A friend of mine recently mentioned how much they enjoyed playing Mice and Mystics and thought it would be right up my street. This prompted a little investigation on my part, some perusing of online reviews and a parsing of the rulebook and I came to the conclusion that whilst she is probably correct, Mice and Mystics and HeroQuest appear to occupy the same “slot” in terms of both being broadly co-operative dungeon crawlers (Mice and Mystics has a different and strong theme but is essentially a dungeon crawler under the hood) with similar requirements in terms of players, space, time taken and so on so I haven’t rushed out and bought it, mainly because if all the conditions are met for me to have a game then I’d probably just play HeroQuest instead!
However, my brief foray into the rules of Mice and Mystics did result in my noticing that a number of areas of play within Mice and Mystics are common with HeroQuest but use different mechanisms to deliver essentially the same result and as the games are so similar, I thought that our HQ experience may benefit from this additional source of inspiration, even if it is just a consider and discount, but please bear in mind I haven’t played M&M yet so I may have misunderstood some rules (as opposed to HQ where I have been playing for over 3 decades and may still have misunderstood some rules) so this isn't a review of Mice and Mystics just some thoughts about HQ that have bubbled up whilst investigating M&M and this will be the first of potentially quite a few posts!
The 5 identical “Action Dice” in M&M use symbols as follows:
• 1, Cheese
• 2, Bow
• 2, Sword, Star
• 1, Bow, Star
• 3, Sword, Shield
• 3, Sword, Shield, Star
Which are used as
• “Swords” [3/6] used in combat to determine ‘hits’ as Skulls in HQ, same odds [3/6]
• “Shields” [2/6] used in combat to determine ‘blocks’ as White Shields in HQ, same odds but note here no white shield / black shield split for heroes and Monsters see more on the
Monster's defend dice topic
• “Numbers” [1-3] used for movement, which uses a fixed movement value, different for different characters, but 2 appears common + D3. Modifying movement dice in HQ is discussed on the
Is 2 red dice for Hero move best? topic
• “Cheese” [1/6] – used for levelling up, activating certain abilities and encounters
• “Stars” [3/6] - are used for several things, most often to check a mouse’s success at overcoming a given obstacle.
This prompted a few thoughts...
Combat Dice as Movement DiceThe use of a variety of symbols to combine the skulls, shields of HQ’s combat dice AND the numbers of the movement dice, amongst other things is interesting, whilst I don’t think this is essential for HQ, the idea of adding numbers to the combat dice faces and merging the two is food for thought (that wasn’t intended to be a cheesy pun, but the cheesy pun cheesy pun was both deliberate and contrived)
Combat Dice as Combat DiceThe idea of having a combined skull/shield face, which counts as a skull for hand-to-hand attacks and as a shield for defence is an efficient use of “face space” (can I coin that phrase, you heard it here first, folks)
The idea of using bows and swords to represent different probabilities of damage from hand-to-hand attacks as from missile attacks, could be used to further differentiate between the two, same number of attack dice but lower probabilities may be useful to represent the higher difficulty of hitting a target with a missile as opposed to hand to hand attack …for example white shields having a bow icon as well (or white shields being used to determine missile attack hits instead of skulls) so missile attacks have a 2/6 rather than the standard 3/6
My “Super-HeroQuest” rule (in my signature, but repeated below in case by the time you read this I have changed my signature) uses a similar idea to in that hand-to-hand attack ‘hits’ are represented by either the skull or the black shield, push back opportunities are also represented by the black shield in hand-to-hand attacks and missile weapons use the traditional skulls only as hits…white shields become just the shields and block a hit as usual.
Super HeroQuest Rule:

= white skull, lose 1BP unless blocked by shield

= black skull, as white skull + activates push back

= shield, blocks a skull
Taking all this into account I've started to reconsider the HQ Combat Dice, not to change the symbols as for me they are an essential and iconic part of HQ and not something I would ever want to change but whilst the dice symbols are fixed, their meaning may be more fluid.
•

these represent harm, damage and potentially death, so a skull is fitting and appropriate
•

these represent defence, safety, protection, so a shield is appropriate
•

these are little less clear cut, both visually as they don't really look like a shield, just a cool icon on a black background, in-game they are mainly used for monster defence but that doesn't generate the same strong associated feeling in (hero) players that white shields do, for the good reason that they don't protect heroes, the feeling generated is more of frustration or inconvenience when they are rolled in combat.
So

and

both have a clear and strong association to their function but the

feels like more of a floater "special symbol" like the "star" in Mice and Mystics in fact, whose meaning depends on the context. So, to use/abuse and strengthen these principles I started to think around when

and

are used for anything other than the purposes stated above and to reinforce the "special status" of the
Defence
So, the

would be used for all defence rolls, reinforcing its association with shielding, defence, protection and simplifying the game a little.
The

wouldn’t be used in defence as standard but certain effects, potions, items, artefacts, spells could count the

as an extra shield
Hand-to-hand Attack
The

would count as an extra skull, a hit, to partially offset the defend bonus of the monsters using

AND to differentiate between a

and a

, the :blackshield would have the additional property of activating a push back.
Missile Attack
The

wouldn’t do anything special in a standard missile attack, which reduces the “strength” of missile attacks over their hand-to-hand counterparts representing the higher chance of missing but again for certain effects, potions, items, artefacts, spells could count the

as an extra
Combat Dice as not Combat DiceCombat Dice are mostly used for Combat and Damage, hence the name but within base HQ, they are also used in non-combat situations, for example
• Spell Break (NA) – roll # combat die (where # is number of mind points), at least one

to break
• Jump - roll a combat die,

or

= success (prob = 0.5)
• Disarm (with the Tool Kit) - roll a combat die,

or

= success (prob = 0.5)
• Disarm (Dwarf - NA rules) - roll a combat die,

or

= success (prob = 0.83)
• Stone Doorways (Against the Ogre Horde) - roll # combat dice, score at least two skulls - Dwarf & Elf # =2, Barbarian # = 3, Wizard = 0
Standardising all this and reinforcing the "theme" of the symbols how about we take the general principle of the Spell Break text mechanism and examine that in a little more detail.
Mechanism: Use a roll # combat dice and score at least one

to suceed
Odds of success based on number of dice rolled: 1 (17%), 2 (31%), 3 (42%), 4 (52%), 5 (60%), 6 (67%)
Note that there is a law of diminishing returns is present here where each extra die rolled increases your odds, but by a decreasing amount. This is useful to note as it adds scalability, you could in theory roll 10 combat dice and never be guaranteed a success, unlike a D6 for example.
Apply this mechanism to all non-combat rolls
Action DiceRoll the number of combat dice shown and succeed if you roll at least one

• Jump (single square) - roll 4 dice
• Disarm (Tool Kit) - roll 4 dice
• Disarm (Dwarf NA edition) would just get to roll an extra die (so 5 in total)
• Opening Stone Doors - same principle but # might be Barbarian 4, Dwarf 3, Elf 2, and Wizard 1
ConclusionApply a common mechanism to all non-combat rolls is simpler to learn and remember for players, simpler to apply for EWPs and is easily modifiable, by varying # the number of combat dice rolled, so you could easily add items that boost your jumping (Boots of Leaping, Potion of Speed/Dexterity - extra die), your opening of secret doors (Potion of Strength – extra die) and so on without having to get complicated around stacking…if my Boots of Leaping give me a +1 bonus in conventional HQ how does that change my dice roll, what if I stack that with the Potion of Dexterity or Speed…