Steve Baker Interview, Games International #9 September 1989 wrote:What do you think of the changes we proposed (see page 17)?
“They’re excellent. This is what we want to encourage. The game system was kept flexible enough so that it could incorporate all sorts of amendments.”
One thing that bugs me a little about HQ is the way that from its initial conception the suitability of the game to be house ruled has been promoted as part of the fun, which is great, but sometimes that encouragement to house rule is used as an excuse to leave gaping holes and inconsistencies in the rules, and just expecting players to house rule their way through.
If you consider a parallel with Lego for example, you can purchase a set for the fun of building the set as the creator intended or ignore that entirely and use the parts to combine with other sets and create your own (or both). This “multiple ways of playing” approach is certainly part of the appeal, for both Lego and HeroQuest, but still a Lego set always comes with detailed instructions on exactly how to put the set together as the creator intended, it is up to you whether you choose to follow them or improvise.
So whilst the idea that failing a quest results in a rollback, reset and subsequent attempt is fine as a principle but imagine when playing The Rescue of Sir Ragnar, if Sir Ragnar is killed during the rescue attempt…
Rules of Play 4271GB790 p14 wrote:Completing a Quest
The character players complete a Quest successfully if they achieve the objectives described in the parchment text which the evil wizard player reads aloud at the beginning of the game. If they fail to do so, or if they are all players (and/or new ones) can always attempt the same Quest again, but the evil wizard player always starts a Quest with a full complement of monsters.
Rules of Play 4271GB889 p14 wrote:Completing a Quest
The player characters complete a Quest successfully if they achieve the objectives described in the passage written on parchment which the evil wizard player reads aloud at the beginning of the game. If they fail to do so, or if they are killed, the evil wizard wins. Of course, surviving player characters (and/or new ones) can always attempt the same Quest again, but the evil wizard players always starts a Quest with a full complement of monsters.
Rules of Play 4271GB489 p15 wrote:Completing a Quest
The player characters complete a Quest successfully if they achieve the objectives described in the passage in bold type which the evil wizard player reads aloud at the beginning of the game. If they fail to do so, or if they are all killed, the evil wizard player wins. Of course, surviving player characters (and/or new ones) can always attempt the same Quest again, but the evil wizard player always starts a Quest with a full complement of monsters.
So do the heroes continue to find their way out of the dungeon knowing that the objective has been failed and they’re only going to be retconned and have to make another attempt, or do you end the game at the moment of Sir Ragnar’s death as a victory for the EWP and then replay it again as if the first attempt was never made?
What happens to Treasure Cards, Gold from Chests and other items, even Quest Treasures, found during the failed quest by surviving heroes?
What happens to any heroes that died during the Quest that never happened, why would you replace them with new heroes, if their deaths never happened?
If however you rule that the failed Quest did “officially” happen, then what is the objective of the surviving player characters (and/or new ones) in this second attempt, to rescue the already dead Sir Ragnar?
The rules are not clear
The idea that failing a quest, results in a reset and a second attempt, which if successful will go down in history works and works well for single player games but for multi-player games things get more complicated.
You could consider the Quest to be failed if any hero dies and reset back to the start. This would work but wouldn’t feel satisfactory to me, there would be no point in the other heroes carrying on and snatching victory from the jaws of defeat, knowing that it makes no difference as they are going to lose everything they have gained and will have to replay the quest from scratch again anyway. Equally ending the quest as soon as one hero dies, also strikes me as being unsatisfactory and indeed the rules of HQ do cover how to handle the situation of an individual hero death but it isn’t clear how those would still apply in a failed quest.
Individual Hero DeathWhen a hero dies from the character perspective Durgin the Dwarf is dead, but from the player perspective although Durgin the Dwarf is dead, at the start of the next Quest he is replaced by an identical Dwarf, long live Durgin the Dwarf II, so no real impact, except potentially around his equipment.
The details of how equipment can be lost through hero death, varies between versions but it is an all or nothing situation. Either the monsters get to your gear, in which case it is all lost, or your fellow heroes get to it first and it is all retained.
In many similar games, character death is associated with a loss of experience, whether it is golden rings, glowing experience orbs, lumps of cheese or some similar mechanism, some are lost, and usually it is any excess experience points that you are holding, as opposed to any that have already been spent in upgrading your character. A level 5 character that dies comes back as a level 5 character but any excess accumulated experience towards level 6 would be lost.
This makes sense to me as you want a penalty, death should be something that you want to avoid, but not so stiff a penalty that you are basically back at the start. As, in general, the amount of experience needed to advance a level increases as your character develops, this also rather neatly means that the loss is generally proportionate to your advancement, by which I mean a level 1 character might only need 100 points to advance to level 2, but a level 9 character might need 1000 points to advance to level 10, so the average loss for a level 1 character would be around 50 points but for a level 9 character around 500 points.
Returning to HeroQuest, some consider the game doesn't have an advancement system, but it does, it is just understated, essentially you kill monsters, gain gold and spend it on equipment that upgrades your profile.
So hero death in HeroQuest should translate into a loss of gold for our transitioning hero, or at least their player. Durgin the Dwarf II should have a proportional reduction in his gold level compared to his predecessor, but not by an excessive amount.
How to work this in play, keeping it simple as always...
Handling Hero DeathWhen a hero dies, take his stack of cards and put them to one side, along with his figure.
If the Quest is successfully completed, then the player will need to choose a new hero for the next Quest. He must first return all the original hero's Treasure Cards to be included in the Treasure deck for the next Quest and he loses any gold accumulated from previous quests that has not been spent, but the new Hero will inherit all the dead hero’s Equipment and Quest Treasure cards.
If the Quest is not successfully completed, then see the next section.
Exception: If a Quest Treasure is required to complete the current Quest, such as the Spirit Blade, then that Quest Treasure Card only may be taken by another hero.
Handling Failed QuestsIf the heroes fail to achieve a quest objective, including if all the heroes die, then the game resets back to the start of that quest. Any Gold, Treasure Cards, Quest Treasures gained in the failed quest are lost, and the Quest must be started again with the original heroes and their associated items, as if the failed quest had never happened.
Some may comment on this being "unrealistic" but for me a better gameplay experience trumps realism in a game very time!
Possible extra rule: Heroes can only use the staircase to exit the dungeon once the Quest objectives have been achieved