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Saving HeroQuest - RandoQuest?

Have a HeroQuest related project and need community assistance? Create a thread about your project here and the type of aid you require. Other community members searching this room may be able to assist, or join you on your adventure.

Re: Saving HeroQuest - RandoQuest?

Postby Davane » Friday June 4th, 2021 4:34am

Kurgan wrote:WOM, EQP, and BQP all add additional Treasure cards (both good and bad). It's up to the player to decide which ones they add if they own multiple quest packs.


Indeed. The plan is to add them when I cover them. For now, I am just focused on the GS itself.

Kurgan wrote:1st edition EU allowed treasure searches in corridors.


Both UK editions allowed the searching of treasure in corridors. This was why the UK editions of KK and RotWL didn't need to define those small corridors with chests as rooms, in order to allow them to be searched for treasure.

Kurgan wrote:But even in later editions, how many treasure searches are allowed per location? In the NA edition, each Hero may search each room once. It's not unusual for a quest to have anywhere from 8-13 rooms (with 10 being a very common number, in the GS anyhow) and any number of quest specified treasures in those rooms (including searches that merely reveal an empty chest with a trap on it too).


In the UK versions, a room or corridor could only be searched for Treasure once, and it was much more of a competition for who which player would have the opportunity to search for treasure. This meant either other players taking risks to be able to watch for treasure, or to work collaboratively splitting treasure and deciding who was best suited to search for it, became part of the game.

Kurgan wrote:A few rooms are designated as having no treasure (or only one treasure) but the effect for most situations is that the "first hero to search..." finds the quest specified treasure (I don't say "quest treasure" because that is the name that the EU applies to those special cards that are called "Artifacts" in the NA editions). So a "nothing card" only would apply to the Hero drawing it, not necessarily anyone else searching the same room... a treasure specified in the quest notes means up to three cards for that room, in theory.


The US version allowed each Hero to search a room for treasure. In most cases, any stated Quest Treasure was only found on the first hero to search, with the later Heroes searching, instead drawing a Treasure card. Thus, a quest with an average of 10 rooms, would allow up to 40 searches, of which, it was unlikely that more than 10 would be specified Quest Treasure. So, even if every such room had Quest Treasure, you were still looking at around 30 possible searches per quest.

Kurgan wrote:Even if gold treasures are cycled back into the treasure deck (and it is shuffled before every search, not just when a "bad" card gets drawn; with found potions either being in the hands of a hero or "discarded" until the next quest), there is a limited number of searches possible for each quest determined by the number of searchable rooms (and the number of quest specified treasures in those rooms) and further limited by the number of heroes in play.


In the 1st UK edition, the Treasure Deck behaved like an actual deck of cards, and was NOT shuffled between each search. However, with only 24 cards, it was relatively easy to use basic card counting techniques to determine whether or not it was worthwhile to consider searching for treasure at all.

Kurgan wrote:I'm curious how you will handle Command. It says "attack other heroes." Does that mean you'd limit Commanded heroes to only rolling attack dice? Or would you allow them to use offensive spells? Other types of spells? (Spell Scrolls from NA edition?) How about potions? Can they use pass through rock and trap themselves inside solid rock gray areas? Are they affected by traps (Zargon knows where they are, he could walk a Hero into them on purpose)? Is he still able to do his other functions like searching and opening doors... or again... only attacking and moving? I think all of us would agree (and assume) that despite being now controlled 'as a monster' he still rolls his standard movement dice (rather than fixed movement) and still defends with white shields.


I already covered how I would handle Command.

Command
This Spell will attempt to put a single, visible Hero under the Evil Wizard's control. The Hero may try to resist the Spell by rolling one Combat Die per Mind Point. If they roll a Black Shield, they are unaffected by the Spell. If they fail, the Hero falls under the Evil Wizard's control, and the Evil Wizard may immediately move, attack, and defend with the Hero as if he was a Monster, during the Evil Wizard's turn.
While under the Evil Wizard's control, at the start of their turn, starting from their next turn, a Hero may attempt to free themselves from the Spell, by rolling one Combat Die per Mind Point. If they roll a Black Shield, they free themselves from the Spell and may immediately move, attack, or defend as normal. If they fail, they remain under the Evil Wizard's control, and their turn ends.
While under the Evil Wizard's control, the Evil Wizard may continue to move, attack, and defend with the Hero as if he was a Monster, during the Evil Wizard's turn.


