Yes this is a WIP (did two streamed sessions with some of our regular players), but we're starting with the Against the Ogre Horde remake's "Arena mode" as the base with the following adjustments, in an attempt to create a kind of brawling "pro-wrestling" mechanic within HeroQuest. Yes, there is a "Championship Belt" treasure card as well (monsters prioritize this character as target, able to cash it in at the end of the quest for extra gold, though arena mode may come up as a challenge between adventures; mid-quest you can plant the belt on an adjacent ally to make them take it for at least one turn).
STAKES:
Each team will "wager" an amount of gold on the outcome. Winner (the team who has any members remaining at the end of the "match") collects while loser pays. In lieu of putting up gold, the Heroes could also put up something else of value like the belt, if it is acceptable to Zargon.
TEAMS:
I balance the size according to body points (as close as we can anyway) and then the two sides "Roll off" (1d6 movement die) to see who goes first. Then we proceed with normal "activation" rules for the Arena mode.
MOVEMENT:
Character movement is fixed (4 squares for each Red Die normally rolled for heroes so 8 squares for a 2d6 character; others use their usual fixed movement on the card).
EQUIPMENT:
Heroes carry no weapons (and their opponents are selected from monsters displaying no weapons). Unarmed combat is thus the norm.
Only non-metal armor may be worn, and no Shields may be used.
When you move adjacent to an opponent you may choose (instead of attacking) to enter into a GRAPPLE situation.
GRAPPLING:
In a GRAPPLE situation, both characters will each roll 2d6 dice (I use red for good guys and blue for bad guys to make it easier to tell them apart).
- In the case of a TIE, nothing happens. The GRAPPLE attempt counts as that character's action (though responding to the Grapple does not).
- If you score higher than your opponent, you may then either do 1 automatic BP of damage (as a "wrestling move" we draw cards from the WWE Legends Royal Rumble deck from the Ravensberger card game if we can't think of what wrestling move our character would do, for some lite role play fun here)... OR you can roll your combat dice corresponding to your character's BASE ATTACK (the one printed on the card, so if it was the Dwarf for example it would be 2 combat dice even though he's without a weapon) and the opponent does NOT roll defense.
Modifiers to Grapples:
Add a value of "1" to the dice outcome for each ally adjacent to a character who is in a grapple situation. Example: Dwarf is grappling the Mummy. Dwarf is also adjacent to the Wizard. Dwarf rolls 2d6... gets 6, and then adds 1 for a total of 7 for his grapple score against his opponent.
If there is a disparity in BASE ATTACK strength between the two opponents, then the "stronger" opponent gets a bonus of "1" to their outcome. For example a Mummy has a base attack of 3, while the Dwarf has a base attack of 2, so the Mummy gets a bonus of "1" to their outcome.
BODY POINTS / KNOCKDOWNS:
If a character is reduced to 0 BP, they are not dead but "knocked down" (we turn the piece sideways to simulate that), and any adjacent ally may attempt to "PIN" them.
PINFALLS:
In a PINNING attempt, we lay the one attempting to pin on top of the "knocked down" character and the one being PINNED attempts to escape ("kick out")... whereby they have three chances to roll their shield (white for heroes and their allies, or black for monsters) on a single combat die. So if they fail three chances in a row, they are ELIMINATED and removed from the board for the rest of the match (but can return in the next quest... and with their gear intact assuming their team won, there could be penalties for losing!).
If a shield is rolled on one of the three attempts, the character escapes the PIN and stands up on their feet again, regaining 1 lost BP and things continue as normal.
While being PINNED, any adjacent ally (to the one being pinned) can also attempt to "break up" the pin by rolling a skull on 1 combat die (each character gets only one chance at this per pin attempt).
We were also thinking that a healing potion could be used to automatically escape a PIN attempt.
IMPROVISED WEAPONS: As no weapons can be carried into the wrestling arena, only improvised weapons may be used in addition to unarmed attacks or spells.
Various pieces of furniture are placed throughout the play area, mostly Tables and Chairs (throne), but also the occasional "plank" (using the trap door tile).
If a character moves adjacent to a weapon, they can use an action to try to "pick up" the improvised weapon. Roll a skull on 1 combat die.
A character with an improvised weapon adds combat dice to their unarmed attack value. Tables: +2, Chairs/Planks: +1.
So a character who normally attacks with 1 die holding a table will roll 3 combat dice (and their opponent defends normally).
Improvised Weapons will break with use... Tables after 2 uses (attacks), and Chairs/Planks after 1 use. Yes you can smash someone "through" a table on the ground with your wrestling move (roll a skull on 1 combat die to damage it and give 1 BP extra damage to the target). Broken weapons are removed from the playing field.
If a character holding an Improvised weapon enters into a GRAPPLE situation, they immediately "drop" the weapon (this does not do any damage to the weapon) and it is placed on an adjacent square next to them.
Possible Adjustments:
Originally we required a skull to be rolled to "Kick out" of a PIN attempt for both monsters and heroes.







