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What Mods/Rules Do You Use? Link 'em in your signature!?

Discuss new Rules for HeroQuest.

Re: What Mods/Rules Do You Use? Link 'em in your signature!?

Postby Kurgan » March 11th, 2019, 12:45 am

And I should add that I was excited to see The Maze and the White Dwarf additions, but really what put me over the top was the Japanese HeroQuest translation. Someday I would love to try that with a group of friends... (but using the NA rules).


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Re: What Mods/Rules Do You Use? Link 'em in your signature!?

Postby mitchiemasha » March 12th, 2019, 1:44 pm

Kurgan wrote:...

Lots of similar ideas there, many essential. I think the idea was to link the mod in your sig... This has the added bonus of when ever we're talking about mods in other threads we can directly link to the ones you're using with out you having to link them every time you post. A great idea. Like on PC/software forums, if you have your spec list in your signature, when you report issues, people can see what your set up is for a better idea on how to help, essential in the DAW world.

I did start a post replying to each # but remembered.


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Re: What Mods/Rules Do You Use? Link 'em in your signature!?

Postby Kurgan » March 13th, 2019, 6:14 am

Help a poor noob here, so I need to make an external website in order to link it in my sig?


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Re: What Mods/Rules Do You Use? Link 'em in your signature!?

Postby mitchiemasha » March 13th, 2019, 6:49 am

Kurgan wrote:Help a poor noob here, so I need to make an external website in order to link it in my sig?

Hopefully one day yes. We love mods. I was just clarifying why I didn't go into debating your ideas.


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Re: What Mods/Rules Do You Use? Link 'em in your signature!?

Postby Anderas » March 13th, 2019, 7:09 am

No external website!

Most of our links go to dropboxes and forum threads. :)


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Re: What Mods/Rules Do You Use? Link 'em in your signature!?

Postby mitchiemasha » March 13th, 2019, 7:25 am

Anderas wrote:No external website!

Most of our links go to dropboxes and forum threads. :)


Yes... an external website of our own would be a bit overkill. Google drive has been essential for me. With good cloud services we get the added bonus of been able to update the file to our latest version, without breaking the link, no need to go back through hundreds of threads and change it to the new one.


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Re: What Mods/Rules Do You Use? Link 'em in your signature!?

Postby wallydubbs » September 1st, 2020, 11:36 am

1.) For the most part I play by the NA rules, but right off the bat I allow the WoM spells to be accessible to the Wizard and the Elf spells from MotM for the Elf's use. I find this to add more flavor to the game.

2.) The WoM spells are not up to par with the rest of the Elemental spells, so I've made adjustments to them:
Clairvoyance- also picks out traps and any special treasure on a room. If the Wizard chooses a a room that is a shaded area on the map, this doesn't count as a room and he may try again.
Invisibility- the hero under this spell cannot attack, but he can perform any other action, including searches despite monsters being present.
Dispell- can also be used to disarm Magical traps.
Arrows of the Night- inflicts two BP of damage (no roll required on the Wizard's part), but the monster still gets to defend with mind points.

3.) When the Wizard (or Elf, if he has 5+MP) searches for traps he can also detect Magical Traps. For the most part, this would only happen in the WoM quest pack, but I've made modifications to include Fire Burst traps in the Fire Mage quest.

4.) By the US rules traps and secret door searches are two different options, I apply this to all heroes but the Dwarf. It's a boost to him that traps and secret doors are the same action.

5.) Also by US rules the Dwarf can disarm traps on any roll but a :blackshield:. However, if he buys a tool kit he doesn't need to roll at all and automatically disarms the trap.

6.) 1 treasure search per room, not hero. Unless there is a chest in the room. Searching the Treasure chest does not count as searching the room.

7.) Any time the heroes come across a Sorcerer's Table he may draw a random spell scroll.

8.) I also have an expanded treasure deck with a 2 to 1 ratio between positive and negative cards. However for every Potion drawn, it does not get returned to the treasure deck until the hero uses it. This should prompt the heroes to use their potions as the likelihood of negative cards increase with hoarding.

9.) The Trial is NOT the first quest, this is way too difficult. The heroes must make a downpayment of 50 gold to play the Trial, the heroes that are successful and survive are awarded with the status of "Champion" and each receive a reward of 300 gold. Upon completing the Trial they may now hire mercenaries.

10.) The heroes do NOT get to visit the Armory and Alchemist Shop nor hire mercenaries between quest in Keller's Keep, Return of the Witch Lord and Against the Ogre Horde.

11.) Treasure chests exceeding 300 gold in Against the Ogre Horde, Frozen Horror and Mage of the Mirror are dramatically reduced.

12.) Much like Keller's Keep, Frozen Horror and Mage of the Mirror, the heroes do receive a reward for completing The Return of the Witch Lord, Against the Ogre Horde and Wizards of Morcar quest packs so they may replenish their weapons, armor and potions between expansions.

13.) Several quest bosses, such as Ulag, Ograk and Skullmar are given limited Chaos spells. Other bosses are given extra chaos spells from other quest packs, such as the Witch Lord, able to cast Reanimation (from MotM).

14.) I do not like the whole token spell concept in Against the Ogre Horde, I give Festral, Xenloth and Nexreal various Chaos Spells.

15.) Because Skullmar and Kassandra do not appear in any other official, if they escape their respective quests (Forgotten Legion & Last Gate), I will allow them to stand by the Witch Lord and fight with him.

16.) I tend to use Sjeng's equipment cards, which includes the potential for dual weilding as well as the Bastard Sword (5 attack dice), which can only be held by the Barbarian.