Basically, since move, attack, and defend, are specific activities (and attack and defend are specific actions), the Command spell will only allow the Evil Wizard to use these when controlling the Hero. The Evil Wizard cannot, for example, force a Wizard to waste spells, as Cast a Spell is a specific action that is not listed on the card. This limitation automatically avoids a lot of the more complex scenarios from occurring.

As for opening doors and triggering traps, these are not actions, but instead occur as part of movement, and thus the Evil Wizard can use these actions. Yes, the Evil Wizard can walk Commanded Heroes deliberately into traps, just as they can force the Barbarian to waste his attacks fighting Goblins, or have the Wizard move and attack Chaos Warriors.

Kurgan wrote:There's a similar sort of spell in ATOH "Dominate." But I suppose there are a lot more spells to think about across the various expansions (ATOH, WOM, EQP & BQP).


Yes, and I will look at them when I cover those expansions. For now, I am sticking with the GS.

Kurgan wrote:EU Edition allows Heroes to attack one another, but would you allow non-Commanded heroes to attack the Commanded Hero and do damage? What if they kill him?


I already follow the UK rules which allow Heroes to attack each other. Because of this, the Command spell isn't allowing the Hero to attack or be attacked against targets they couldn't already attack.

In general, the HQ CERB uses the UK rules as a base, so when in doubt, the UK rules have precedence.

I have done as little as possible to change the rules in any way, and the only notable exception is that by clarifying which Passage tiles are Junctions and Corridors, I appear to have introduced the "searching for traps on the other side of an open door" issue to the barriers between Junctions and Corridors. I haven't changed or removed this rule, just explicitly stated it so it's no longer ambiguous.

I haven't decided how I am going to fix this yet, but given the absurdity of the original rule, I am considering allowing the option of a Search for Traps to be either a single safe area (an entire room, section of corridor, or junction) or directed to a single specific adjacent space (beyond an open doorway, into an unexplored junction or corridor).

My thinking is that a "safe" area is one in which you can move around to search and return to your starting position without revealing any new areas of the map. If you cannot do this, then your search is "threatened" and you can only search one adjacent square, without moving, which is basically going to be the one in front of the way you want to move anyway.

I am considering allowing these directed "threatened" searches be allowed even if Monsters are visible, as might be the case if you open a door to search beyond it and reveal a monster at the back of the room. After all, if a Hero is willing to give up their attack in the middle of combat to confirm whether a space next to them is trapped or not, they've already given up enough, especially as Monsters don't spring traps...
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Re: Saving HeroQuest - RandoQuest?

Postby Davane » Friday June 4th, 2021 7:59am

The main other form of Treasure you get, besides Gold, are Potions, which are like weaker versions of Spells. Potions can be used at any time, and do not take an Action to use, but typically have a very limited duration. Unlike with Gold, it IS possible to compare the different types of potion to one another. However, given the amount of Potion cards in the Treasure Deck, it may be simply easier to include every copy of each Potion Card in the deck.

We are going to be starting with the Heroic Brew...

HeroQuest UK 1st/2nd Edition Treasure Card - Heroic Brew wrote:Heroic Brew
A leather bag hanging on the wall contains a potion. It is a Heroic Brew. The potion may be taken just before you are about to attack. Any player who drinks the potion will be able to make two attacks instead of one, for one turn only. The card is then discarded.


HeroQuest US Edition Treasure Card - Heroic Brew wrote:Heroic Brew
You are surprised to find a leather bag hanging on the wall. If you drink its contents before you attack, you can make two attacks instead of one. This may only be used once. Do not return this card to the deck.


The Heroic Brew allows you to make two attacks instead of one when you take the attack action. You cannot move between these two attacks, but you do not have to attack the same target with each attack. Targets defend against each attack normally.

Combining all of this for the HQ CERB, we get:

HeroQuest Combined English Edition Rule Book - Heroic Brew Treasure Card wrote:Heroic Brew
You are surprised to find a leather bag hanging on the wall that contains a Potion. It is a Heroic Brew. The Potion may be used just before a Hero is about to attack.
Any Hero who uses the Potion will be able to make two attacks instead of one, when they attack, for one turn only. They cannot move between these two attacks, but they do not have to attack the same target with each attack. Targets defend against each of these attack normally.
This Potion may only be used once. This card is then discarded.





Next we have, Holy Water...

