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Adjacent monsters

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Adjacent monsters

Postby TMU » June 28th, 2013, 4:42 am

Jewels! wrote:
Goblin-King wrote:But even then, you also find equipment during the quests. What if someone already bought said item?
If equipment must be represented by cards we have a paradox. This makes me think you aren't necessary limited. even in EU.


Now I'm all confused :-?

Wich leads to the fact, how you say it works, that IS how it works!
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Re: Adjacent monsters

Postby Redav » June 28th, 2013, 4:43 am

knightkrawler wrote: :D Then print it out and fold a book like you're supposed to...

:) I'll get there. I've only done that for the base game rules and maps.
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Re: Adjacent monsters

Postby chaoticprime » June 28th, 2013, 9:53 am

In the NA version, you lose all of your *lemony goodness* when the party gets wiped out. Required Artifacts can always be found again before they are needed, and money is plentiful enough to buy new stuff per epoch. When I play the Evil Wizard (which is always--I have not played a Hero since 1991 or so), I win against the Heroes about every third Quest. I play "rules-as-written." My very favorite tactic is to lure the Heroes into the various traps by having Monsters lead them. I also try to keep "Kite Goblins" around--they stay out of easy reach, but to make it harder for Heroes to Search out traps while in hallways. The most important number on the Goblins' stat card is the "10" for its Movement Squares.

Killing Heroes when there are no other heroes in the same room or corridor, is my top priority, however. That instantly removes all their equipment from the game. I have found that any measure taken to prevent these kinds of losses just wrecks the balance of the game. The rules give the Evil Wizard player freedom to make changes, however, the player is not a Dungeon Master--the Evil Wizard is not trying to give the Heroes a hard time so they'll appreciate their gains more, he's there to kill-the-crap out them because that means he wins the game.

Most fans of the game that I have met have never even played the game as intended. Its not a role-playing game, its a board-game about feeding generic heroes into an abattoir of hilarious misfortune. I almost never fail to kill at least one Hero each quest. Its usually the Wizard.


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Re: Adjacent monsters

Postby drathe » June 28th, 2013, 2:51 pm

For those confused by the Arena part of the discussion, the arena is a set of training scenarios found in the First Edition European (at least UK) Instruction Manual.

Not to be confused with the fan-made quest, The Arena by Jacob Busby.
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Re: Adjacent monsters

Postby Daedalus » June 28th, 2013, 10:52 pm

Jewels! wrote:
Redav wrote:Both these statements assume that you're allowed to buy more than one Battle Axe or Crossbow. While the rules don't say there's multiple weapons available, it does say that when you by a piece of equipment, then you take the card. Seeing as though there's only one Battle Axe and Crossbow, then you can't deck all your non Wizards out with Battle Axes and Crossbows. This means that the Longsword isn't redundant.

I think you may have hit the nail on the head! While I understand EU rules limit the weapons available, the NA rules don't due to the weapon cards being replaced by the armory. I'm guessing this is one of those things that got overlooked when they rewrote the rules.

For overlooked, check out the Adventure Design Kit which was released as part of the EU rules in 1990. At the back, after the map section but before the icon stickers, you will find an appendix page titled The New Character Sheet:

    The new character sheet has several new features:...

    *An equipment space which allows you to make note of any equimpent your
    character owns. This also allows you to by pieces of equipment for which there
    are no spare cards by simply paying the existing cost and noting them down....
This is the precursor of the NA Armory found in the EU rules.
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Re: Adjacent monsters

Postby Daedalus » June 28th, 2013, 11:51 pm

Redav wrote:I was trying to understand a comment in the Borin's armour thread about the Quest 2 tomb trap and I'm trying to work out which map that is in the PDF and I've found a reference to a chest containing two shorts and two longs in the NA map but not the EU map.

Next time you want to refence Quests and maps from RotWL or any other remastered, published material you could follow the the Homepage link to Phoenix's site. The original remasters used in drathe's print-to-book downloads are found there in a standard form. They are a much easier read.
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Re: Adjacent monsters

Postby Decipher » June 29th, 2013, 2:43 am

What in the Hell did I just read here? :roll: :?:


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Re: Adjacent monsters

Postby Redav » July 3rd, 2013, 5:09 pm

Daedalus wrote:Next time you want to refence Quests and maps from RotWL...

Thanks, I had downloaded all of them before signing up. Just hadn't read or printed them all yet.
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Re: Adjacent monsters

Postby Schmidt » July 24th, 2013, 4:28 pm

Is there a stair tile? If not i'll make one for this quest:

When the last hero has passed a :gargoyle: gargoyle(can't be harmed), it will follow them, pushing them forward, towards a room full of some kind of enemy archers/crossbowmen (do they exist?) some of them standing on some stairs, firing at the heros. So here comes the adjacent question: will they be able to shoot down at the heros if the are standing below the stairs?
(making them adjacent tiles)

:orc:
[=====]||||
:barbarian:


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Re: Adjacent monsters

Postby chaoticprime » July 24th, 2013, 4:40 pm

You know what would have made all this a lot easier for everyone? If instead of using the word "adjacent," the writers had used the word "orthogonal."


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