Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.




Naniyue wrote:
Minimize movement rolls:
As long as no monsters are present and chasing the party, players may
maneuver their pieces into any allowed position. This saves a lot of time on
dice rolls that lead to the same results anyway.
Flavor rules:
The whim of my imagination may create flavor rules for any given moment. For
example, did that orc see you as you peeked around the corner? Roll and find
out. If not, prepare your party. If so, the orc gets initiative.
= one hit
= one hit & pushback
= cancels one hit





Naniyue wrote:I meant the monster's mates!It's funny seeing a goblin in a dress!




Naniyue wrote:My movement rules are meant mostly for outside of combat.
Naniyue wrote:So basically, if you just want everyone to line up in a certain order outside a door, why keep rolling instead of just placing the party the way you want? It just saves time. Now once that door is open and an orc is staring you in the face . .
Naniyue wrote:For example, I cannot sell weapons and armor in the original campaign, but nothing says I can't hold onto everything until those rules come up!
= one hit
= one hit & pushback
= cancels one hit





From the HQ Golden Rules wrote:
#7 Search for Traps and Secret Doors
The “Search for Traps and Secret Doors” action is scrapped.
The EWP will declare when a hero moves onto a square adjacent to a secret door and places an open-door piece and anything else that is revealed beyond the door.
The EWP will declare when a hero moves onto a trapped square, attempts to open a trapped door or chest and the hero will immediately roll to detect & disarm (see #3 Action Dice Mechanism) either activating or disarming the trap.
#8 Search Action
A hero may conduct a “search” action in a room (not in a corridor) that contains no monsters.
The EWP will place the figure on the nearest trap, if one exists, and the hero must carry out a detect and disarm roll.
If no traps exist, the EWP will place the hero on the square adjacent to the nearest secret door and follow the rules above.
If no traps or secret doors exist, then the hero player may draw a treasure card as usual (unless the EWP declares a special treasure from the Quest Notes). At this point, the room is marked off (any face down marker will do) as searched and cannot be searched again.
#10 Rapid Move
Any character may sacrifice his action for the turn and move an extra number of squares equal to half his movement (for monsters) or for heroes as follows; Elf (6), Barbarian (5), Wizard (4), Dwarf (3). Alternatively, you can just allow heroes to roll an extra movement die instead of their action.
#18 Switching Weapons & Armour
Switching, or selecting, your attack weapons is part of your attack action, e.g. “I attack that Orc with my battle axe” includes switching to the battle axe and attacking with it. This means that if you attack with the battle axe then you cannot claim the extra combat dice in defence for being equipped with a shield until, on your next attack action, you choose to attack with, for example a shortsword, that permits the use of your shield.
A crossbow cannot be used with a shield
Armour must be worn and cannot be carried. It cannot therefore be removed or switched during a quest.
The only exception to this is when armour is found in the dungeon in which case the EWP may allow armour to be donned and/or swapped and similar as an action provided no monsters are on the board.
= one hit
= one hit & pushback
= cancels one hit



Users browsing this forum: No registered users and 2 guests