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HQ+ Rules

Discuss new Rules for HeroQuest.

HQ+ Rules

Postby Gold Bearer » December 20th, 2013, 7:43 pm

Characters means anybody, Heroes means the main Characters that the players pick, Followers means anybody else that the players have with them, Adventurers means Heroes and Followers, Monsters means anything that the evil wizard player controls, Enemy means anything on the other side. Adjacent includes diagonally, directly adjacent doesn't.


Core Rules

The order of play is determind randomly at the start of each round. The easest way to do this will probably be to use ordinary playing cards. The evil wizard player then takes one of the cards at random keeps it face down and takes their turn after that Hero (and their Followers), so the other players never know when the Monsters turn is coming.

All Characters can Run by giving up their other action. Monsters Run at twice their standard movement rates. Adventurers Running is described in their rules section.

An optional rule is to play with set movement for the Heroes. This works really well with the new armour rules but is still compatible with random movement as follows, move 2 = roll 2 dice and use the lowest, move 6 = roll 1 dice, move 8 = roll 2 dice, move 10 = roll 3 dice and ignore the lowest, move 12 = roll three dice.

Doors can start open and all Monsters apart from those with 0MP can open doors. When they do don't place anything in a room like you normally would until it's in the line of sight of one of the Adventurers. If and when a Monster in the room can see an adventurerer all the Monsters in the room are activated. This rule applies to all unactivated rooms with open doors.

The evil wizard player rolls a dice at the start of their turn and on the roll of a black skull a Monster Patrol is triggered. You could specify on each quest what Monsters are in the Patrols or just use the Wandering Monsters. Patrols are placed in any of the squares out of sight of all Adventurers and adjacent to a square in sight of one of the Adventurers in the room that was searched a start from there. This could be just behind a closed door and Monsters with 0MP can open the door in this case. If there's multiple Patrol Monsters then the second one can be placed adjacent to the first Monster, the third adjacent to the first or second, and so on. On the roll of a white shield a closed door to any one room on the board can be opened by a Monster in that room, if there is one. Place the Monster in it's position indicated by the quest and use it as you normally would accept that a 0MP Monster can open the door in this case. This stops free movement when there's no active Monsters and adds a bit of variety to gameplay.

Wandering Monsters are placed in any of the squares out of sight of all Adventurers and adjacent to a square in sight of one of the Adventurers in the searched room (but not behind a closed door) and start from there. If there's multiple Wandering Monsters then you can seperate them and/or the second one can be placed adjacent to the first Monster, the third adjacent to the first or second, and so on. If there's no such squares left then use the old rules for any left over Monsters, or all of them if there aren't any appropriate squares.

You have to be standing directly adjacent to a trap to disarm it.

Instead of searching entire rooms for treasure another way would be to say you can search individual ferniture items if you're standing next to them. If you do this then replace the Gnome searching rule by allowing him to search the room as a whole as well if there's furniture in it.

If you've got the Dungeon Quest cards then to search a tomb take a Tomb card, and then a Corpse card if that's what you find.

Some areas are dark so that objects and Monsters are only revealed if you're adjacent to them.

Items and gold can't be freely traded between Heroes, even those under the control of the same player. Characters can buy items from each other for their usual sale value between or during quests if there's no monsters in sight by starting or ending their turn next to the Hero and giving up their attack/cast/search action.
Last edited by Gold Bearer on December 30th, 2013, 10:24 pm, edited 3 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: My house rules (including 8 new heros)

Postby Beiren » December 21st, 2013, 10:43 am

I scrolled true this and gonna read this when I got the time for it. because i'm always interested in a nice set of houserules
Time will tell, sooner or later time will tell
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Re: My house rules (including 8 new heros)

Postby torilen » December 21st, 2013, 3:51 pm

I can say this with a first reading - I like your idea of merging spells when there is the ability to
cast two spells at once. I see the special result from using the two spells together during one turn...
very nice creativity there. (I may have to steal that). :)


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Re: My house rules (including 8 new heros)