HeroQuest UK 1st/2nd Edition Treasure Card - Holy Water wrote:Holy Water
Discarded and forgotten in a corner of the room you find a vial of Holy Water. You may use the Holy Water instead of attacking. It will kill any undead creature: Skeleton, Zombie, or Mummy. Discard after use.


Available only in the UK Treasure Deck, Holy Water can be used instead of attacking to destroy and single Undead creature. Since all Monsters in the UK edition had only a single Body Point, it wasn't overly powerful, unless Evil Wizard allowed it to be used on special Monsters (like the Witch Lord). Whether it could be used a ranged weapon was also not covered, but since Holy Water in D&D could be thrown, many Evil Wizards allowed this to be thrown as well. In general, it should probably be effective on anything that can be attacked by magic, which means that it CAN be used to kill the Witch Lord.

In making the Holy Water a thrown "weapon," we allow it to be used against any creature in line of sight, but it cannot be used on a creature adjacent to the Hero. Although any Hero can use Holy Water, since using it replaces an attack and cannot attack a Monster adjacent to the Hero, it makes sense that this is given to the Wizard to use when they are not casting a Spell.

Combining all of this for the HQ CERB, we get:

HeroQuest Combined English Edition Rule Book - Holy Water Treasure Card wrote:Holy Water
Discarded and forgotten in a corner of the room you find a vial of Holy Water. A Hero may throw the Holy Water at at any Undead that they can "see" instead of attacking. However, they cannot throw the Holy Water at an opponent who is adjacent to them.
Holy Water will automatically kill any Undead it hits, such as a Skeleton, Zombie, or Mummy, unless they are immune to Spells and other magical attacks.
This card is then discarded.





Next we have, Potion of Healing...

HeroQuest UK 1st/2nd Edition Treasure Card - Potion of Healing wrote:Potion of Healing
Enveloped in a bundle of rags you find a small bottle of liquid. You recognise it as a healing potion. You may drink the potion at any time. It will restore up to four lost Body points. The card is then discarded.


HeroQuest US Edition Treasure Card - Potion of Healing wrote:Potion of Healing
In a bundle of rags, you find a small bottle of bluish liquid. You can drink this healing potion at any time, restoring the number of Body Points equal to a roll of one red die. You cannot, however, exceed your starting number of Body Points. This may only be used once. Do not return this card to the deck.


There are two Potions of Healing in the UK treasure deck, whilst there are three in the US treasure deck. It worth noting that in the UK version, Potions of Healing restore a flat number of Body Points, so in total, you can get up to 8 Body points of healing. In the US version, a Potion of Healing restores 1d6 Body Points, allowing for the recovery of between 3 to 18 Body points.

For the CERB, we will use the UK version of the Potion of Healing, but allow the US version to be used as a house rule. Thus, we get:

HeroQuest Combined English Edition Rule Book - Potion of Healing Treasure Card wrote:Potion of Healing
Enveloped in a bundle of rags, you find a small bottle of bluish liquid. You recognise it as a healing potion.
A Hero may drink the Potion at any time. It will restore up to four lost Body Points. They cannot, however, exceed their starting number of Body Points.
[US: It will restore a number of Body Points equal to a roll of one Movement Die.]
This Potion may only be used once. The card is then discarded.
"The HeroQuest World is loosely based on the Warhammer World which is the copyright of Games Workshop and is used by their permission."

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Re: Saving HeroQuest - RandoQuest?

Postby Davane » Friday June 4th, 2021 9:05am

Time for the final three potions, starting with the Potion of Resilience/Defence...

HeroQuest UK 1st/2nd Edition Treasure Cards wrote:Potion of Resilience
Amidst a collection of old bottles and earthen jugs you find a small clear vial, a Potion of Resilience. It may be taken at any time. You may then roll two extra combat dice in defence when you next defend. The card is then discarded.


HeroQuest US Edition Treasure Cards wrote:Potion of Defence
Amidst a collection of old bottles, you find a small vial containing a clear liquid. You can drink this potion at any time, giving you two extra combat dice the next time you defend. This may only be used once. Do not return this card to the deck.


The Potion of Resilience (which means tough or resistant) is basically the same effect as the spell Rock Skin, but it only applies the next time the Hero defends.

Combining these for the HQ CERB, we get:

HeroQuest Combined English Edition Rule Book Treasure Cards wrote:Potion of Resilience
Amidst a collection of old bottles and earthen jugs, you find a small clear vial of liquid, a Potion of Resilience.
A Hero may use this Potion at any time. They may then roll two extra Combat Dice in defence when they next defend.
This may only be used once. The card is then discarded.





