This is my interest-of-the-week (since I'm too broke to play with anything not free). Since everyone has been making their own HQ facsimile on account of whatever, I'm making one for shits.
Here is the basic design of the board:
The game will basically be structured like Heroquest, rules and game-play-wise. It will be considerably darker, however. Proper Sword & Sorcery (Lankhmar) with a bit of Dark Fantasy (Karl Wagner's original definition, not Charles Grant's specious stupidity). More Elric or Conan, and less general fantasy. All components will have original artwork (
that I can get done easily) that will be adequately sexy (and also violent).
It can come with shards that represent characters and enemies(its print to order, I'm not making new minis for it--I'm poor), but you will be able to use any miniatures (like those that came with HQ).
Component-wise, here's what its looking like:
1 18"x18" quad-folding game board (the real deal)
1 10"x10" game box (w/graphics)
1 2-sided rules sheet
1 16-page quest book
70 0.75" round shards (1 gold, 10 gold, 100 gold, wound marker)
6 3.5" x 5.5" character reference cards
64 1.75" x 2.5" game cards (equipment, loot, enemy, sorcery, pyromancy, divinity)
I am going to make the following parts optional:
6 2"x2" double-sided furniture tiles
6 0.75" x 1.25" Hero Shards
22 0.75" x 1.25" Monster Shards (8 varieties)
6 blank 22mm white dice
36 die-face stickers
22 black card stands
6 white card stands
Rules-changes:
Heroes: Northman Reaver, Se Ching Manhunter, Imperial Sorcerer, Western Ecclesiastic, Fortune Hound and Pyromancer of the Last Flame.
Monsters:
Scree - Small bat-like humanoids that tend to fight in groups.
Depraved - Humans tempted to the Dark, who now commit violent acts mindlessly.
Augo - Armored cyclopean humanoids that are much larger than humans. Their single eye is said to be capable of actually seeing Fear.
Fetch - Soul-devouring shades that abhor light. They seem to inhabit most unnaturally dark places. Their fear of light will not always stop them from attacking.
Macabre - Evil spirits that inhabit corpses of the Depraved, animating them. Selling their living souls to The Dark was only the beginning for some.
Agglom - A heavier and more dangerous macabre that has encased itself in "armor" made from discarded flesh and organs. They are slow-moving, but are otherwise utterly devastating.
Black Knights - Armor inhabited by the fiery souls of knights that succumbed to the Depravity of The Dark. Their strength is simply beyond human.
Darkling Wicce - Followers of the Dark that can cast powerful sorceries. Unlike those others who became depraved by the Dark, these ones freely gave up their souls in exchange for magical ecstasy.
Eidolon - Large humanoid horrors bade from undying stone that are created with contempt for the living. These massive humanoid weapons ceaselessly carry out charges bestowed upon them by their creators.
Hit Points: The total number of peeled satsuma oranges that you can fit into your mouth.
Pace: Movement range in squares. Can be reduced by wearing armor.
Parry: Pass/Fail. Number of dice thrown to defend against an attack. Increased by weapons (shields) and reduced by armor. White shields negate skulls. Black shields count as additional Poise.
Poise: Diminishing damage threshold that mitigates damage from being attacked. Increased by armor. Poise is uncommonly instance-based, rather it is turn-based. You get (x) poise within one turn, against any and all attacks you may receive. You still Parry when attacked, but you only take damage when you no longer have any poise for the turn. Black shields count as additional Poise (but only for that particular attack). Most enemies defend solely through poise.
Power: Attack strength in dice. Increased by weapons.
Abilities:
Sorcery: Spells gained through pacts with demonic beings.
Pyromancy: Spells gained through drawing out living souls, and then shaping them into primal flame.
Divinity: Spells gained through covenants with divine beings and gods.