Postby Gold Bearer » December 21st, 2013, 8:01 pm

Merged Spells
Geni + Sleep = Lullaby: Cast Sleep individually on everybody in any room or corridor on the board.
Tempest + Pass Through Rock = Cyclone: Cast Tempest on everybody in any room or corridor on the board.
Swift Wind + Fire Of Wraith = Backdraft: Fills any room or corridor on the board with intense flames causing a Fire Of Wraith attack on everybody individually, attack twice for targets vulnerable to fire.
Ball Of Flame + Vail Of Mist = Fire Spray: Fills any room or corridor in sight with flaming hot liquid vapour causing a Ball Of Flame attack on everybody individually, attack twice for targets vulnerable to fire.
Courage + Rock Skin = Invigoration: Raises A and D by three each until the end of the targets next turn.
Water Of Healing + Heal Body = Restoration: Fully restores BP and MP.
Last edited by Gold Bearer on December 30th, 2013, 10:26 pm, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: My house rules (including 8 new heroes)

Postby Gold Bearer » December 22nd, 2013, 7:32 pm

Settlements
Between quests you could randomise the type of settlement they encounter. Roll a standard dice and a combat dice. On a skull it's a village, on a white shield it's a town and on a black shield it's a city. On 1-2 it's a human settlement, on 3-4 it's a Human settlement that sells rare equipment if it's a city and has Elvin Battle Mages if it's a city, on 5 it's a Dwarven settlement and on 6 it's an Elvin settlement. Elvin and Dwarven settlements always sell ordinary equipment, their own types in towns and cities and rare equipment in cities. You can hire Elvin Battle Mages in Elvin cities.

Villages - Blacksmith who sells (not buys) basic equipment (one of each). Tavern where you rest enough to recover spells. Healer who you can pay to heal BP. Can hire Scouts.

Towns - Armoury that sells standard equipment (one per card using both types of decks and one of everything else) that will buy non-magical equipment for half its sale value. Inn where you rest enough to recover BP. Witch Doctor who you can pay to heal MP. Can hire Men-At-Arms.

Cities - Magic Shop (Unlimited equipment) that will buy any equipment for half its sale value. Guest House where you rest enough to recover BP and MP. Can buy Advanced equipment. Can hire Battle Wizard/Sorcerer and Ogre Mercenaries in Human cities.
Last edited by Gold Bearer on December 30th, 2013, 10:27 pm, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: My house rules (including 8 new heros)

Postby Gold Bearer » December 23rd, 2013, 1:18 pm

Battle Wizard Heroes/Mercenaries
Fire Mage (Fire Wizard/Bright Wizard model): A3 D2 S6 B5/3 M5 L2M Broad Sword, Fire spells, Fireball, two random Talisman spells.
Sage (Wizard/Grey Wizard model): A3 D2 S6 B5/3 M5 L2M Broad Sword, Air spells, Lightning Bolt, two random Talisman spells.
Cleric (Priest/Light Wizard model): A2 D2 S6 B5/3 M5 L2M Sword, Water spells, Water Walking, two random Talisman spells.
Druid (Druid/Jade Wizard model): A2 D2 S6 B5 M5/3 L2M Sword, Earth spells, Reflection, two random Talisman spells.
Warlock (Shaman/Amber Wizard or HQ Chaos Sorcerer model): A2/- D3 S6 B5/3 M5 L2M Spear, Dagger, Cloak Of Protection, Darkness spells, Curse, two random Talisman spells.
Seer (Astronomer/Celestial Wizard model): A1/ D4 S6 B5/3 M5 L2M Dagger, Bracers, Cloak Of Protection, Detection spells, Divination, two random Talisman spells.
Alchemist (Alchemist/Gold Wizard model): A1/ D4 S6 B5/3 M5 L2M Dagger, Bracers, Cloak Of Protection, Protection spells, Alchemy, two random Talisman spells.

Battle Sorcerer Heroes/Mercenaries
Maji (Storm Master model): A2/ D4 S6 B5/3 M5 S8 L2M Quaterstaff, Bracers, Cloak Of Protection, Storm Master spells.
Witch (Sorceress model from Talisman): A3/ D3 S6 B5/3 M5 S8 L2M Long Sword, Cloak Of Protection, Necromancer spells.
Magus (High Mage model): A2/ D4 S6 B5/3 M5 S8 L2M Quaterstaff, Bracers, Cloak Of Protection, High Mage spells.
Shaman (Shaman/Amber Wizard or HQ Chaos Sorcerer model): A2/- D4 S6 B5/3 M5 S8 L2M Spear, Axe, Bracers, Cloak Of Protection, Orc Shaman spells.