Next up, the Potion of Speed...

HeroQuest UK 1st/2nd Edition Treasure Cards wrote:Potion of Speed
Standing on a shelf you see a dusty bottle. As you wipe it clean, you realise it is a potion of speed. You may drink the potion at any time. It will allow you to roll twice as many dice as usual the next time you move. The card is then discarded.



The Potion of Speed is basically the same effect as the spell Swift Wind, but can be used at any time.

Combining these for the HQ CERB, we get:

HeroQuest Combined English Edition Rule Book Treasure Cards wrote:Potion of Speed
Standing on a shelf you see a dusty bottle. As you wipe it clean, you realise it is a potion of speed.
A Hero may drink the Potion at any time. It will allow them to roll twice as many Movement Dice as usual the next time they move.
This Potion may only be used once. The card is then discarded.





Finally, the Potion of Strength...

HeroQuest UK 1st/2nd Edition Treasure Cards wrote:Potion of Strength
You find a small purple bottle. It is a Potion of Strength. You may drink the potion at any time. It will enable you to roll two extra combat dice in attack in your next attack. The card is then discarded.


HeroQuest US Edition Treasure Cards wrote:Potion of Strength
You find a small purple flask. You can drink this strange smelling liquid at any time, enabling you to roll two extra combat dice the next time you attack. This may only be used once. Do not return this card to the deck.


The Potion of Strength is basically the same effect as the spell Courage, but it only applies the next time the Hero attacks.

Combining these for the HQ CERB, we get:

HeroQuest Combined English Edition Rule Book Treasure Cards wrote:Potion of Strength
You find a small purple bottle with a strange smelling liquid inside. It is a Potion of Strength.
You may drink the potion at any time. It will enable you to roll two extra combat dice in attack in your next attack.
This may only be used once. The card is then discarded.
"The HeroQuest World is loosely based on the Warhammer World which is the copyright of Games Workshop and is used by their permission."

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Re: Saving HeroQuest - RandoQuest?

Postby Davane » Friday June 4th, 2021 10:09am

Aside from Gold and Potions, the Treasure Deck contained three other types of card - Nothing, Hazard, and Wandering Monster. Let's start with Nothing...

HeroQuest UK 1st/2nd Edition Treasure Card wrote:Nothing
Despite a thorough search you find nothing.


This is, quite literally, a No Effect card, which means the search action was wasted. Since it only appeared in the UK deck, for the HQ CERB, we have:

HeroQuest Combined English Edition Rule Book Treasure Card wrote:Nothing
Despite a thorough search you find nothing.





Next up we have Hazard/Trap cards...

HeroQuest UK 1st/2nd Edition Treasure Card wrote:Trap!
As you search you unwittingly set off a trap. An arrow shoots out from the wall. You must lose one body point. Return this card to the treasure pile.


HeroQuest UK 1st/2nd Edition Treasure Card wrote:Trap!
You feel the gentle pressure of a trip wire against your leg, you spin around... but it is too late. You lose one body point from the crossbow bolt that shoots from the wall. Return this card to the treasure pile.


HeroQuest UK 1st/2nd Edition Treasure Card wrote:Trap!
The stone beneath your your foot begins to give way and all too late you realise it is a trap. You fall into a pit and lose one Body point. You may climb out and move as normal on your next turn. The pit then closes. Return this card to the treasure pile.


HeroQuest US Edition Treasure Card wrote:Hazard!
While you are searching, a hidden arrow shoots from the wall striking you. You lose one Body Point and your turn is over. Return this card to the bottom of the deck.


HeroQuest US Edition Treasure Card wrote:Hazard!
Suddenly, the stone beneath your feet gives way. You fall into a shallow hole, losing 1 Body Point and ending your turn. You may climb out and move normally on your next turn. Return this card to the bottom of the deck.


The Hazard! cards (called Trap!) all cause the searching hero to lose 1 Body Point. In the US, these cards also end your turn. They have various descriptions, but all function the same, and leave nothing on the board. The UK Treasure Deck has three, each with a different description, whilst the US deck as 4, with two of each of the two different descriptions.

