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Adding a Mimic to HeroQuest

Discuss the creation of new Monsters and share Monsters you've created.

Re: Adding a Mimic to HeroQuest

Postby mitchiemasha » September 20th, 2016, 9:04 pm

Yes, the throne, great idea.


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Re: Adding a Mimic to HeroQuest

Postby Thor-in » March 28th, 2024, 6:12 pm

DragonLord1975 wrote:Mimics in HeroQuest would go like this: they are treated as Trapped Chests. If a Hero searches for Treasure before the trap is disarmed, the Chest would come to life and immediately take a bite out of the Hero and that Hero loses 1 Body Point.. To check for more damage, the Hero rolls 2 combat dice. If a Skull is rolled, the Hero loses 1 extra Body Point.

Afterwards, Mimics will move like any other monster as follows:

MOVEMENT: 4
ATTACK: 2
DEFEND: 5
BODY: 3
MIND: 1

If a Hero manages to defeat a Mimic, he takes the top Treasure Card (from the Game System). If it's a Hazard or Wandering Monster card, it is discarded until a treasure is drawn.


I like this idea, I got a bunch of mimics from Eddie. I've been wondering on a good way to incorporate them into the Dragon Orb Quest pack I've been working on for three years now. :( I also forgot about the Evil Wizard Deck. :smack:
I've been away far too long....
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Re: Adding a Mimic to HeroQuest

Postby LucaRocks » May 7th, 2024, 11:57 am

I have a mimic that my friend recently painted up. Going to use it as part of Quest 4 in ROTWL. Figured if King Agrain is an alchemist, putting weird monsters in the quest would be a natural. Also possibly some dopplegangers.

My mimic will be in his little room at the end. If the heroes conduct any kind of search, the mimic comes to life and attacks immediately (sort of like a wandering monster). After the mimic is defeated, the heroes have to search all over again from the beginning.

The stats I plan on using are 4 move/2 att/2 def/2 BP / 2 mp

I'm also adding stuff like Elf Archer and Elf Warrior statues that will also come to life after they unlock a certain secret door.
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