Rules; each time it is the Evil Wizards turn and there are no monsters on the board, the players draw one Room card at random from the deck and place it face down next to the game board, i.e. not revealed just yet. These cards will begin to stack up if the Heroes don't explore fast enough. Whenever a Hero opens a door to any room that has not yet been activated, and is not a boss room or room with its own special tile, one of the drawn Room cards is flipped over and the directions followed immediately. The effect takes place even before the Hero has walked into the room, i.e. whilst he is still in the square outside the door. If their are multiple monsters in the room and the card effects only one, it is always the biggest monster/most BP etc. As some cards are situational, they may not always be actionable, in which case the Heroes have had a lucky escape this time with the card being discarded back to the main deck. Room cards only effect rooms, entering a corridor has no effect.
These cards would be suitable for anybody who plays HQ with modular tiles, or wants to play a quest on their own and make the adventure a bit more unpredictable. I've designed them specifically for Heroquest Unchained, my cunning plan to make HQ 100% playable without an Evil Wizard player, an idea which periodically fluctuates somewhere between "pipe-dream" and "lets do this!" in my head























