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Kurgan wrote:Always happy to see new quests... and combining the words "official" and "free" is nice. The idea that KK comes before ROTWL is fine, although I played them "out of order" back in the day and I personally think ROTWL is the better of the too... the recurring villain, the undead theme and the overall difficulty and variety of tiles and new things makes it somewhat better in my humble opinion, although both are classic, being the first expansions across the board, and the only ones many of us owned back then.
As for the quest itself, I'm just now beginning to look through it...
Pancho wrote:In most cases the Hero would have to actually go into the room though, in order to see the monsters. That’s already a change up from the usual door blocking tactic.
Kurgan wrote:So would you put tiddly winks on your quest map and move them around behind the screen or would you place monsters on the board and just tell the Heroes they can't target them with magic or projectiles (but CAN search for things) for those monsters that are "out of range" inside rooms?
Kurgan wrote:. . . Can the monsters in the dark "see" the heroes? I guess it doesn't matter if they have no magic or projectile attacks.
Kurgan wrote:. . . But let's just assume for the sake of argument they mean it to apply to rooms as well. So if I'm standing in the southern doorway, adjacent to the door for Room "B" then I can't see any monsters, right? But if I set one foot inside, I can now see all those undead monsters even if they haven't moved at all. Following the same logic as I approach the northernmost room from the west, as I stand adjacent to the open door I can see all the skeletons, but not the Zombie (unless he moves), until I step one square inside the room, now I can see all of them. The hero standing at the open door might not see the last row of monsters in the Tomb room, or the last row of monsters in the "secret door" room between C & D, but that's about it.
Is that how you interpret it?
Kurgan wrote:It would be a little surprising, but Zargon purposely moving invisibly the monsters into the corners and shadows to avoid being seen would seem to benefit the heroes more than harm them in several cases since none of the monsters in this quest have ranged attacks of any kind even if they could see through the darkness and this would let the heroes search more. It's an interesting idea, but apart from the traps I don't see it making it all that much more difficult, just taking a little longer or if the heroes are splitting up in exploring the rooms.
j_dean80 wrote:If the darkness works in rooms, then Heroes could walk in and search for treasure and leave without activating all monsters.
Daedalus wrote:Kurgan wrote:So would you put tiddly winks on your quest map and move them around behind the screen (using little markers or a pencil?) or would you place monsters on the board and just tell the Heroes they can't target them with magic or projectiles (but CAN search for things) for those monsters that are "out of range" inside rooms?
I wouldn't place a monster on the board until a Hero moved within three squares. Though not specifically called for, I'd also remove a monster once it was beyond three squares or out of line of sight behind a wall or blocked square marker to emphasize "the darkness in this blasted place."
Kurgan wrote:. . . Can the monsters in the dark "see" the heroes? I guess it doesn't matter if they have no magic or projectile attacks.
The three-square LoS limit was set for heroes. Since monsters in rooms with open doors are active and The Thing Below can activate from seven squares away, I'd think yes, they can see heroes. The heroes are in torchlight, after all.
Kurgan wrote:Standing outside of Room B, you are correct that a Hero can't see the monsters. When a hero moves one square into the room, you are only partially correct. The hero will see the Zombie straight ahead as it is three squares away. The other monsters will NOT be seen as they are four or five squares away. Count squares, not rows.
Continuing on with your examples, the Skeletons of the northernmost room
wouldn't be placed until a Hero moved one square into the room, and the Zombie wouldn't be placed until a Hero moved to the end of the blocked double square marker three squares away (LoS not blocked.) A hero outside of the Tomb room would only see the Mummy and outside of the secret door room the Hero would only see the nearest Skeleton.
Kurgan wrote:The darkness mechanic will definitely put more crawl in the dungeon crawler. I think the combination of monster threat and traps is what works here. A hero must choose to risk trap damage to reveal more monsters or hold back and risk being attacked by hidden adversaries.
Good support from other Heroes can largely negate the darkness advantage if all Heroes move in, but as Pancho indicated, door blocking isn't as useful. Zargon can now protect monsters in darkness from missiles and magic while forcing heroes to enter into more vulnerable positions.
Kurgan wrote:. . . But since the monsters can't target them, it doesn't matter. I get what you're saying though. The Thing Below doesn't exist, for game purposes, until you touch that square. How else would you ever "see" him? if you used pass through rock and happened upon his area somehow
Kurgan wrote:. . .Daedalus wrote:The darkness mechanic will definitely put more crawl in the dungeon crawler. I think the combination of monster threat and traps is what works here. A hero must choose to risk trap damage to reveal more monsters or hold back and risk being attacked by hidden adversaries.
I still don't get the "attacked by hidden monsters" thing though. A monster that is not visible (that is NOT ON THE BOARD) can't attack a hero. Monsters can only move on Zargon's turn. Are you interpreting the rules to mean that once a room is "activated" (door is opened) that any monsters hidden in the darkness (their pieces are not on the board because they're more than 3 squares away from any hero) that those monsters can "move" invisible and then "appear" (be placed) On the board to within 3 squares and attack?
Kurgan wrote:Daedalus wrote:Good support from other Heroes can largely negate the darkness advantage if all Heroes move in, but as Pancho indicated, door blocking isn't as useful. Zargon can now protect monsters in darkness from missiles and magic while forcing heroes to enter into more vulnerable positions.
So you're thinking if the block the door, the monsters should move backward and then "disappear" (but still be able to move back onto the board on zargon's turn to attack, but only one at a time since that's how door blocking works for both sides).
Kurgan wrote:. . . If we don't take monsters off the board but simply say they are protected from ranged attacks until within 3 squares, that would be a little different though. Heroes would still know how many monsters in a room and where they were at any given time even if they couldn't hit them without moving closer (and possibly falling into a trap that hadn't been discovered).
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