Following a rethink, I have decided that I WILL be covering ALL the HeroQuest components in the HQ CERB, as a number of specific rules are only covered on the specific components. So, we are now going to work through these components. I already covered the Evil Wizard's Screen, so now it is time to move on to the other components of the HQ Game System - starting with the Character Boards.
If you recall, I stated that Character Boards are an important tactile component of the HeroQuest system. They help present that "pick up and play" feel, which made HQ so popular as a board game, which would be fully recreated with it's spiritual successor, WHQ. Both the UK and the US versions of the HQ GS contained four Heroes - the Barbarian, the Dwarf, the Elf, and the Wizard. This would roughly mimic the started four player "core party" of many fantasy board and roleplaying games, which boils down to the Fighter, the Cleric, the Rogue, and the Wizard, covering the four basic pillars of any fantasy game: Combat, Healing, Traps, and Magic. From comparing these, we can see that the Barbarian takes the role of Fighter, the Dwarf takes the role of Rogue, the Elf takes the role of Cleric, and the Wizard takes the role of Wizard.
There are differences, but in general, Clerical magic (i.e. any sort of religious magic) is where you find healing spells, and it's practitioners are often minor magic users that can wear armour and sometimes even fight, which contrasts with Wizardly magic, which is often the domain of primary spellcasters that rely on their magic for both offence and defence. In HQ, the Elf is a minor spell caster which gains a single element of magic, and doesn't rely solely on their spellcasting for offence or defence. However, there's nothing stopping the Elf from taking the Fire spells if the Wizard doesn't choose them first, allowing for an offensive secondary caster.
As an aside, in AHQ and WHQ, the Elf changes from being a secondary magic user to a ranged combatant, leaving the Wizard pulling ALL the magical weight of the party. However, in WHQ, the Elven retains their role as a Healer, as they start with a Healing Potion which serves as the main source of party healing at the start of the game. However, in AHQ, whilst the AHQ Elf is a ranged fighter, they present a version of the HQ Elf as a Warrior/Wizard, who possesses the ability to fight as a Warrior, but also has secondary magical abilities, even though these are on par with that of a Dwarf Wizard. There is no other way in AHQ to get this Warrior/Wizard combination, as all AHQ Wizards are automatically restricted in their combat capabilities. This includes Dwarf Wizards, who have nerfed magical abilities, but do not gain anything beyond the basic characteristic improvements of Dwarfs to compensate, resulting in a highly crippled, but slightly more survivable Wizard.
Getting back on track, we are going to look at the four HQ Heroes in turn, starting with the Barbarian, comparing both the UK and US versions of them... Note that the US version of the Character Boards come with a reminder of the actions that a Hero can take on the back of them. Since this is repeated information from the US version of the Evil Wizard's Screen, we are going to ignore it.
HeroQuest UK 1st/2nd Edition Character Board - Barbarian wrote:Barbarian
You are the Barbarian, the greatest warrior of all. But beware of magic for your sword is no defence against it.
Attack,
throw 3 Combat dice
Defend,
throw 2 Combat dice
Move,
throw 2 Standard dice
Mind 2 Points
Body 8 Points
HeroQuest US Edition Character Board - Barbarian wrote:Barbarian
You are the Barbarian, the greatest warrior of all. But beware of magic, for your sword is no defence against it.
Attack Defend Starting Points
Dice Dice Body Mind
3 2 8 2
Movement: 2 Red Dice
Starting Weapon: Broadsword
Starting Armor: None
First, let's compare the two formats that the information is presented in between the US and the UK versions. Firstly, the UK version simply lists the basic dice-based characteristics of the character, in terms of Attack, Defend, and Movement. This is then followed up with the two points-based characteristics listed as Mind and Body. These all come under the basic description of the Hero, which possesses no special abilities in the case of the Barbarian.
The US version switches the format up a bit. Although the Hero Type and Description are largely unchanged, the way the characteristics are presented has been shaken up a bit. First, all characteristics besides Movement have been formatted into the form a table (whose format I haven't copied in the quotes), followed by a list of additional characteristics - firstly Movement, and then two new pieces of information - Starting Weapon and Starting Armor.
Whilst the table is a good way of condensing information, a simple list of the characteristics is easier to read, especially if you take out the unnecessary words. The US version still uses a slimmed down list afterwards, so there's little real benefit seemingly gained from not including all the data as a list in the first place.
Also, note that the UK version refers to the Red Dice as Standard Dice, representing the two "Monopoly dice" that come with the game alongside the Combat Dice. This can be somewhat confusing, but the US rules refer to the Red Dice on several cards, bust since these are standard six-sided dice, it might be a good practice to refer to them as Standard Dice in the rules, especially as a lot of the uses of Red Dice can be equated to symbols on Combat Dice to preserve this part of the USP of HQ (which we will be doing in the HQ CERB). Alternatively, since they will be primarily for Movement, we could just refer to them as Movement Dice instead.
The inclusion of Starting Weapons and Armor in the US version is somewhat intriguing. The values for Starting Weapons and Starting Armour equate to the values of Attack and Defend Dice given in the table, following the rules from the Armory. The Dice values equate with their UK counterparts, but in the US version, this is called out as being down to the Weapons they are using. As such, the Barbarian starts with a Broadsword, which allows them to roll 3 Combat Dice when Attacking.