Hazard! or Trap! cards found when searching for treasure cannot be found, and because they happen randomly, with immediate effect, we will refer to these cards solely as Hazard cards. This way, even when a Hero searches for traps and fines none, they may still encounter a Hazard when searching for treasure. So for the HQ CERB, we have:

HeroQuest Combined English Edition Rule Book Treasure Card wrote:Hazard!
As you search you unwittingly set off a trap. An arrow shoots out from the wall.
The Hero must lose one Body Point.
[US: The Hero's turn immediately ends.]
Return this card to the treasure pile.


HeroQuest Combined English Edition Rule Book Treasure Card wrote:Hazard!
You feel the gentle pressure of a trip wire against your leg, you spin around... but it is too late. A crossbow bolt shoots out from the wall.
The Hero must lose one Body Point.
[US: The Hero's turn immediately ends.]
Discard this card.


HeroQuest Combined English Edition Rule Book Treasure Card wrote:Hazard!
The stone beneath your your foot begins to give way and all too late you realise it is a trap.
The Hero falls into a pit and must lose one Body Point.
[US: The Hero's turn immediately ends.]
The Hero may climb out and move as normal on your next turn. The pit then closes.
Discard this card.


HeroQuest Combined English Edition Rule Book Treasure Card wrote:Hazard!
While you are searching, a hidden arrow shoots from the wall striking you.
The Hero must lose one Body Point.
[US: The Hero's turn immediately ends.]
Discard this card.


HeroQuest Combined English Edition Rule Book Treasure Card wrote:Hazard!
Suddenly, the stone beneath your feet gives way.
The Hero falls into a shallow hole, and must lose one Body Point.
[US: The Hero's turn immediately ends.]
The Hero may climb out and move normally on their next turn.
Discard this card.





Finally we have the dreaded Wandering Monster...

HeroQuest UK 1st/2nd Edition Treasure Card wrote:Wandering Monster
As you are busy searching, a monster stalks up on you and attacks. The Evil Wizard player may place the wandering monster shown in the Quest Book for this adventure in any square next to you. The monster attacks immediately. Return this card to the treasure pile.


HeroQuest US Edition Treasure Card wrote:Wandering Monster
As you are searching, a monster stalks you and attacks! Zargon places the wandering monster (listed in the Quest Book) on any square next to you. The monster attacks immediately. Return this card to the bottom of the deck.


Wandering monsters are the most common card in the deck, with the UK version having 5 copies, and the US version having 6. That's almost a quarter of the deck filled with Wandering Monsters. When found, Wandering Monsters are placed as close to the searching Hero as possible, and may immediately attack as if it was the Evil Wizard's turn. The Wandering Monster may then move and attack normally in the Evil Wizard's turn.

For the HQ CERB, we have:

HeroQuest Combined English Edition Rule Book Treasure Card wrote:Wandering Monster
As you are busy searching, a Monster stalks up on you and attacks!
The Evil Wizard may place the listed Wandering Monster for this Quest (shown in the Quest Book), in any empty square next to the searching Hero, or the closest square to them if there are no adjacent empty squares available.
The Monster attacks the searching Hero immediately, if possible. The Monster may not attack any other Heroes.
The Monster may move and attack normally in the Evil Wizard's next turn.
Discard this card.
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Re: Saving HeroQuest - RandoQuest?

Postby Davane » Friday June 4th, 2021 7:32pm

Almost done with the Game System, as we look at Quest Treasures/Artefacts, starting with those from the UK Edition - the big five, the first of which is Borin's Armour...

HeroQuest UK 1st/2nd Edition Quest Treasure Card wrote:Borin's Armour
Borin's Armour allows you to roll four combat dice in defence.
ARMOUR


HeroQuest US Edition Artifact Card wrote:Borin's Armour
This magical suit of plate mail allows the wearer to roll four combat dice in defence. Unlike normal plate mail, this mysterious, ultralight metal armour does not slow down it's wearer. May not be used by the Wizard.


One of the more understated artifacts from the UK version of HeroQuest, Borin's Armour can be found in the Quest, the Stone Hunter (known as The Lost Wizard in the US). It's simply plate mail without the movement penalty, which makes it a lot less obnoxious for players. In the UK version, you might not realise that Borin's Armour is an improvement over Plate Mail in this way, but the US rewrite clarifies this to make it clear that Borin's Armour doesn't have a movement penalty.

For comparison, this is what we have for Plate Mail in the HQ CERB:

HeroQuest Combined English Edition Rule Book (Equipment Cards) wrote:Plate Mail
Armour (Body)
850 Gold Coins
This heavy metal armour allows a Hero to roll four Combat Dice when they defend.
However, because it is so heavy, Heroes may only roll one Move Die for movement while wearing it.
May be combined with the Helmet and/or Shield.
May not be worn by the Wizard.


