Onan wrote:With all the recent discussions here about AHQ I wonder if I had missed a gem back then. It looked like a cheap HQ rip-off on the shelves. It was called Herr des Schwertes (lord of the sword) in Germany, which also sounded cheesy compared to HQ. So I did't bother buying it. But finally I have played my first solo round, and I think I was doing it wrong.![]()
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.
Sounds like whoever put the game you found (Herr des Schwretes ) together is a big fan of the HeroQuest family of games. Adapting HeroQuest adventures as quoted above would mean:
- players rotate turns as Leader of the party, but each player still moves his own pieces
- rolling for surprise to see if monsters or players go first in combat
- GM chooses for all monsters Attack then Move, or Move then Attack. Not pick individually
- Advanced HeroQuest magic system is built on using components to cast spells rather than single use card...so not much difference
With exception of when the Monsters surprise the players I'd say this would make the HeroQuest campaign easier for the players.
If you prefer different rules for combat/exploration/etc then go with your rules instead. Everyone on this forum will probably have a different opinion on what is best and worst about HeroQuest, Advanced HeroQuest and Warhammer Quest. Veteran and new Players/GMs alike frequently make up their own houserules.
Play the way you and your friends enjoy!




