The rules say that I can play the normal HQ quests with AHQ rules ("Heroquest Revisited"), so I tried the Sir Ragnar quest. The rules are not very clear about how to mix HQ and AHQ rules:
You can play any of the Heroquest adventures using the Advanced Heroquest rules. Replace the Heroquest rules for movement, combat and magic with the Advanced Heroquest rules. Use the Heroquest rules for placing monsters, searching, treasure cards and so on.
In HQ the monsters are placed as soon as a door opens. So by the rules a hero would end his AHQ-style movement in front of a door and open it. But instead of waiting for the GM phase, the monsters would be placed immediately HQ-style. I decided to play AHQ style and place the monsters in the GM phase.
The heroes spread out to find Sir Ragnar, and I got headaches over turn order. The game was one endless combat turn, because everytime a hero defeated his goblin, another hero had already opened the door into the next room. Look at this mess:
The elf wanted to open the chest, but he couldn't, because we're in a combat turn. The dwarf on his turn killed the goblin, but he couldn't take the loot, because not all monsters were defeated.
The barbarian wanted to rush new rooms HQ-style, but he always had to wait in in front of the door, and the monsters would be placed in the GM phase and immediately acted, so no chance to surprise them while other heroes were still fighting monsters on the other side of the board.
The wizard just ran away, the orcs pursuing him, landing on the square just below the door. The wizard is out of sight, and I didn't know if the orcs would use their "run" to go into the next corridor. I decided they did. The wizard kept running a circle around the center room and managed to get out of sight:
The orcs should now return to their starting room, but the rules don't say how they do it (teleport?). If they walk, they would encounter the wizard again on their way back.
In addition to deciding what is allowed and not, I had to get the combat numbers right, so I constantly scrolled between the hero and the monster stats. At least this has become better by now. I know the monster stats by heart and can resolve combat without looking at the rules.
Something I'm unsure about is moving through friendly figures. Can the elf move through the barbarian? Or would he be blocked by the goblin's death zone?
Maybe "Revisiting Heroquest" isn't such a good idea. The base game is quite easy and invites the heroes to explore the dungeon on their own. AHQ rules seem to assume a group that never splits. Maybe I should cut out the dungeon tiles and try a normal AHQ quest.
















