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Japanese HeroQuest: Rulebook Translation

Members who have translated, or would like to translate any Resources that weren't originally released in their language, or is unavailable on the Home Page may post their progress and results in this forum.

Re: Japanese HeroQuest: Rulebook Translation

Postby Bob-Bob » Friday June 27th, 2014 11:55am

After having checked the EU rules, it seems that you do indeed die by losing all your MP. It says "if the total ever reaches zero, your character is eliminated".

Given that this version was largely based on the EU version, keeping that rule makes sense. Also, there's only one quest in this version where the heroes can ever lose MP, and given the way its structured I don't think simply having them go into shock would work. :P
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Re: Japanese HeroQuest: Rulebook Translation

Postby Daedalus » Sunday April 26th, 2015 6:14pm

I came upon this thread while searching for an answer to another post, so here we go again!

Bob-Bob wrote:You're very welcome. :D

Lemme address your queries:

No drinking a potion or casting a spell to avoid death. I don't like this simplification, personally.
^ While that particular rule definitely isn't in this version of the game, I don't see why it'd be mentioned in the introductory section when potions aren't even used until the Intermediate rules. :P

I agree a save-from-death rule doesn't belong in the introductory section. I was making comments as I came across sections and wasn't attempting to to figure proper placement of a fix for my preference. If such a rule were to be included, I think it would have fit in the beginner rules section under damage calculation. Doesn't matter, as the game functions fine without the fuss.


Bob-Bob wrote:I prefer the NA rules of adjacent squares over the seperation of 'adjacent squares' and 'surrounding squares'. For me, the up close and personal, diagonal dagger-throw or crossbow shot offers some nice options. However, this is a good explanation that also works and satisfies those who see things differently.
^ I don't recall the NA rules saying anything about diagonal projectile shots being allowed.

The NA Armory allows both a dagger and crossbow to be shot from a target's surrounding, diagonal square. A crossbow only prohibits a shot from an adjacent space. However, both a dagger and crossbow can only be thrown or fired "at any monster you can 'see.'" This would disallow a shot between two blocked (occupied), diagonally-situated squares that were also 2 of the adjacent facings of the target. If either or both adjacent squares of the target weren't blocked, then a Hero could "see" the monster and throw/fire at it from the diagonal, surrounding square.


Bob-Bob wrote:I sort of like that there is a motivation added for defeating monsters, but there is no explanation as to how to award a monster's gold if two or more Heroes kill a monster together. Also, what about a Magician or Elf that casts a non-damaging spell that contributes to the defeat of a monster--it's not quite working for me. Finally, this mechanic accelerates power creep through equipment. I don't see this as an improvement. Perhaps actual gameplay works out better than I'm fretting about.
^ Once again, later on in the rules it states that the hero who killed the monster gets the gold. There also actually is a use for having a ton of gold in this version. :P

I wasn't convinced defeated meant dealt the killing blow:

    "● If a hero defeats a monster
    ⇨ The monster is removed from the board. The hero that defeated the monster receives the money listed on the monster card as a reward. Combat ends after adding the money to the hero’s character sheet."
However, upon rereading the preceding rules for damage calculation, I now see only one Hero ever kills (and defeats) a monster because a monster's Body Points can't be partially reduced by one Hero and then reduced again by a second Hero. The issue of a nondamaging spell not counting if another Hero gets the easy kill persists, but you can't have everything.


Bob-Bob wrote:Thumbs down.
^ What's wrong? That rule is exactly the same as in the EU version.

My opinion is formed from the NA rules which is the only version I've played. Our group was okay with figuring out who played what without a die roll, though I have encountered a problem with this at a convention on one occassion. I also took it as common sense to accept the Zargon player be the owner of the game, as suggested by the rules. He's the guy who read the rules and Quests before playing, anyway. After that, we stuck with our roles.

I suppose we missed out on some possible fun by not rotating the Zargon and Hero roles. Wouldn't that require sharing and rotating Heroes quite a bit? As everybody learns the rules, I think this would be a cool way to play. I've never had the opportunity to work it out.


Bob-Bob wrote:I think you're being a little too hasty to judge, Daedalus. You also seem a little confused by some of these rules. I recommend you read all of the rules before formulating an opinion. :oops:

I read them all, but the length prompted me to post as I went through the large amount of material. My response was negative-heavy, but at least there were some positives, as well. Mainly, I wanted to join in a cool thing and figured the forums are the right place for opinions and discussion. No loss of face there. ;) You cleared up a lot and got me to take a closer look--thanks.
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Re: Japanese HeroQuest: Rulebook Translation

Postby The Admiral » Wednesday February 10th, 2016 5:06am

Daedalus wrote:No drinking a potion or casting a spell to avoid death. I don't like this simplification, personally


I totally agree, but the Japanese version has an entirely different take on avoiding death so that potions are not necessary. Any Hero that dies in quests 1-3, gets a free resurrection. From then onwards the Talisman of Lore gives endless resurrections. The Penalty for death is not death, but the loss of all your gold. Having said that though, the chances of dying are almost nil. The quests are about as easy as the EU version, but the main reason is that healing magic is limitless in quests 1-8, and 12-14. Only in quests 9-11 are they limited to the two healing spells one use only. After clearing a room, the whole party can just stand idle while the Wizard heals them all back up to max BP's and then on we go again. Also, in the first room the Heroes are able to search for treasure, they can make endless treasure searches until they posses everything. Any BP's lost to WM's or Hazards are simply healed before the next search. Ridiculous and boring!

The only real chance of 'dying' is in Quest 7. The crafty Japanese obviously decided that the heroes needed their gold culling at this point. There are a whopping 29 monsters in this quest, far more than in any other quest. This would still be okay, were it not for the fact that the Heroes are split up for the entire quest. The Barbarian has to face more monsters on his own, than the whole group combined will encounter in entire quests!

in my opinion the Quest storyline is however much richer and more interesting than in 'The Gathering Storm'. I would recommend just playing the quests as written with NA rules. Use the Japanese artifacts for the Frost Bow, Flame Axe and Silver Sword, but use the NA Wand of Recall and Talisman of Lore.

Quest 7 may be a problem but the Heroes should be fairly powerful by then, with maybe a Healing potion or two. My solution would be to remove one monster (the strongest), from every room with more than one monster. That yields 9 monsters and should be done before starting any of the quests. The EW player may then, once per quest (not 7), add a single monster to any revealed room. This will add a single monster to nine quests, which they need anyway, while making quest 7 a little easier. It will still have the second most monsters, just behind the final quest.


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