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Ultimate Custom Heroquest

Discuss new Rules for HeroQuest.

Ultimate Custom Heroquest

Postby Infje » February 22nd, 2016, 10:17 am

Dear Ye Olde Inn,

For years I've read a lot of what this friendly community had to say about our beloved Heroquest. I've seen countless additions and custom rules. So much so, it's hard to keep track of so that's why I made this topic. Not to function as an index, but to collect the ultimate custom Heroquest rules and additions. What do you all consider the most accepted and used rules and additions to the game?

Let me know below!

Thanks in advance,
Infje
Last edited by Daedalus on May 3rd, 2021, 8:25 pm, edited 1 time in total.
Reason: moved topic from General Heroquest Discussion room


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Re: Ultimate Custom Heroquest

Postby GimmeYerGold » February 22nd, 2016, 10:57 am

I'd say the Evil Wizard Deck is a pretty popular addition to the game. More info here: viewtopic.php?f=34&t=1943&hilit=evil+wizard+deck


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Re: Ultimate Custom Heroquest

Postby Anderas » February 22nd, 2016, 11:53 am

If you're playing in the EU, you would also consider the NA Monster Stats as Homebrew rule. They are really widespread as the game works better with them.

Plus, of course, a wide variety of Wizard amendments and corrections, to bring him on par with the others.


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Re: Ultimate Custom Heroquest

Postby Goblin-King » February 22nd, 2016, 11:57 am

This is an impossible topic to be honest.
Even writing the ultimate "official" rulebook, simply fixing and explaining all the holes and contradictions would be a task worthy of a doctor's degree.

Asking people to agree on *houserules*... well... :)


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Re: Ultimate Custom Heroquest

Postby Infje » February 22nd, 2016, 12:33 pm

I love the Evil Wizard cards!

Also, I understand Goblin-King. But hopefully a lot of people will reply and based on the most populair choices we could still make a sort of compilation. The worst thing that could happen is yet another homebrew thread and the best thing could be something special.


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Re: Ultimate Custom Heroquest

Postby clmckay » February 22nd, 2016, 1:28 pm

Please forgive the spelling. I had a few minutes at work and quickly typed out what I could come up with at the moment.

Armory:

Prior to Quest, if shopping is available, I make an Equipment Deck. It's composition is as follows:

If starting from scratch with the first Quest:

Staff x 3
Short Sword x 3
Broadsword x 3
Longsword x 2
Battle Axe x 1
Helmet x 3
Shield x 3
Chain Mail x 3
Plate Armor x 2
Crossbow x 3
Toolkit x 3
Dagger x 5

I usually have them draw 8-10 normally. This represents what is available for purchase.

Later, add in potion cards to the deck. Usually 2 or 3 of a type (Healing, Strength, etc). I have cards for the expansions potions as well, they get added in as those expansions get started. I vary the amounts of each item based solely on my mood or a vague feeling for where in the world they are may have different items. I also add in my custom Equipment and potions in the same way. I cap the size of the deck at 50 cards, with some items added or removed entirely.


Undead:

I use a variation on the undead rules around here. Maybe it's the same, can't say that I've paid a ton of attention.

If an undead monster (Such as Skeleton, Zombie or Mummy) is killed, I roll 1 Combat Die on Zargons turn to see what happens with it.

Skull = Dead
White Shield = Up and can move/attack next turn
Black Shield = Up and can move/attack current turn

I will decide which quests to apply this houserule on. Usually, I spin it as "A great darkness permeates this place, the undead don't stay dead!" I will typically have this be the case until the Big Bad of the quest is defeated (if it's a stand alone), then, once killed they stay dead.

Evil Wizard Deck / Quest Encounters Deck / Lone Monster Deck / Realm Deck / Event Deck / Etc Deck

I use all of the above, but not at the same time.

Feel out the players. See what the quest is. If it feels right, I use one of the decks. If not, I don't.

For triggering a draw I've tried all sorts of things. Taking a card if the Heroes do nothing on a turn except walking or arranging themselves works well. It feels like a reasonable way to show that time passes in the dungeon even if the Heroes aren't doing a lot.

For an event deck, I've used drawing a card on double numbers.

I used to use the Lone Monster deck, but have since made it a flavor option for a Hero who can talk to Monsters. So a druid-type lets say (though I hate the name Druid). He may have an additional action, "Talk to Lone Monster" or what have you. If he uses that skill, he can draw a Lone Monster Card.

Overland Travel

My Heroes wander around an overworld map. I'm rushing at the moment so I can't describe it, but it's around here somewhere on the forum. It's changed a bit since then, but you get the gist.

I made Quest cards for each of the canon quests and other fan quests and my own quests. They get these as they go around and it represents what they have available to choose from. Completing some opens more, some they randomly come across.


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Re: Ultimate Custom Heroquest

Postby Gold Bearer » February 22nd, 2016, 2:10 pm

This is impossible, everyone has their own ideas of what works best and there's a couple of members who will base their opinions own the source of the creation rather than on its own merits.

Apart from suggesting the BPs in my signature I'll just point out the four rules I think really need fixing, two from US, two from EU.

US: Being able to heal a killed hero after they've reached zero BP and the barbarian and dwarf being able to cast spells from scrolls.

EU: The dwarf and heroes with a tool kit being able to disarm any traps in sight and not being able to move to the same square more than once in the same 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


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Re: Ultimate Custom Heroquest

Postby mitchiemasha » February 23rd, 2016, 7:15 am

Any excuse for me to post my link...

https://drive.google.com/file/d/0BzUqoU ... sp=sharing

Must change... Use NA Monster BP as every one suggests. remove 'same square' as Gold Bearer suggested. Combine trap and secret door search as UK edition...

GIVE GOBLINS MAM... the most single important change.

I prefer a slight combination of the UK NA trap rules. AND!!! use Chaos Tokens from Advanced Heroquest, it can be a bit sh!t as the EW when you have no monsters in play. These tokens bring a complete new edge to the game.

The undead mod clmckay mentioned is in my full spiced up (WIP), not the 2 page I've linked here. Discussed here viewtopic.php?f=143&t=3281&start=30 .

Did I mention HQ mods is my favourite subject.


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Re: Ultimate Custom Heroquest

Postby Anderas » February 23rd, 2016, 7:48 am

Yesss, the discussion is on! :mrgreen:
I tried "give Goblins MAM".
Don't do it if you have more than two of them in a Room, otherwise it's too much.

(test it, you'll see)


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Re: Ultimate Custom Heroquest

Postby mitchiemasha » February 23rd, 2016, 7:51 am

Anderas wrote:Yesss, the discussion is on! :mrgreen:
I tried "give Goblins MAM".
Don't do it if you have more than two of them in a Room, otherwise it's too much.

(test it, you'll see)


How many defence dice did the heroes have?


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