alternate activations
[This topic was moved from Board index ‹ HeroQuest Rooms ‹ General HeroQuest Discussion on 7/1/17.]
Just an idea I throw in the group: as the (base) game tends to be rather in favor of the heroes and the evil wiz often finds his minions slain before he has the chance to do anything, I was wondering if it's a possibility to incorporate an alternate activation rule as Imperial Assault (and probably other games) is using?
After a hero completes his turn, the evil wizard can choose to activate 1 monster group present on the table (represented by the monster card of that group). After each hero, another group activates and if at the end of the round several monster groups are still not active, the evil player can activate all these monsters as he sees fit (not bound to any monster card).
If more groups of 1 type are present, maybe several cards of the same type (fe goblins or orcs) could be used if available.
What's your opinion on this?
Just an idea I throw in the group: as the (base) game tends to be rather in favor of the heroes and the evil wiz often finds his minions slain before he has the chance to do anything, I was wondering if it's a possibility to incorporate an alternate activation rule as Imperial Assault (and probably other games) is using?
After a hero completes his turn, the evil wizard can choose to activate 1 monster group present on the table (represented by the monster card of that group). After each hero, another group activates and if at the end of the round several monster groups are still not active, the evil player can activate all these monsters as he sees fit (not bound to any monster card).
If more groups of 1 type are present, maybe several cards of the same type (fe goblins or orcs) could be used if available.
What's your opinion on this?