[Originally posted in Two-page Dungeon Crawl on 4/9/16]gootchute wrote:...
Movement and Turn Order
This optional rule is for those who want a little more randomness in their games of HeroQuest. It integrates random die movement and "initiative", as defined in RPGs, into a rules light but drastically different way to play The Game.
•There is no Hero Turn or Zargon Turn. There is simply, The Round.
•All heroes roll their movement at the start of the round. They must use separate dice and place them in front of their character sheet for all to see.
•Zargon counts down from 12 to 2. When a hero's rolled movement, or a monster's fixed movement is called out, they will act. Heroes beat monster's on a tie; heroes tied among themselves decide mutually who acts first.
•Effects/spells that last a turn will now last until after the next turn of the hero or monster which created the effect/spell.
•The Round ends after all heroes and monsters have acted. Begin a new round by having the heroes roll their movement dice again.
I've realized another consideration concerning the first round when Heroes enter a room containing monsters. If the Heroes all roll equal to or below the monster's movement, they will open the door and and get a chance to attack without monster attacks that round. That is equivalent to an ambush for the Heroes.
On the next round, faster monsters like Goblins will probably attack next, so no significant difference from a standard game. However, slower monsters like Mummies will likely be attacked a second time before they finally get a turn. This disadvantage also applies to corridors, where Heroes with low initial rolls wiill likely get to move and close twice before slower monsters can respond.
To avoid this low initiative advantage for Heroes, monsters should be allowed their turn at the end of the round if they haven't had a turn yet.
I've since read this thread and see you have also considered this. Your reasoning concerning tactical options also sounds good, so take this suggestion with a grain of salt. [- edit]Another point that is important to me is the constant resetting of initiative each round, which will slow play as it is called out. I'd prefer initiative is set for Heroes when they enter a room for combat. A new initiative order is then only needed for each new room with monsters.
As new movement or spells might require use of the red dice during a combat, I' d suggest a numbered initiative track to mind the turn order. It could fit on top of the long Hero Quest logo of the game board. If I go through with this, I'll most likely use a spare set if figures on the track, but Hero and monster chits would probably be less distracting.