Combining this with the US rewrite, we get the following for the HQ CERB:

HeroQuest Combined English Edition Rule Book (Artefact Cards) wrote:Borin's Armour
Armour (Body)
This magical suit of Plate Mail allows the wearer to roll four Combat Dice in defence.
Unlike normal Plate Mail, this mysterious, ultralight metal armour does not slow down it's wearer.
May be combined with the Helmet and/or Shield.
May not be worn by the Wizard.





The next of the big five, we have Orc's Bane...

HeroQuest UK 1st/2nd Edition Quest Treasure Card wrote:Orcs Bane
The sword, Orcs Bane allows you to roll two combat dic in attack. You may attack TWICE if you are fighting Orcs.
WEAPON


HeroQuest US Edition Artifact Card wrote:Orc's Bane
When using this magical shortsword, you roll two combat dice to attack. You may attack twice if attacking an Orc. May not be used by the Wizard.


Orc's Bane is one of the better artifacts, as it is simply a shortsword that allows you to attack twice when attacking Orcs, as if you had just used the Heroic Brew potion. Although limited to Orcs, Orcs are a common enough enemy that attacking twice when fighting them becomes extra useful. Orc's Bane is found in the Quest, the Bastion of Chaos, and unfortunately, is the last quest in the Game System Quest Book where you will be fighting Orcs. That said, the first expansion pack was Kellar's Keep, and there were a LOT of Orcs in that Quest Book, so Orc's Bane would see a lot of use during that Quest Pack, and still be quite useful in many others.

For comparison, this is what we have for the Shortsword in the HQ CERB:

HeroQuest Combined English Edition Rule Book (Equipment Cards) wrote:Shortsword
Weapon
150 Gold Coins
This short blade allows a Hero to roll two Combat Dice when they attack.
[UK: Because of its length, the Shortsword may be used to attack diagonally.]
May not be used by the Wizard.


We can refer back to the Heroic Brew description for writing about attacking twice with the attack action. Because attacking twice only applies when fighting Orcs, BOTH targets of the attack must be Orcs. Otherwise, this weapon is a normal Shortsword. However, as a normal Shortsword, we will keep the UK house rule for Shortswords attacking diagonally. This is actually even more useful for Orc's Bane, as this gives the wielder more targets to attack, and therefore more chance that they can attack two Orcs in the same action.

Combining this with the US rewrite, we get the following for the HQ CERB:

HeroQuest Combined English Edition Rule Book (Artefact Cards) wrote:Orc's Bane
Weapon
When using this magical Shortsword, a Hero rolls two Combat Dice to attack.
A Hero may attack twice if attacking Orcs. They cannot move between these two attacks, but they do not have to attack the same target with each attack. Both targets must be Orcs. Targets defend against each of these attack normally.
[UK: Because of its length, the Shortsword may be used to attack diagonally.]
May not be used by the Wizard.





Next, we have, the Talisman of Lore...

HeroQuest UK 1st/2nd Edition Quest Treasure Card wrote:Talisman of Lore
The Talisman allows you to increase your Mind points by two as long as you have the Talisman in your possession.


HeroQuest US Edition Artifact Card wrote:Talisman of Lore
This magical medallion increases your Mind Points by 1 for as long as it is worn.


The Talisman of Lore was the first Artefact to be found, inside Melar's Maze. It is probably the weakest of the big five Artefacts, especially in the UK version of Hero Quest. Mind Points aren't particularly important in the UK version, and didn't actually see a use within the Game System at all. In the US version, Mind Points had some use, as they could be used to resist certain Spells, but in general these were quite limited. However, the nerf to Talisman of Lore is both fairly severe, and fairly limited, as it simply made a somewhat weak artefact even weaker. As such, we will be going with the UK version with the nerfed version as a House Rule for US players who really want to nerf the Talisman of Lore for, reasons...

We get the following for the HQ CERB:

HeroQuest Combined English Edition Rule Book (Artefact Cards) wrote:Talisman of Lore
This magical medallion allows a Hero to increase their Mind Points by two as long as they have the Talisman in their possession.
[US: A Hero may increase their Mind Points by one.]





The next artefact is the ever-popular Spirit Blade...