Elvin Battle Mage Heroes/Mercinaries
Evoker (Elf): A2/ D1 S8 B5/3 M5 L3M Staff, Storm Master, Immobility and two random Elvin spells.
Conjerer (Elf): A2/ D1 S8 B5/3 M5 L3M Staff, Orc Shaman, Barrier and two random Elvin spells.
Enchanter (Elf): A2/ D1 S8 B5/3 M5 L3M Staff, High Mage, Mesmorism and two random Elvin spells.
Summoner (Elf): A2/ D1 S8 B5/3 M5 L3M Staff, Necromancer, Displacement and two random Elvin spells.

Battle Wizards/Sorcerers/Mages can use the same equipment as the Wizard accept they can also use one handed melee weapons. I was using models from Talisman 3rd edition for Battle Wizards.
Last edited by Gold Bearer on December 30th, 2013, 10:28 pm, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: My house rules (including lots of new heroes)

Postby Gold Bearer » December 24th, 2013, 6:06 am

Talisman Spells
Acquisition: Allows you to cast any spell that you know another Magician in the same room or corridor has and they loose that spell if it's an enemy.

Alchemy: Gain 100GP if cast next to an Alchemists Bench.

Barrier: Place the lightning template in sight so that you can see all of it. Doesn't block casters sight. Same rules as a Wall Of Fire/Ice/Stone spell for being destroyed but can be moved through by you and any allies.

Brainwave: Doubles your MP. You loose 1MP at the start of your turns until it's no longer above your normal maximum.

Counterspell: Can be cast out of turn, countering an enemy spell if you can at least equal them in a roll off, adding your magic levels. If they have no magic level the spell is automatically countered.

Curse: Curses all enemies in the same room or corridor causing them -1A and -1D until the end of the casters next turn.

Destroy Magic: Choose a spell card of any enemy in sight to destroy. You can choose blind (guess).

Destruction: Destroys any card of your choice of an enemy in sight accept for magic items or destroys a Wall Of Fire/Ice/Stone or destroys a door (opens it and can't be closed again).

Displacement: Allows you to swap places with anyone that you can see.

Divination: Allows the target one reroll before the end of their next turn. You can choose which dice and how many you want to reroll if you're rolling more than one.

Finger Of Death: Can be cast on any target you're directly adjacent to causing them to loose 1BP and 1MP. Doesn't work on Undead.

Fireball: Targets a square you can see and all squares touching it with a fire based A3 attack. Roll separately for each target.

Healing: Heals 3BP and 3MP.

Immobility: Target misses a turn and can't even defend until the beginning of their next turn but they're freed if they're attacked. Magic Aura still works.

Invisibility: Same as the one in the Protection deck.

Lightning Bolt: Same as the one in the Storm Master deck.

Mesmerism: Allows you to control one enemy in your line of sight if you can beat the target in a dice roll, both rolling and each adding your MP. They become your follower testing every turn until they pass.

Preservation: Can be cast out of turn saving someone from death bringing them back on one BP or MP after the attack.

Psionic Blast: Drains 1MP of a target in sight which can be used to heal your own.

Random: Cast on a target in sight and roll a dice. 1: Target is forced to give you a random spell if they have one and if not nothing happens. 2: Target automatically falls asleep as described in the Sleep spell. 3: Target is automatically Transfixed. 4: Target is automatically Mesmerised. 5: The targets BP and MP are switched over while the caster is alive or until the end of the quest. 6: All five, starting with 5 and working backwards one step at the start of the targets turn as long as the caster is alive.

Reflection: Can be cast out of turn rebounding the effects of an enemy spell back against the original caster if you can at least equal them in a roll off, adding your magic levels.

Syphon: Drains BP of a target in sight which can be used to heal your own.

Teleport: Can teleport anywhere on the board.

Temporal Warp: Global spell that allows every ally to either make an extra attack or standard move and makes every enemy either loose their attack or their move until the start of your next turn. You can't move on the same turn that you cast this spell.

Water Walking: Fully restores BP and MP if cast in the same turn as drinking Holy Water, or can literally walk on water for the turn if the need arises.


