I'm working on a complete set of houserules wich will all work together.
The normal rules are in effect with the following alternations:
- Despite I'm from Belgium, the NA rules are used to begin with.
- All monsters recieve special abilities (this starts from the 10th mission so that the special abilities aren't overpowerd in the first mission)
rush: goblin can run-attack-run
counterattack: if orc can block an attack (0skull attack don't count) he may attack back, the counterattack can be blocked
tailattack: if the first attack fumbles (0
), then the fimir attacks wth his tail with 2dice
diagonal attack
desease: If the zombie can wound somebody he causes one extra point of damage because of deseases
ressurect: After the mummy is killed, on Zargons turn a dice is rolled and with
the mummy comes back as a
and when a
is rolled the mummy comes back as a
. On a
the mummy does not return. The mummy does not return when he is killed by a fire spell or the spirit blade.
Chaos Armour: After the first roll (in defence), all
are rerolled once.
whipattack: The gargoyle uses his whip instead of the sword. Only 3 dice in attack are used, but the whip has a greater range (greater range reaches to the 12 tiles adjacent to the surrounding 8 tiles) and can be used to pull the enemy closer.- The Evil wizard cards are a great idea and will be implemented
- All spells gets 2 numbers. A mana cost and a cooldown. At the beginning of their turn,
and
trow combat dice equal to their mind points. The number of white shield determine how much mana they can use that turn. At the start of a quest they recieve mana tokens equal to their mind points (they can use them when their mana roll is unsuficient). Only one spell each turn (unless a weapon says otherwhise).- The mind points of the
and
determine how much spells they can carry at the start. Some weapons also generates extra spell slots (the starting staff of the wizard for instance gives 6 extra spell slots and lets him attack with 1 dice. So he can carry 12 spells and attacks wiith 1 dice)- The
starts with the elf spells (he can carry 4 of the 8 ) and the
starts with the 12 elemental spells.- Heroes can only open a chest by standing next to it and say that they open it. They can do that when there are monsters in the room but not adjacent to them.
- Searching for treasure is possible once per room. If the notes don't state anything then a card is drawn. If there is a chest, the room can still be searched.
- A few pieces a furniture can be searched next to the room search. If you search in a bookcase or sorcery alter, you may draw a car from the scroll cards. If you search in the bench or tombstone, you may draw a card from the potion cards.
- Other weapons and other prices. The dward can't use a spear or halberd because of its height. The barbarian can't use a bow/crossbow because he is a melee fighter,...
- There are tools that I need to design yet:
Tool Box (disarm trap, but lose a life on
) (
starts with this one, weaker then normal heroquest; all others can buy this afterwards)Advanced Tool Box (disarm trap, but lose a life on
) (
only)Pickaxe: Create your own temporarily doorway (
&
)Wetstone: Sharpen weapons wich gives one extra dice in attack, can be used 3 times. Also repairs rusted weapons. (
)Mortar & Pestel: You can create a level 1 potion at the bench (
,
and
)Chemistry Set: You can create a level 2 potion at the bench and a level 1 at the tomb (
)Advanced Chemistry Set: Level 3 at bench, level 2 at tomb and level 1 anywhere you want. (
)Grenade: Can be trown inside a room to inflict damage on all monsters in the room (they roll 2 dice and suffer a loss for each skull rolled) (
)- When using a scroll, afterwards roll dice equal to your mind points. When no shields (black or white) are rolled, you lose one mind point. (Barbarian should us to much scrolls, while wizards shouldn't have much of a problem with this)
- When a hero does not use all his movement points, and he doens't perform an action (when lining up before a door for instance) then the evil wizard may trow a dice on his turn. On a
a wandering monster is placed. When no
are trown, the roll is given to the next turn and can add up. So if 3 heroes are waiting for the 4th. Then on Zargon's turn, he may roll 3 dice and it is possible that 3 wandering monsters are placed. This is to stop the heroes from lining up in front of a door.- You have room in your inventory for: 1 helmet, 1 armour on your body, room for weapons/shield in both hands (some weapons are two handed and can't be used with a shield), 1 set of shoes and backup space for 2 hands (shield and broadsword or a crossbow). You can wield one and carry onather weapon. You can carry a crossbow and spear while wielding a sword. Tools don't take up space.
- You can change between you weapon and back-up as much as you want. But if you change both hands, then it will take a turn (You carry a crossbow for instance; if you want to change to a one-handed broadsword you can do this right away, but if you want to change to a battle axe, then your change will take a turn. If you change your crossbow for a sword and shield then it will also take a turn (both hands change; but you can put away your crossbow and take your sword without a problem, but you will have to wait for your next turn to take your shield also.)
- Weapons can be for adjacent attack, adjacent + diagonal, greater range (see whip) and for distance. Distance weapons (crossbow, longbow, shortbow) can not be used on adjacent or diagonal monsters. Some weapons can be trown. The same rules apply for trown as for distance, but trown weapons stay at the tiles of the monster (if killed) or in front of the monster (if the monster survives). If the weapon falls in front of a monster it hits the floor and becomes blunt. After picking up (this is an action) you can use the weapon, but you trow one less attack die. This can be fixed with the wetstone tool. Thors Hammer doesn't has this problem, because it is blunt to start with.





