17.) Since I include the Potion of Magical Aptitude (from WoM) into the treasure deck the Wand of Magic (aka Wand of Recall) is not accessible as an artifact until the heroes make it to the Wizards of Morcar quest pack. Instead, I add the Fire Ring as the quest treasure for Fire Mage.

18.) I switch some of the quest artifacts around:
Orc's Bane is found in Legacy of the Orc Warlord when Grak is defeated.
The Wizard's Cloak is taken from the undead Wardoz in Lost Wizard.
Borin's Armor is found in the chest guarded by the gargoyle in Bastion of Chaos.

19.) If the Wizard or Elf gain an additional mind point they make take an extra spell set. However if they lose a mind point during a quest they must discard a set of spells.
If the Dwarf makes it to 4MP, he may cast Earth spells but ONLY on himself.

20.) Some forms of equipment are incompatible with eachother:
A hero may only wear 1 Amulet around his neck, so the Barbarian cannot wear Amulet of the North and Talisman of Lore at the same time.
The Wizard can get +1 defense from the Bracers in the armory, however he cannot wear the Armband of Healing or Armband of Ice. Same goes to the Elf with Magical Elven Bracers.
Elven Boots cannot be worn with Rabbit Boots.

21.) Some quests I subsequently change the story or add a time limit, such as Race Against Time and Grin's Crag.

22.) Some of the enemy Wizards of Morcar spells are sub-par, so I swap them out with more powerful Chaos Spells from the North American expansions, such as switching the Storm Master's Lightning Bolt for the one from the game system; or Necromancer's Fear spell with the NA version, etc.
In like manner, the Fire Mage can cast the High Mage's Wall of Flame spell.

23.) I make the Bone Wand accessible as a quest treasure in Crypt of the Necromancer.

24.) I've modified the 3 solo Barbarian and Elf quests to make them playable for an unequipped Female Barbarian and Elf and thus allow them to join the 4 main heroes in the rest of their respective quest packs.

25.) If the hero wants to swap out weapons, say the Broadsword and Sheild for a Battle Axe, it requires an action during the quest.

26.) The Ancient Staff must he equipped in order to deflect enemy spells. This will limit all his combat to 1 attack dice while holding it.

27.) A Potion of Strength can also aid the heroes in rolling 2 extra combat dice when opening stone doorways.

28.) I'm usually generous enough to give the heroes a way out of rooms that have been blocked off due to falling block traps: either through a secret door, trap door, Ring of Return or Elven Cloak of Passage.

29.) I consider the Elven Cloak of Passage as an artifact, not a treasure from the deck.

30.) Some bosses I will grant extra body points.

31.) In some quests (Malar's Maze and Barrok Tor) I've added the concept of Magically Sealed Doors, which the heroes either need a key to open, Genie spell or roll equal to or less of their mind points on a red dice. If they fail the magic door shocks them and they lose a body point.

32.) In Legacy of the Orc Warlord, at the very start of the quest all heroes roll 2 red dice, the hero who rolls the lowest will taken an put upon the rack. The rest of the heroes have 15 turns to find him before he starts taking damage. The rest of the heroes will now need to rescue their companion before escaping the dungeon.
The Wizard and Elf will be allowed to start off with their spells. To escape the cell the spells Pass Through Rock or Genie may be used, or they can search the room, find the rat bone and the Dwarf can pick the lock.

33.) I use the Ogre stats of various Ogres (Warrior, Champion, Chieftan, Lord) from Against the Ogre Horde in Mage of the Mirror.

34.) I've discarded the plotline of Tormuk's Guests, there's already enough rescue missions going on in this quest pack with the Queen's attendants, Elven Prospector and Millandriel. Instead the heroes are sent to find the Elven Bow of Vindication, which will aid the heroes with the Werewolves in Quests 7-10.

35.) In Mage of the Mirror I make it part of the plotline that the Realms of Reflection can only be opened with the Moonsilver on the night of the full moon.
This also happens to be the only night the Werewolf Curse is potent in the Giant Wolves bite. So the Werewolf Curse is played in Quests 7-10, not just Glenis Fenn.

36.) The Yeti will release the bearhug if it takes at least 1BP of damage. The hero trapped in the bearhug only loses 1BP per turn while he/she's trapped. The hero in the bearhug may only attack the Yeti if he/she has a dagger on them.
The Yeti will drop the hero if it believes he/she is dead, allowing them to use a Potion of Healing if they have one.

37.) Once per quest the Wizard may give up a dagger, a spell and and action to enchant a regular dagger and turn it into a Magical Throwing Dagger.

38.) Heroes can defend against the Polar Warbear's double attack twice, as can monsters defend a Heroic Brew and Orc's Bane attack twice.

39.) Sjeng also created several artifacts such as Chaos Spell Scrolls, which cost a mind point to cast. I mixed these in with the regular spell scrolls.
He also made an artifact known as the Cursed Spell Ring. When the Witch Lord is defeated in Return to Barrok Tor, this is the ring that is discovered.
The heroes may purify the Cursed Spell Ring in Keller's Keep, Quest 4 Dwarven Forge. I've added a book in the library of that quest, which the heroes will find if searching for treasure, that will tell the heroes how to purify it using Dwarven Flames. At which point it becomes the regular spell ring artifact.

40.) After the heroes defeat Gulthor and acquire the 3 chests in Prince Magnus' Gold, as soon as they leave the middle room I roll 2 red dice, whatever the number they have that many turns to head back to the stairway, at which point returning monsters will trickle in, which 1 hero will try to fight off while the others slowly make their way back with the chests.

Wow... that's quite a bit. I didn't realize I have so many mods. Probably more that I've forgot to mention.


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