Why this was done seems to be as a sort of clarification over the UK rules, as Weapons provide specific amounts of Combat Dice to roll when attacking, and since a Broadsword provides 3 Attack Dice, buying a Broadsword for the Barbarian was often a waste of Gold, since it provided no bonus to the Hero. Starting Armor seems to have been added for completeness, but no Hero actually starts with any Armour, and all Heroes roll 2 Defend Dice anyway. Like Weapons, Body Armour provided a set amount of Combat Dice when defending, and the first level of Body Armour was Chain Mail which provided 3 Defend Dice. Thus, this was never an issue with Armour, like it was with Weapons. Of course, it may seem odd why any Hero would enter a Quest without Armour, but changing this often causes even more head scratching headaches, particularly for the Wizard.
Since the CERB is only looking at the official game rules, with key differences between variants being presented as house rules, we won't be concerning ourselves too much with the issue of Armour at this time. We will reorder the list though, so that it matches the order we already have for the HQ CERB - Body Points; Mind Points; Move Dice; Attack Dice; Defend Dice; Starting Weapon; Starting Armour. Note that because we are referring the the Red Dice as Movement Dice, the characteristic Movement Dice has been changed to Move Dice.
Thus, for the HQ CERB, we get:
HeroQuest Combined English Edition Rule Book - Barbarian Character Board wrote:Barbarian
You are the Barbarian, the greatest warrior of all. But beware of magic for your sword is no defence against it.
Body Points: 8
Mind Points: 2
Move Dice: 2 Movement Dice
Attack Dice: 3 Combat Dice
Defend Dice: 2 Combat Dice
Starting Weapon: Broadsword
Starting Armour: None
Now, on to the next Hero, the Dwarf...
HeroQuest UK 1st/2nd Edition Character Board - Dwarf wrote:Dwarf
You are the Dwarf. You are a good warrior and can always disarm traps that you find. You may remove any visible trap in the same room or passage.
Attack,
throw 2 Combat dice
Defend,
throw 2 Combat dice
Move,
throw 2 Standard dice
Mind 3 Points
Body 7 Points
HeroQuest US Edition Character Board - Dwarf wrote:Dwarf
You are the Dwarf. You are a good warrior and have the unique ability to disarm traps without a tool kit. To do so, you must avoid rolling an black shield on a combat die.
Attack Defend Starting Points
Dice Dice Body Mind
2 2 7 3
Movement: 2 Red Dice
Starting Weapon: Shortsword
Starting Armor: None
Same differences between versions as noted above, but it's worth noting that the Dwarf has the ability to disarm traps, which differs between the UK and US versions. In the UK version, the Dwarf could automatically remove traps, but in the US version the Dwarf simply has a much lower chance of springing traps that they attempt to disarm. In both versions, the Dwarf doesn't need a Tool Kit, which is a piece of Equipment that allows an Hero to disarm traps. Also, in both versions, the Dwarf can only disarm a single trap per turn, although this limitation is more down to the fact that the Dwarf can still only perform a single action per turn.
In general, the Dwarf is a standard Hero (2 Attack, 2 Defend) that has slightly less health than the Barbarian (7 Body Points instead of 8), but has extra willpower to compensate (3 Mind Points rather than 2). The key feature of the Dwarf is the ability to disarm traps without a tool kit, and looking back at the HQ CERB, we already decided that we were going to take the UK version of this ability over the US version. Thus, with minimal rewording, for the HQ CERB we get...
HeroQuest Combined English Edition Rule Book - Dwarf Character Board wrote:Dwarf
You are the Barbarian, the greatest warrior of all. But beware of magic for your sword is no defence against it.
You are the Dwarf. You are a good warrior, and have the unique ability to disarm Traps that you find without a Tool Kit. As an Action, you may automatically remove any single orthogonally adjacent visible Trap in the same Room, Corridor, or Junction.
[US: To disarm a Trap, you must avoid rolling a black shield on a Combat Die.]
Body Points: 7
Mind Points: 3
Move Dice: 2 Movement Dice
Attack Dice: 2 Combat Dice
Defend Dice: 2 Combat Dice
Starting Weapon: Shortsword
Starting Armour: None
The Dwarf's Disarm ability has been rewritten in line with what we already have in the HQ CERB, with the US version as a house rule. It has been clarified that the trap must be visible, and orthogonally adjacent (i.e. not diagonally adjacent). It is also clarified that this takes an Action, which therefore carries and implied limit of one per turn.
As an aside, there is a key distinction for traps, making them more deadly under the HQ CERB. Having split Passages into Corridors and Junctions, searching is now limited to a single Room, Corridor, or Junction. This means that traps in Passages may now be subject to the same restrictions as traps placed beyond doors - that is, Heroes may have to move into the Corridor or Junction before they can search for Traps, and therefore risk setting off any Traps placed in the FIRST (and sometimes ONLY) square of that Corridor or Junction... This will certainly make your adventures MORE interesting...