These are using the Talisman third edition spells with new rules.
Last edited by Gold Bearer on December 31st, 2013, 4:46 am, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: HQ+ Rules

Postby Gold Bearer » December 31st, 2013, 4:56 am

There's one Quest Treasure for each of the main 16 heroes, including the originals. Whoever finds it can keep it (unless it's no good to them) until the next time they see Mentor, who then gives it to the right character if they're being used. All Quest Treasures are magical. Elvin Quest Treasures can't be used by Dwarvens and Dwarven Quest Treasures can't be used by Elvins. These aren't at all balanced, the idea is to get it later the more powerful it is so it balances out in the long run.

Quest Treasures
Barbarian - Talisman Of Lore: +2MP. Immune to Transfix and Chill Touch.

Dwarf - Dwarven Rune Axe: A5. 2BP damage. +1D when used by a Dwarven. Battleaxe.

Elf - Orcs Bane: A2. Can attack any type of Orc twice and can move in between.

Wizard - Borins Armour: D4 S12. Light Armour. Includes Helm (additional +1D against falling objects).

Fighter - Spirit Blade: A3. A4 against Undead, which includes all undead type monster except Necromancers and Ghouls. Immune to Transfix and Chill Touch.

Wood Elf - Enchanted Elvin Feathers: Makes any arrows and spears magical. +2S when firing any bow twice if used by an Elvin.

Gnome - Dwarven Kings Armour: D5 S6. Mid Weight Armour. Immune to Transfix and Chill Touch. +2BP when used by a Dwarven, +1BP when used by others.

Sorcerer - Wand Of Recall: Can cast two spells in the same turn.

Ranger - Elvin Power Bow: A4. Same rules as a Long Bow accept Elvins only suffer -2 movement penalty when shooting twice. Doesn't count as magical attack unless the arrows being used are magical.

Warrior - Ancient Rune Sword: A4, A5 against any Chaos Monster, which is simply any monster with chaos in the name.

Knight - Chalice Of Restoration: Fully restores BP and MP once per quest when drinking Holy Water from the chalice.

Archer - Enchanted Arrows: Unlimited supply. Blessed that also become Fire, Poison, Dark or Spirit Arrows in mid air.

Mountain Dwarf - Slayer Crown: Mountain Dwarf only. Transfix immunity when Troll Slayer. Chill Touch immunity when Giant Slayer. Hostile magic immunity when Dragon Slayer. +1D when Demon Slayer.

Swashbuckler - Ring Of Protection: +1D. Chill Touch, Transfix and hostile magic immunity.

High Elf - Sea Dragon Scale Armour: D4 S10. Light Armour. Absorbs fire (gain instead of loosing BP). Immune to ice. Take half damage rounding down against lightning.

Paladin - Prayer Book: Any type of Priest only. Can be used once per quest instead of attack/cast/search action. Roll a standard dice, 1 fully heals BP and MP, 2 fully heals MP of all Adventurers in the same room or corridor, 3 fully heals BP of all Adventurers in the same room or corridor, 4 fully heals BP and MP of all Adventurers in the same room or corridor, 5 Blesses all Adventurers in the same room or corridor giving them +1A and +1D until the end of the Priests next turn, 6 Curses all enemies in the same room or corridor causing -1A and -1D until the end of the Priests next turn.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: My house rules (including 8 new heros)

Postby Daedalus » February 6th, 2014, 8:06 am

Gold Bearer wrote:Battle Wizard Heroes/Mercenaries
Fire Mage (Fire Wizard/Bright Wizard model): A3 D2 S6 B5/3 M5 L2M Broad Sword, Fire spells, Fireball, two random Talisman spells.

S6=?
B=Body Points, but why B5/3?
M5=a static movement score? What if he is a Hero? Does he get the standard two red dice, or just one like M6?
L2M=?

I'm confused with your stats changes. Are you using Talisman conventions?
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Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: HQ+ Rules

Postby Gold Bearer » February 6th, 2014, 4:22 pm

No, I'm only using the Talisman spell names. I came up with these rules a long time ago, before it was easy to making decent looking custom content and I was going to use the standard talisman cards.

I originally posted everything in the same thread but as I was cleaning the stuff up that I hadn't posted it got too big and I separated it, but now it's not always clear what I mean. S = speed, M = mind points, L?M = Magician level (just for counterspell and reflection atm). It's B5/3 because they have 5BP if they're used as proper heroes and 3BP if they're used as hired followers.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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