Suggestions - Ideas - Help!
[This topic was moved from the Saturday Night DUNGEON! room on 5/3/16.]
Hello,
Firstly if this is covered somewhere else please feel free to link to those pages...
Ok so I held my first Hero Quest night just before Xmas and it was a massive success! Four of the 5 players (Including myself as evil wizard) used to play the game back in the day. I have now managed to amass all the additional box sets (Excluding the American additions), and with the help from this forum and ideas taken from playing the Play by post games I was able to update it slightly for the older players and introduce some new rules.
What I changed...
I purchased the 4 heroes from Advanced Hero quest and made cards for them using the resources from the website. These characters were the Warrior, High Elf, Sorcerer and TrollSlayer (Dwarf). All but one player chose to be new characters and it was fun trying out new characters. I also added a few house rules which were as follows...
Random Events
After every game turn Morcar (Evil Wizard Player) has the opportunity to roll a combat dice. Up on rolling a black shield Morcar triggers a random event. There are six random events that can happen and they will be decided by Morcar rolling his dice. The six random events are as follows:
1. Nothing happens
2. Morcar token – these can be used to re-roll combat dies (Monsters) or re-strict heroes from rolling a combat dice in attack against monsters.
3. Wandering Monster – another dice is rolled to see who is attacked – 1-4 will be a hero – 5-6 is no one and it just appears on the board of Morcars choice.
4. A door is opened (Morcar’s choice) and its rooms contents are set up.
5. A treasure is found (treasure card) 1-4 a hero 5-6 no one gets the treasure.
6. A trap is set off - 1-4 effects a hero – 5-6 a monster – roll a white shield if not defended lose a 1BP – both monsters and heroes defend on white shields.
I thought this new element was going to be a really fun addition, in reality i only managed to roll 3 black shields in 4 quests!!!
With all that in mind, I have the same group of players coming back on Saturday night and an extra player! So 5 heroes vs evil wizard player. In the fear that they are going to over power the traditional monsters and quests, I was wondering if anyone had any creative add ons I can come up with, which will help me and make it more fun for everyone. I'm going to continue using the random event but instead have something happen on a white shield, which will make it more frequent at least. I also thought that I might bump up the BP's of the monsters? Anyone have any thoughts on this? And maybe give selected bad guys spells?
Also I don't want to overpower the heroes but I want to keep their interest. I fear that by the end of a couple of box sets they will have all the armour and weapons they need. Does anyone have any suggestions on how heroes could be rewarded (Other than gold) I seem to remember that heroes can become champions? What did this mean?
Any help or suggestions would be greatly appreciated!
Cheers!
Hello,
Firstly if this is covered somewhere else please feel free to link to those pages...
Ok so I held my first Hero Quest night just before Xmas and it was a massive success! Four of the 5 players (Including myself as evil wizard) used to play the game back in the day. I have now managed to amass all the additional box sets (Excluding the American additions), and with the help from this forum and ideas taken from playing the Play by post games I was able to update it slightly for the older players and introduce some new rules.
What I changed...
I purchased the 4 heroes from Advanced Hero quest and made cards for them using the resources from the website. These characters were the Warrior, High Elf, Sorcerer and TrollSlayer (Dwarf). All but one player chose to be new characters and it was fun trying out new characters. I also added a few house rules which were as follows...
Random Events
After every game turn Morcar (Evil Wizard Player) has the opportunity to roll a combat dice. Up on rolling a black shield Morcar triggers a random event. There are six random events that can happen and they will be decided by Morcar rolling his dice. The six random events are as follows:
1. Nothing happens
2. Morcar token – these can be used to re-roll combat dies (Monsters) or re-strict heroes from rolling a combat dice in attack against monsters.
3. Wandering Monster – another dice is rolled to see who is attacked – 1-4 will be a hero – 5-6 is no one and it just appears on the board of Morcars choice.
4. A door is opened (Morcar’s choice) and its rooms contents are set up.
5. A treasure is found (treasure card) 1-4 a hero 5-6 no one gets the treasure.
6. A trap is set off - 1-4 effects a hero – 5-6 a monster – roll a white shield if not defended lose a 1BP – both monsters and heroes defend on white shields.
I thought this new element was going to be a really fun addition, in reality i only managed to roll 3 black shields in 4 quests!!!
With all that in mind, I have the same group of players coming back on Saturday night and an extra player! So 5 heroes vs evil wizard player. In the fear that they are going to over power the traditional monsters and quests, I was wondering if anyone had any creative add ons I can come up with, which will help me and make it more fun for everyone. I'm going to continue using the random event but instead have something happen on a white shield, which will make it more frequent at least. I also thought that I might bump up the BP's of the monsters? Anyone have any thoughts on this? And maybe give selected bad guys spells?
Also I don't want to overpower the heroes but I want to keep their interest. I fear that by the end of a couple of box sets they will have all the armour and weapons they need. Does anyone have any suggestions on how heroes could be rewarded (Other than gold) I seem to remember that heroes can become champions? What did this mean?
Any help or suggestions would be greatly appreciated!
Cheers!
