by Bareheaded Warrior » December 13th, 2024, 9:45 am
A good reason why the “cards limit supply” mechanism is beneficial in this type of game is around the concept of the player (and their heroes) co-operating and playing as a team, something which in my experience, and the experience of many others, happened far more often than even the designer of the game was anticipating.
For this to work you need a degree of hero specialisation, which is often criticised as lacking in HQ “but the Elf armed with the Battle Axe has the same attack strength as the Barbarian armed with the Battle Axe!” or at least it is present but in a limited way, such as the Wizard is specialised, the Dwarf’s Disarm ability, the Barbarian’s 8BP but that is because, for the most part, this specialisation is achieved in HQ through the Equipment cards.
As an example of why character specialisation is needed, we can consider the original inspiration for the Barbarian hero, the character of Conan. Conan is well known as a formidable hero, with an unmatched strength, stamina, ferocity and ability to sustain damage, making him unlikely to ever meet his match in battle, at least against human opponents (and whilst he does on one occasion meet his match in strength against one human opponent, his endurance and toughness allow him to triumph, and he does face others on occasion with better swordsmanship skills, but again his strength, ferocity and ability to take damage still allows him to get the better of them) but for those that have read the books, he is also quick witted, agile, stealthy, an expert in avoiding traps, in fact a better thief than fighter by his own admission, and for that matter a capable ruler, a polyglot and whilst not being a spell caster, and not trusting those who are, his iron will gives him a resistance to magic that is better than almost all other humans, he is in short an all-round superhero. For these reasons he doesn’t need companions and prefers to, and almost always, adventures alone (and in most of those cases where he does have a companion, he ends up having to save them) so he would be a terrible character to try and replicate in a cooperative game and where games including HQ do draw inspiration from this infamous character they do so in a piecemeal fashion, his Thief abilities going to a Rogue or Thief character, his appearance, physique and fighting style to the Barbarian character, and so on.
Consider for a moment The Holy Trinity of RPG Characters, “The Tank, The Healer and the Damage Dealer”. This is one mode of ensuring character or role specialisation between characters or in our case heroes, but one downside to this is its fixed nature, unless your entire party gets wiped out in a single adventure, unlikely in vanilla HQ, then you may not get the chance to change your character type so end up stuck in a particular “role” which may get boring for some players after a while.
In HQ the “upgrade through equipment cards” mechanism (as opposed to being a fixed upgrade path determined by a hero’s type) means that the role is, to a certain extent, determined by the cards rather than the character (not really true for the Wizard) so the Barbarian equipped with the Battle Axe and a Potion of Strength can fulfil the Damage dealer role with an impressive 6 attack dice, the Dwarf equipped with a Shield, Helmet and Plate Armour can fulfil the Tank role with an impressive 6 defend dice and the Elf with a 3 Healing Potions could fulfil the Healer role however because the cards can be swapped between players between Quests you can if you want to, swap the roles around by giving the Elf the Battle Axe and Potion of Strength, fulfilling the “Damage Dealer” role, the Dwarf gets the Potions of Healing as “The Healer” and the Barbarian the full suite of armour as “The Tank”. You can also mix the roles up by distributing the cards in any number of different ways (and the existence of the Crossbow card creates another “Archer” role and the Toolkit card a role of “Disarmer”)
All of this combined with “Cards Limit Supply” means that whilst the roles can flex between the Heroes to a certain extent, you still retain the specialist roles within the party needed to encourage co-operative play because there aren’t enough cards for every Hero to max out.
There is only one Plate Armour card (technically there is Borin’s Armour too but that is another topic!) so not every hero can have 6DD on armour, there is only 1 Battle Axe card so not every hero can have 4AD, only one Crossbow so only one Archer role can be fulfilled, only one Toolkit so only one Disarmer role (technically 2 because of the Dwarf’s ability) and so on. Without this restriction every Hero would eventually end up with 4AD, 6DD, a crossbow, a stack of healing potions, a weapon for killing undead, etc and each would become a one-man band with no need for a cooperative team!
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