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Strange Variants

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Strange Variants

Postby cornixt » January 20th, 2023, 1:03 pm

I have it only last one turn. Here's the full list:

Lore of Fire
Flicker of Flame For each skull rolled, the target loses 1 Health point. Normal defense allowed.
Flaming Sword For each skull rolled, the target rolls 1 extra die when attacking in this or their next turn (choose).

Lore of Water
Like Fluid If more than 1 skull rolled, target may move through spaces that are occupied by any creature.
Calming Wave For each skull rolled, the target rolls 1 fewer die when defending before the end of their next turn.


Lore of Air
Breeze Along If more than 1 skull rolled, the target may move double their normal movement in their next move.
Whirling Gust For each skull rolled, the target rolls 1 fewer die when attacking in their next turn.

Lore of Earth
Granite Skin For each skull rolled, the target throws one extra die to defend in this or their next turn (choose).
Shift Stone For each skull rolled, caster may move through one wall or one-square block in their next move.


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Re: Strange Variants

Postby Anderas » January 21st, 2023, 5:27 am

lestodante wrote:I also would love the wizard to cast unlimited spells with minor damage.
What kind of Rock Skin does he use? Is the effect limited toa single turn or can it last until the hero is wounded? There is the risk the players will wait and skip turns in an empty room until everyone has Rock Skin cast on.


Rock skin sticks around until damage is received. The risk of delay is low. After all, there are just six tokens per spell. So he doesn't have an unlimited supply, just some more than normal, enough to fill the quest.
And especially at the beginning, when you roll two green dice (they have just two skulls per die), it happens quite often that the spell cast fails.

Plus, Flint uses Morcar cards, too. If he had nothing to do in his turn, he rolls a d10 and draws a card. 1 is me, 2 the Barbarian, 3 the dwarf, 4 the wizard, more than four: no Morcar card.

So we don't stick around too long in any room. There are rust cards in his Morcar deck.


Cornixt, your list is interesting. With it, one could make different kinds of magicians. I will have to take a close look on it!

In fact, one could use Flint's system and have spell elements to choose from, at the same time! That would be nice, I guess.
That's what I like the least, to have no more choice as Wizard, it's kind of annoying.


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