How do you HQ?
I just wrote out the house rules I tend to use when we get to play.
These are not the only house rules I have been known to use but this covers the most of it.
Hero Quest Cynthia Style
First roll high dice for characters if there is a conflict in player desires of characters to be played.
Second pick spells if applicable.
Third, (now we start to deviate from the norm) issue artifacts from the Emperors Armory. Trust me the Heroes will need them even for low level missions. These artifacts are the possession of the Emperor and are surrendered at the end of the quest. The Evil One will remove any Artifacts from the deck that are the quest object or overpowered for the quest at hand. An amount of Artifact cards equal to the amount of players plus one will be drawn and issued to the players. The players must decide on allocation of artifacts and no one player may have more than 2 artifacts.
Fourth, at the end of the player round if there are no visible monsters on the board the Evil One will roll a D6. On a roll of a 1 the Evil One teleports a D3 of wandering monsters fitting to the quest within 6 squares of the Heroes in explored areas.
Fifth, Wandering monsters pulled from the treasure deck will be determined by a pull from the deck of monsters by the player who pulled the hazard card. (The Evil One should probably remove the most powerful monsters from the monster deck on lower level missions.)
Sixth, Furniture searches are separate from room searches. To search furniture pieces a hero must be in front of the piece of furniture and adjacent. Furniture searches are not determined by a pull off the treasure deck and will be determined by the evil one.
Seventh, Searching for traps may only be done on as many squares as the Hero has in mind points. The Dwarf may search any area that he has line of sight. The player must point out to the Evil One which squares are being searched. Furthermore, a roll of one dice for every point of mind looking for a black shield must be rolled for those traps that are considered very well hidden.
Eighth, those secret doors considered well hidden or deviously intricate will require a roll of dice equal to the heroes mind points looking for a black shield to discover the secret door.
Ninth, Doors may be closed after opened, however once opened, any monster who has seen the Heroes may open the door also.
Tenth, Goblins are smarter than they look. If there is a chance at escape when outnumbered or facing devastating losses, the Goblin will take the opportunity (if possible) and run to the nearest room and alert the monsters in that room to the presence of the Heroes. Orks may run for help if they roll a black shield on a Mind check when they are outnumbered or losing a battle. Undead of course never seek help. Higher powered monsters are out for personal glory and want to be able to tell the Evil One that they personally killed the Heroes, so they will not typically seek help, except in cases where the quest specifically calls for it.
Eleventh, Fimir always cast spells of some form. All of them...sucks to be you.
Twelfth, Undead always attack the nearest target with no care to tactics. Once an undead is on a target it will not change targets and will be relentless until the hero or itself is dead. Sucks to be the first hero seen by the undead….
That’s a basic overview of how I mess with stuff when I do play. So how do you HQ?
These are not the only house rules I have been known to use but this covers the most of it.
Hero Quest Cynthia Style
First roll high dice for characters if there is a conflict in player desires of characters to be played.
Second pick spells if applicable.
Third, (now we start to deviate from the norm) issue artifacts from the Emperors Armory. Trust me the Heroes will need them even for low level missions. These artifacts are the possession of the Emperor and are surrendered at the end of the quest. The Evil One will remove any Artifacts from the deck that are the quest object or overpowered for the quest at hand. An amount of Artifact cards equal to the amount of players plus one will be drawn and issued to the players. The players must decide on allocation of artifacts and no one player may have more than 2 artifacts.
Fourth, at the end of the player round if there are no visible monsters on the board the Evil One will roll a D6. On a roll of a 1 the Evil One teleports a D3 of wandering monsters fitting to the quest within 6 squares of the Heroes in explored areas.
Fifth, Wandering monsters pulled from the treasure deck will be determined by a pull from the deck of monsters by the player who pulled the hazard card. (The Evil One should probably remove the most powerful monsters from the monster deck on lower level missions.)
Sixth, Furniture searches are separate from room searches. To search furniture pieces a hero must be in front of the piece of furniture and adjacent. Furniture searches are not determined by a pull off the treasure deck and will be determined by the evil one.
Seventh, Searching for traps may only be done on as many squares as the Hero has in mind points. The Dwarf may search any area that he has line of sight. The player must point out to the Evil One which squares are being searched. Furthermore, a roll of one dice for every point of mind looking for a black shield must be rolled for those traps that are considered very well hidden.
Eighth, those secret doors considered well hidden or deviously intricate will require a roll of dice equal to the heroes mind points looking for a black shield to discover the secret door.
Ninth, Doors may be closed after opened, however once opened, any monster who has seen the Heroes may open the door also.
Tenth, Goblins are smarter than they look. If there is a chance at escape when outnumbered or facing devastating losses, the Goblin will take the opportunity (if possible) and run to the nearest room and alert the monsters in that room to the presence of the Heroes. Orks may run for help if they roll a black shield on a Mind check when they are outnumbered or losing a battle. Undead of course never seek help. Higher powered monsters are out for personal glory and want to be able to tell the Evil One that they personally killed the Heroes, so they will not typically seek help, except in cases where the quest specifically calls for it.
Eleventh, Fimir always cast spells of some form. All of them...sucks to be you.
Twelfth, Undead always attack the nearest target with no care to tactics. Once an undead is on a target it will not change targets and will be relentless until the hero or itself is dead. Sucks to be the first hero seen by the undead….
That’s a basic overview of how I mess with stuff when I do play. So how do you HQ?