, thanks to all the old skool movies we used to see like Jason and the Argonauts.


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Re: A more interactive HQ

Postby Sotiris » November 9th, 2014, 10:21 am

The Road Warrior wrote:Personally I would consider swapping the zombie and skeleton skills if I was going to use this system myself. The 'combining attacks' skill feels more zombie-ish to me, and the skeleton miniature is carrying the scythe which looks more like a diagonal attack weapon. But it doesn't really make much difference and having diagonal attacks on the zombie allows them to surround a hero if they get the chance and attack from all angles. Still very zombie-ish. :2cents:

mitchiemasha wrote:Yeah that makes perfect sense. Zombies in classic zombie situations are only a threat in numbers so that rule would make them a threat... I'm using that... I also agree with the skeleton with diagonal attack because of it's big weapon.

Gold Bearer wrote:I agree that you gave the more dangerous skill to the less dangerous monster and the less dangerous skill to the tougher monster but I wouldn't think that was the right way to go even if the swap didn't make more sense. The monsters should be at different levels. Zombies are supposed to be better.

Guys, maybe you're right here..
I'll give it a try οn a future quest.

:lol: We all agree here, that's not democratic..
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Re: A more interactive HQ

Postby Sotiris » November 20th, 2014, 6:36 am

We've just finished the 2nd Quest.

"The Rescue of Sir Ragnar" on D10 square.
A few map changes with same Quest notes.
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Re: A more interactive HQ

Postby Sotiris » November 22nd, 2014, 6:27 am

Is anyone interested to play the Amazon on our PBP game?
The 3rd Quest has just begun!
viewtopic.php?f=162&t=2654
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Re: A more interactive HQ

Postby Sotiris » December 20th, 2014, 4:20 am

Here is the 3rd Quest which heroes chosen to play,
PRINCE MAGNUS' GOLD on E9
quest notes: same as original
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they're currently escaping carrying the chests!
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Re: A more interactive HQ

Postby The Road Warrior » December 20th, 2014, 12:07 pm

Still loving this system of Chaos tokens. It seriously enhances the strategic side of the game, which I enjoy. I think it's much better than the token system in your other PBP game ;)

A few other things I noticed:
  • The skill you have given the Barbarian is very good. I have read other ideas about giving the Barbarian a +1 attack dice and had my doubts about balancing them without changing other parts of the game. The restriction that defence may not be greater than attack may be the solution I was looking for.
    So the Barbarian may either be 5 attack + 4 defence or 4 attack 5 defence (Borins armour/plate armour + helmet)
  • One token every 10 rounds bothers me a bit. I'm sure I would lose count or forget to take an extra token. Is there a better way of doing this?
  • The map/between quests section is good as well. I think that it would perhaps work better if we didn't already know the quests but that can't really be helped. I have my own plans for between quests anyway (although I seriously need to rethink how Settlements work, the current system can mean exploring a settlement takes far longer than a quest).
  • We seriously need to meet a Gargoyle (no, I will not go to the Trial ;) ). This is the one skill I have real doubts about but I'm reserving judgement until after we have encountered one in the game.
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Re: A more interactive HQ

Postby Sotiris » December 21st, 2014, 4:49 am

The Road Warrior wrote:Still loving this system of Chaos tokens. It seriously enhances the strategic side of the game, which I enjoy. I think it's much better than the token system in your other PBP game ;)

I agree, i prefer this system too.
The Road Warrior wrote:[*]One token every 10 rounds bothers me a bit. I'm sure I would lose count or forget to take an extra token. Is there a better way of doing this?

Another way is to gain 1 token on each positive treasure card pull. If for example 1 hero searches and draws a Healing Potion, Gold! etc. Zargon gains 1 token.
If he draws a Hazard! or finds something written in quest notes then Zargon gains no token.
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Re: A more interactive HQ

Postby The Road Warrior » January 16th, 2015, 9:11 am

The Road Warrior wrote:We seriously need to meet a Gargoyle (no, I will not go to the Trial ;) ). This is the one skill I have real doubts about but I'm reserving judgement until after we have encountered one in the game.


Definitely change this skill!

This is the biggest, baddest monster in the original game. It deserves a skill that you can instantly see take effect and that can be devastating to the Heroes. I think a second attack would be much more suitable. If you want to follow the 'no defence against the 2nd attack' rule from TFH then limit the 2nd attack to 2 combat dice.
Last edited by The Road Warrior on January 16th, 2015, 10:53 am, edited 1 time in total.
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Re: A more interactive HQ

Postby Gold Bearer » January 16th, 2015, 10:47 am

Or change it to skulls cause damage on it's defence roll? That's what skulls are for.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: A more interactive HQ

Postby Sotiris » January 17th, 2015, 8:12 am

Probably this will be the final monster token-skill list:

GOBLIN move-hit-move

ORC 1 combat die re-roll

FIMIR hero defends with black shields

SKELETON diagonal attack

ZOMBIE combine attack with other undead monsters

MUMMY 1 random chaos spell (non-massive)

CHAOS WARRIOR / DOOMGUARD hero rolls 1 less melee combat die

GARGOYLE turn to stone. Unharmed until your next turn or a caster uses an Earth spell to break it
OGRES push/grab

ELVEN WARRIOR / ARCHER extra movement: 1 red die

GIANT WOLF your wounded enemy turns to werewolf

MERCENARIES defend with white shields

YETI hug

ICE GREMLIN steal item

POLAR WARBEAR 2nd attack (may not be defended)

DARK WARRIORS 1 black shield blocks all skulls
Last edited by Sotiris on January 17th, 2015, 8:56 am, edited 1 time in total.
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