Strange Variants
I recently took up playing with a friend here in the city. We are playing his version.
He says, he developed Heroquest until it was perfect.
I somehow don't feel perfect with his game.
* His Wizard has 6 tokens for 3 spells (a total of 18). You gotta roll dice if you succeed to cast or not, and after a certain number of successes, you gain better dice for that roll. The three spells are Fireball for 1-2 damage, healing for 1-2 BP and Stone-skin for 1-2 extra dice. The Game System spells have been sorted and filtered, of these only the (in his view) most useful remain.
* His Elf is forced to use a Bow. That guy got armor restrictions and a bonus reroll for using the bow, plus he gets no spells, only two special selfmade cards. I came to play the Sword Elf with magic and I am missing that one.
* He rolls only 1 move die and adds a fixed number to it. 4 for the dwarf, 5 for the others, 6 for the elf. Idea is to remove the "annoying" 2d roll and save a lot of move die rolls for most of the situations.
* He enlarged the square size to 40 mm but did not make bigger furniture, so now you have many additional free squares in each room.
* He forbids mercenaries.
* Turn order is randomized with a kind of rattle
* The Treasure deck has more than a 100 cards, bad cards are not put back into the deck. The treasure deck is used along several game sessions until it is completely exhausted and only then it is reshuffled. It contains two "Rust" cards and three "Treasure hordes" of different values. Potions are noted on the hero sheet and given back.
* You are not allowed to carry more than 2 artifacts
* There are huge tables with mini writing to roll with a D100 on for each piece of furniture - so if you search the cupboard, you don't get a treasure card, you roll on a table. There is a different table for each kind of furniture.
* He uses Morcar-cards, but those are all instantaneous effects applied to a hero. He rolls with a D10, on 1-4, the matching player is affected, on 5-10 no card is drawn
Most of his changes don't make big differences.
However, all the interdictions make me feel after a while that I don't really have choices to make, so that's uncomfortable. I don't like the idea to pulling the wizard down to three main spells. I love the original with his broad choice of spells. But at least he is participating in the game until the end with his additional fireballs and mini-healings.
Some other of his changes fit internally, but I wouldn't do it that way - giving the heroes extra squares per room, ok, but of course that unbalances mercenaries, so he had to remove them. That fits, but I like mercenaries, I wouldn't remove them. I would rather adapt the game somewhere else to make them fit in.
The movement is annoying. Yes, in theory we could save most of the move die rolls with it, but in practise we all roll the die out of habit. The mummy will never catch us if we don't want, but ok, that's not a danger in Heroquest, as we are all moving toward the monster, not away from it, right? But there is also no danger anymore that a tactical plan doesn't work so, that's a bit sad. I am missing that mechanic. But at least the randomized turn order can mess up your day, so the random he takes away on one end, he stuffs back into it on the other end. That works for me.
The treasure deck is a mess. I like the 24, maximum 30 cards treasure deck.
1. it gets more dangerous over time because you put back evil cards and reshuffle. His doesn't.
2. In the original, if you don't use up your potions, then next quest, the treasure deck will not contain this potion and be more dangereous from the start. That's super-elegant self-balancing I am severely missing.
Well. I had to get rid of that Sermon. I will not take over his system.
But I am playing along after all, because the people I am playing with are really nice. I wouldn't like to miss our evenings.
He says, he developed Heroquest until it was perfect.
I somehow don't feel perfect with his game.
* His Wizard has 6 tokens for 3 spells (a total of 18). You gotta roll dice if you succeed to cast or not, and after a certain number of successes, you gain better dice for that roll. The three spells are Fireball for 1-2 damage, healing for 1-2 BP and Stone-skin for 1-2 extra dice. The Game System spells have been sorted and filtered, of these only the (in his view) most useful remain.
* His Elf is forced to use a Bow. That guy got armor restrictions and a bonus reroll for using the bow, plus he gets no spells, only two special selfmade cards. I came to play the Sword Elf with magic and I am missing that one.
* He rolls only 1 move die and adds a fixed number to it. 4 for the dwarf, 5 for the others, 6 for the elf. Idea is to remove the "annoying" 2d roll and save a lot of move die rolls for most of the situations.
* He enlarged the square size to 40 mm but did not make bigger furniture, so now you have many additional free squares in each room.
* He forbids mercenaries.
* Turn order is randomized with a kind of rattle
* The Treasure deck has more than a 100 cards, bad cards are not put back into the deck. The treasure deck is used along several game sessions until it is completely exhausted and only then it is reshuffled. It contains two "Rust" cards and three "Treasure hordes" of different values. Potions are noted on the hero sheet and given back.
* You are not allowed to carry more than 2 artifacts
* There are huge tables with mini writing to roll with a D100 on for each piece of furniture - so if you search the cupboard, you don't get a treasure card, you roll on a table. There is a different table for each kind of furniture.
* He uses Morcar-cards, but those are all instantaneous effects applied to a hero. He rolls with a D10, on 1-4, the matching player is affected, on 5-10 no card is drawn
Most of his changes don't make big differences.
However, all the interdictions make me feel after a while that I don't really have choices to make, so that's uncomfortable. I don't like the idea to pulling the wizard down to three main spells. I love the original with his broad choice of spells. But at least he is participating in the game until the end with his additional fireballs and mini-healings.
Some other of his changes fit internally, but I wouldn't do it that way - giving the heroes extra squares per room, ok, but of course that unbalances mercenaries, so he had to remove them. That fits, but I like mercenaries, I wouldn't remove them. I would rather adapt the game somewhere else to make them fit in.
The movement is annoying. Yes, in theory we could save most of the move die rolls with it, but in practise we all roll the die out of habit. The mummy will never catch us if we don't want, but ok, that's not a danger in Heroquest, as we are all moving toward the monster, not away from it, right? But there is also no danger anymore that a tactical plan doesn't work so, that's a bit sad. I am missing that mechanic. But at least the randomized turn order can mess up your day, so the random he takes away on one end, he stuffs back into it on the other end. That works for me.
The treasure deck is a mess. I like the 24, maximum 30 cards treasure deck.
1. it gets more dangerous over time because you put back evil cards and reshuffle. His doesn't.
2. In the original, if you don't use up your potions, then next quest, the treasure deck will not contain this potion and be more dangereous from the start. That's super-elegant self-balancing I am severely missing.
Well. I had to get rid of that Sermon. I will not take over his system.
But I am playing along after all, because the people I am playing with are really nice. I wouldn't like to miss our evenings.