HeroQuest UK 1st/2nd Edition Quest Treasure Card wrote:Spirit Blade
Spirit Blade allows you to roll three combat dice in attack
OR
four dice in attack against undead creatures: Skeletons, Zombies and Mummies.
WEAPON


HeroQuest US Edition Artifact Card wrote:Spirit Blade
This magical broadsword has an eerie handle of carved bone. When using it, roll three combat dice to attack, or four combat dice if attacking an undead monster (Skeleton, Zombie, or Mummy).
May not be used by Wizard.


The Spirit Blade is probably the most powerful artefact in the UK version of the game, so much so that it has it's own named Quest to find it - Quest for the Spirit Blade. The Spirit Blade is the only weapon that can harm the Witch Lord, and thus already has some legendary status within the lore of the game. Mechanically, the Spirit Blade is a magical Broadsword that allows the Hero to roll +1 CD when attacking Undead. This is more than useful, as the Quest it is found in, and the final Quest of the Game System, both feature a lot of Undead monsters, so unlike Orc's Bane, this artefact actually sees some use before the end of the Quest Book. Plus, the second expansion pack, Return of the Witch Lord, sees the Heroes facing of against the titular nemesis once again, and thus the Spirit Blade is vital for completing that Quest Pack too. So vital in fact, that several Quests in that pack provide suitable locations for finding a replacement Spirit Blade should it have been lost previously.

For comparison, this is what we have for the Broadsword in the HQ CERB:

HeroQuest Combined English Edition Rule Book (Equipment Cards) wrote:Broadsword
Weapon
250 Gold Coins
This wide blade allows a Hero to roll three Combat Dice when they attack.
May not be used by the Wizard.


Combining this with the US rewrite, we get the following for the HQ CERB:

HeroQuest Combined English Edition Rule Book (Artefact Cards) wrote:Spirit Blade
Weapon
This magical Broadsword has an eerie handle of carved bone. When using it, roll three Combat Dice to attack, or four Combat Dice if attacking an undead monster, such as a Skeleton, Zombie, or Mummy.
May not be used by the Wizard.





The final artefact of the big five is the Wand of Recall/Magic...

HeroQuest UK 1st/2nd Edition Quest Treasure Card wrote:Wand of Recall
The Wand of Recall allows you to cast two spells instead on one during your turn.


HeroQuest US Edition Artifact Card wrote:Wand of Magic
This magical wand allows the Elf or Wizard to cast two separate and different spells on his turn instead of one single spell.


The Wand of Recall (aka Wand of Magic) allows a Spellcaster to cast two spells in a single turn instead of one. I actually prefer the name Wand of Recall, even though the Wand of Magic is far more accurate in terms of what it actually does, since the Wand doesn't actually allow a spellcaster to recall any additional spells. The Wand is more suited for use by the Wizard, who has more spells at his disposal, but I have heard that the Wand is considered weaker, simply because it allows the Wizard to expend their spells faster during a Quest, and the spells in the GS are of dubious power. Most often, the Wand allows for a spellcaster to cast a second spell in the same turn as they cast a healing spell such as Heal Body or Water of Healing. However creative players have created some interesting combos, be it a single turn ultimate buff spell (Courage + Rock Skin), or combining Pass Through Rock with Swift Wind, so that a Hero can maximise the use of the ability to pass through walls. Combining Fire of Wrath and Ball of Flame can allow a spellcaster to take out a powerful enemy or two weaker ones in a single turn, and combining Sleep and Tempest can stop a party from being overwhelmed. The Wand of Magic comes early enough in the Quest Book, being found during the Fire Mage, that a spellcaster will have some fun exploring various combinations of spells as needed.

We get the following for the HQ CERB:

HeroQuest US Edition Artifact Card wrote:Wand of Magic
This magical wand allows the Elf or Wizard to cast two Spells on his turn instead of one single Spell. Each Spell is cast as normal, and the Spell cards for both Spells must be discarded as normal.
"The HeroQuest World is loosely based on the Warhammer World which is the copyright of Games Workshop and is used by their permission."

HeroQuest Combined English Edition Rule Book (HQ CERB)
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Davane

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Re: Saving HeroQuest - RandoQuest?

Postby Davane » Saturday June 5th, 2021 10:03am

I think it's time to finish up the HeroQuest Game System with the last few artefacts from the US version of the game. Let's start with the Elixir of Life...

HeroQuest US Edition Artifact Cards wrote:Elixir of Life
This small bottle of pearly liquid will bring a dead Hero back to life, restoring all of his Body and Mind Points. This potion can only be used once.


