el_flesh wrote:We will let him go to shop at Shaw's. With someone else.
Is that where Zebs' gets his woolly jumpers
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el_flesh wrote:We will let him go to shop at Shaw's. With someone else.


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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.


torilen wrote:Someone mentioned the fact that the trial took them 3 hours to finish.
That is way too long for one quest. I noticed this problem as well. We all
tout the HQ game for its simplicity and ease of play, and yet the quests
take, usually an hour or more (typically on the more side) to get through.
is rolled then a WM is placed
= one hit
= one hit & pushback
= cancels one hit



1) Combine search for traps and secret doors into 1 search.
2) Only allow 1 treasure search in each room (most people do this anyway).
3) Fix movement for heroes at 7 squares.
4) Design shorter quests.
5) Stop the quest when the objective is complete (and all visible monsters are dead).
4) Use of a dice tray, saves time when rolling dice and reduces time wasted through knocking over pieces, finding the dice, recovering them from under the sofa and similar


= one hit
= one hit & pushback
= cancels one hit





Pelkone wrote:The thread about searches was quite a good read, and even though it comprehensibly highlighted the many problems of the search actions, most of them could (and in my humble opinion, should) be hand-waved away. We've played the combined trap/hidden passage search in a way that a Hero searches the entire area of their line of sight, no matter how many squares away, and is able to do this without moving. So, multiple traps on a row or a hidden door beyond traps do not present problems. And traps right behind doors are just the Dungeon Architect being cheeky.
The driving force behind most HeroQuest house rulings (whether tweaks to official rules or complete homebrew mechanics) should be kept sufficiently light so as to not to disrupt the flow of the game too much. It could be argued that HQ should not be seen as a tactical RPG, but rather a hack-n-slash on a tabletop.
Pelkone wrote:Concerning the randomized movement, I think Avalon Hill's suggestion to keep the 2d6 movement in combat, but to give every Hero a fixed move of 8 when no Monsters are on a board is a good enough solution. We've used a combination of fixed 4 + a roll d6 if Monsters show up in the middle of a Hero's turn. Some people probably like the idea of different movement values for different Heroes. Our group has agreed that the the Dwarf is just so enthused to get into action that he manages to keep up with the Elf, so everyone moves the same.
Pelkone wrote:Have you tried using d6 for tracking Body Points? We did that a lot back in our Gloomhaven days.
= one hit
= one hit & pushback
= cancels one hit



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