Page 2 of 8

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 25th, 2014, 2:59 am
by Daedalus
HeroQuestFrance wrote:More, since it's now the entire property of Hasbro UK and no more games workshop, it means you can edit rules without being attacked by a lawyer who claims copryright or trademark at each web page.

Source?

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 25th, 2014, 6:22 pm
by Patroclus
Daedalus wrote:
HeroQuestFrance wrote:More, since it's now the entire property of Hasbro UK and no more games workshop, it means you can edit rules without being attacked by a lawyer who claims copryright or trademark at each web page.

Source?

AHQ is 100% from Games Workshop. It’s not MB- it’s not Hasbro. It could be the best dungeon crawler (better than WHQ in my opinion), if there was not the HQ. And as GK said, "why bother with another game that resembles it".

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 25th, 2014, 9:28 pm
by gootchute
Yep. Seeing as how it was written by Jervis Johnson in the late 80's, there is no way it could belong to any other entity but Games Workshop.

Why bother with another game that resembles HQ? Well to cannibalize it for parts of-course! That's what I did in my youth! But see my link earlier in this thread... I agree, it is better that Warhamer Quest.

I want to express something about the tone of AHQ which I can't quite put into words at the moment... Let me think on it a little.

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 26th, 2014, 12:29 pm
by Ragnar IronFist
Does anybody cannibalize AHQ for some of the rules and gameplay as well? I agree that the simplicity of HQ is awesome. RPGs are beyond me and I am no 'game master'. Even looking at AHQ rules makes my head start to spin a little....

BUT...

I DO very much like some of the more rpg-like details. I like not knowing the dungeon in advance. Rolling/drawing for room type, traps and to populate rooms... (Some of this may change now that I splurged on some Dwarven Forge goodness).
I also like fate points and hiring some henchmen.

So how many use some of these aspects but keeps HQ combat simplicity? Or the opposite... use AHQ combat but with the pre-determined HQ dungeon board? Are there many mashers of the two games?

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 26th, 2014, 2:09 pm
by gootchute
AHQ has rules for a maze sub-level as a part of a larger dungeon complex of regular modular tiles.

I have toyed around with replacing the d12 combat in AHQ with skull dice, and it seems to work well enough... What I did was convert d12 Damage Dice 1-to-1 with skull dice. I then halved the toughness values (before armor) plus armor bonus for defense dice. Hit rolls were still made prior to damage. It seemed to equate to the same results of the regular AHQ combat but actually required one extra roll (defenders do not roll in AHQ). It also lost the potential for crushing critical hits and back-and-forth fumbles which make AHQ so unpredictable and unique.

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 26th, 2014, 2:11 pm
by knightkrawler
There's nothing to cannibalize. All material is styleless and useless, except maybe the minis (which come unbelievably cheap via ebay, at least in Europe) and the doors.
All cardboard material is utterly ugly in my eyes.

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 26th, 2014, 6:21 pm
by Patroclus
Ragnar IronFist wrote:Does anybody cannibalize AHQ for some of the rules and gameplay as well? I agree that the simplicity of HQ is awesome. RPGs are beyond me and I am no 'game master'. Even looking at AHQ rules makes my head start to spin a little....

BUT...

I DO very much like some of the more rpg-like details. I like not knowing the dungeon in advance. Rolling/drawing for room type, traps and to populate rooms... (Some of this may change now that I splurged on some Dwarven Forge goodness).
I also like fate points and hiring some henchmen.

So how many use some of these aspects but keeps HQ combat simplicity? Or the opposite... use AHQ combat but with the pre-determined HQ dungeon board? Are there many mashers of the two games?

Yes, you can do that. They are two different systems for the same thing, dungeon crawling. You can play HQ quests with AHQ rules and HQ rules with AHQ quests. I choose the second because the AHQ rules are more complicated and you can die in the first room. The bad is that AHQ is based in auto generated quests and there is only 3 or 4 quests with pre-determined maps, and are not something special. I admit that the critical(gains immediately a free attack if you score 12)/famble (the opponent gains immediately a free attack against you when you score 1) rule is very interesting, and gives you a feeling of real action as you can kill a monster in one round if you score many critical hits, or if you hit your opponent and you score 1 he can hit you back, if he rolls a 1 then you can hit him again, etc. Though, it’s good it’s not enough when the things that you do very fast in HQ, in AHQ takes too much longer… But it’s very possible for some people to like that “depth”. For sure, it is a challenge to play a very difficult game…

For example an archer should count his arrows and after the combat he can retrieve each arrow with a 7+ for each. And if you got a famble you are hitting a hero (if there is anyone too close) instead of the monster.

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 26th, 2014, 10:19 pm
by gootchute
When I used to play AHQ and there was a string of fumbles back-and-forth, I always imagined the characters locked in a grapple, flailing, kneeing and biting each other. The game just felt so gritty.

I guess what I was trying to say about the tone in: it is gritty, unforgiving dungeon crawling. I was hoping to say that more eloquently and with more/better examples.

Oh Ragnar, if you want a melding of both games look up Allied Heroquest, a fan-made variant. Sleek presentation, streamlined rules, very competitive board game, rather than an RPG-lite dungeon crawl.

Re: Advanced Heroquest, Where is the Love?

PostPosted: March 30th, 2014, 5:31 pm
by Daedalus
Ragnar IronFist wrote:Does anybody cannibalize AHQ for some of the rules and gameplay as well?...

So how many use some of these aspects but keeps HQ combat simplicity? Or the opposite... use AHQ combat but with the pre-determined HQ dungeon board? Are there many mashers of the two games?

My HQ house rules borrowed a bit from the strength/weapon relationship. I'm also working on furniture cards that include tables. I might incorporate this idea to include critical hits and fumbles:

Daedalus wrote:Another way to use a "wild die" critical hit is to count doubles on the movement dice (a 1 in 6 chance). This variant requires the movement dice to be rolled every turn, either as part of normal movement or after a successfully rolled attack without movement. A critical hit allows a Hero to reroll skull results for extra hits.

This doesn't work as well with monsters, as they don't have a movement roll and it removes the focus from the Heroes. For balance, fumbles could also be incorporated. Double 1s, 2s, and 3s could result in a fumble, while double 4s, 5s, and 6s would net a critical. A fumble forfeits a Hero's action that turn, resulting in no hits.

Re: Advanced Heroquest, Where is the Love?

PostPosted: August 6th, 2015, 4:58 pm
by The Admiral
I just don't know? It is a more detailed and accurate game than HQ, and I thought when I bought it that it would replace HQ, but it never did for me. My brother and I tried it, but it just wasn't as much fun. My box sits there with all the figures plus extra Skaven all painted and with every expansion and article, but it hasn't been played for many years. Very sad, but it just didn't hit the spot with us like HQ.