Simple, and subtle, this potion is essentially an extra life for Heroes. Great for thwarting that inevitable bad role, or when players lose a favoured Hero, but does somewhat negate the risk of death if handed out too liberally. It's still probably the most powerful, and the most common artefact, since it's so useful, and is discarded after use.

For the HQ CERB, we have:

HeroQuest Combined English Edition Rule Book (Artefact Cards) wrote:Elixir of Life
This small bottle of pearly liquid will bring a dead Hero back to life, restoring all of his Body and Mind Points.
This Potion can only be used once. The card is then discarded.





Next we have the Ring of Return...

HeroQuest US Edition Artifact Cards wrote:Ring of Return
When invoked, this magical ring will return all Heroes that the ring wearer can "see" to the starting point of the Quest.
It can only be used once.


The Ring of Return is a useful item for fetch and return Quests, which can become quite tedious with the existing "opt in" event system that most HQ Quests have. The point is to return all Heroes to the start of the quest, where they can escape (saving a critically wounded Hero), or complete the Quest of any other objectives have been fulfilled.

The are a number of issues which we should address though. Firstly, the RoR states all Heroes, so does this mean that allies, including henchmen, are left behind? For example, if you were playing the Quest Book out of order, could use use the RoR to quickly rescue Sir Ragnar, or does Sir Ragnar still have to walk? Also, the RoR states that it can only be used once - but is this once in total, and then the artefact is discarded, or once per Quest? Given the power of the Ring, once per Quest seems a lot more reasonable than simply once in total. Plus, I imagine that many players would be happy to have a justification to finish quests early if it's a case of simply walking back to the Stairs. Suddenly, Prince Magnus' Gold doesn't seem so onerous if you can simply teleport back with the chests...

With these in mind, let's consider the following for the HQ CERB:

HeroQuest Combined English Edition Rule Book (Artefact Cards) wrote:Ring of Return
When invoked, this magical ring will return the Hero and all allies that they can "see" to the starting point of the Quest. The Hero may choose what space they arrive in, and can place all other allies as close to him as possible in any empty spaces.
It can only be used once per Quest.





Now, the Spell Ring...

HeroQuest US Edition Artifact Cards wrote:Spell Ring
This ring enables the Wizard or Elf to cast one spell two times (not simultaneously). At the beginning of a Quest, the wearer of this ring must declare which of his spells he is storing in the ring.


The Spell Ring is a potent artefact that allows the Wizard or Elf to cast a single spell twice per quest. This means that they can not only cast a useful spell more than once, but they can also cast an extra spell in total per quest. Favourite options include offensive spells like Genie, Fire of Wrath, or Ball of Flame, healing spells like Heal Body or Water of Healing, or useful spells like Courage, Rock Skin, or Swift Wind.

Let's consider the following for the HQ CERB:

HeroQuest Combined English Edition Rule Book (Artefact Cards) wrote:Spell Ring
This ring enables the Wizard or Elf to cast one Spell twice per Quest.
At the beginning of a Quest, the Hero must choose which of his Spells he is storing in the ring. The Hero is considered to have a second copy of the chosen Spell in the ring, which they can cast like any other Spell.
This ring can only be used once per Quest.





The final two artefacts are the Wizard's Cloak and the Wizard's Staff. You may recall that we covered both of these previously, when we included these two Artefacts as Equipment cards for the Wizard to purchase, as the Wizard could do so in the UK version of the game.
"The HeroQuest World is loosely based on the Warhammer World which is the copyright of Games Workshop and is used by their permission."

HeroQuest Combined English Edition Rule Book (HQ CERB)
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Davane

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Re: Saving HeroQuest - RandoQuest?

Postby Davane » Saturday June 5th, 2021 10:07am

Here is the current version of the HQ CERB (v.0.3.1.7)
HQ Combined English Edition Rule Book v0.3.1.7.odt
.

It's not formatted, so still remains largely raw text in .odt file format, but has ALL of the necessary components from the Game System included.
You do not have the required permissions to view the files attached to this post.
"The HeroQuest World is loosely based on the Warhammer World which is the copyright of Games Workshop and is used by their permission."

HeroQuest Combined English Edition Rule Book (HQ CERB)
User avatar
Davane

Orc Shaman
Orc Shaman
 
Posts: 395
Joined: Wednesday January 8th, 2020 8:05am
Forum Language: British English
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