• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Optional Modular Rules

Discuss new Rules for HeroQuest.

Re: Optional Modular Rules

Postby chaoticprime » June 11th, 2013, 9:13 pm

Searching in the presence of monsters is probably barred because each uses different modes of abstract time.

On another point, I had a rule that I played with a long time ago regarding recurring monsters. Basically, whenever any hero but the Elf rolls to move, they keep track of whether or not they rolled doubles. This is in indication of stealth in motion. Whenever doubles are rolled, the Quest's wandering monster spawns at the last doorway the hero exited through, but only if that doorway is open. Closing doors becomes a common priority for heroes


Rewards:
Created a Hot Topic. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer
User avatar
chaoticprime
Practically Lives Here

Swordsman
Swordsman
 
Posts: 1939
Images: 0
Joined: February 10th, 2013, 3:38 am
Location: Kansas City
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Re: Optional Modular Rules

Postby knightkrawler » June 12th, 2013, 2:14 am

Daedalus wrote:5.) Searching in the Presence of Monsters
This makes some sense, but for me there is a conflict due to the assumed movement necessary to keep searches simple. Actually, my conflict is with assumed movement in searches, but it extends to your house rule. What if a square containing secret door or trap can be gotten at by the monster, but the monster can't get at the Hero making the search (behind a battle line or too far away). The rules allow a whole room or corridor to be searched with assumed movement, so as I see it the Hero can reach the searched square, but the monster can't reach that Hero. This is only a problem if one imagines as I do that it is necessary to be at a square (or at least adjacent) to search it. Some (most?) don't have a problem with this because they interpret the rules as allowing a search from a distance, as long as there is line of sight (even ignoring figures--I don't get that). Your rule seems okay using this distance searching.


NA rules, p. 16, "How a Hero Searches for Treasure": Searching for treasure means you are looking around, opening things, searching for interesting objects and gold coins, regardless of what square you are on in the room.
This clearly implies that the Hero moves through the search area while searching. So, you're right as almost always, and like almost always I concur. It's the only way the searching action makes any sense to me, and it's why I made some modifications in my rules, for example the search area in a corridor is ONLY the area between two corners the Hero is in.
Anyways, I think the absence of this above sentence from the "Search for Secret Doors" chapter doesn't mean the implications shouldn't be the same. The important part, Do not move your Hero figure when you search is still there, in bold. However, it's missing in the "Search for Traps" chapter which to me only means the author wanted to avoid repeating the obvious.

The situation I was in when this optional rule sprang to my mind:
Hero comes into a room with one free square between the door and a monster and stays there, attacking the monster.
The monster is closed in by a table and may not move over the hero's square.
Second hero comes in, moves over the first hero's square towards the opposite wall, the goblin able to reach him IF he kills the first hero but EVEN THEN not being able to attack the second hero anymore.
It was a very intuitive solution to cut back the playing time allowing the second hero to search immediately.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5825
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Optional Modular Rules

Postby Bareheaded Warrior » December 9th, 2013, 8:21 pm

I'm currently trying to compile a master list of common house rules elsewhere on this forum, so I'll add a few comments before i pinch some of these;

1. Order of Play - like it but the point has been made that it may slow play down, I also have an egg timer 3 minutes that I use for Space Hulk so in certain situations time pressure could be applied. I am experimenting with another approach, subject to successful play testing, that each of the heroes declare there actions, in any order then the GM determines the outcome

Example;

Player 1 - I'm going to move to the chest and loot it (moves character to chest)
Player 2 - Damn I was going to do that, fine I'll move to the door on the far side of the room and attempt to open it (moves character to door)
Player 3 - I'll follow you to the door and provide some back up (moves character to door)
Player 4 - I'm going to check out that statue before we go anywhere else (moves character to statue)

The GM then determines the outcome of the various actions, the chest looting, examining the statue and revealing what lies behind the door.

2. Intervention
I understand the need to break up the storming-a-room-and-slaughtering-every-monster-before-the-Evil-Wizard-Player-may-even-move-situation, but I do that through tests when dealing with doors, for example forcing a barred or locked door is a test if successful you get the door open swiftly and surprise the occupants i.e. storm the room, if you fail then you get the door open but take long enough that the occupants are ready for you and get the first move (same applies to picking locks and other methods of entry

4. Push Back - will fall this up in a later post as a variant of this rule is certainly required

5. Search in the Presence of Monsters - A Hero may search even though he can see a monster IF that monster has no way to attack that Hero until the beginning of that Hero's next turn - agreed provided the monster has no way of attacking the Hero anywhere in the area being searched

7. Monsters opening doors - A monster may open a closed door if the area behind that door has been explored by the heroes. That monster can thus try to stab the heroes' backs when they are trying to block a door...again like it and this opens up the possibility of Heroes securing their exits, barring doors and so on.

In addition multiple opponents in combat will need to be considered, I favour one-to-one rules but with the additional attack dice or bonus for the excess combatants.

I'll play test everything that I incorporate and will publish the results on here.
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


Rewards:
Wrote an article for the Blog.
User avatar
Bareheaded Warrior

Scout
Scout
 
Posts: 1220
Joined: December 8th, 2013, 11:12 am
Location: UK
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Optional Modular Rules

Postby Malcadon » December 10th, 2013, 12:06 am

1.) Order of Play
If one has the prop form the DarkWorld game, one could use it to quickly generate the order of play randomly for each turn. Having the players choose on a turn-by-turn bases sounds neat!
4.) Push Back
I'm still thinking of a good way to implement this rule, as I want to push back the lesser monsters.
5.) Searching in the Presence of Monsters
I would only allow this if there are stealth/invisibility rules in play. Even still, I would rule that it would void the stealth/invisibility-effect. On the other hand, If someone was playing a Thief-type character, they could use stealth/invisibility-effects to make an attack without oppression (enemy cannot roll defense, as they are unaware and the weapon would bypass all the armor) or to loot a live monster by picking it's pockets.
6.) No Monsters in Play
I have been working on rules for Random Events. This happens regardless if there are any monsters in play or not, and its not limited to encountering Wandering Monsters.
7.) Monsters Opening Doors
As long as the both sides of a closed door has been "seen" by the Heroes, I would a allow monsters to open an unlocked door. On the other hand, Monsters may force open closed doors that are being held shut by Heroes (see #8 bellow).

Here are some extra stuff:

8a.) Heroes and Doors — Holding Doors Closed
I would allow Heroes to close an open door, but to keep monsters for opening them, a Hero needs to stand next to it to hold it shut. Monsters can force it open by attacking the Hero. The Hero gets +1CD to defense, and the first hit is absorbed by the door, with the remainder is taken by the Hero, at which case the door is destroyed. Reenforced Doors — wooden ones that are used an entrances or exits in the US Quest Packs — grants a +2CD to defense. Metal Doors — the other set of doors for the US Quest Packs — grants a +2CD to defense, and absorbs two hits. Stone Slabs — from Against the Ogre Horde pack — grants a +3CD to defense, and absorbs three hits.
8b.) Heroes and Doors — Forcing Doors Open
To force open a locked door, a Hero needs to roll dice equal to their base Attack Dice score. This score represents their basic strength, and cannot be boosted by weapons, save for the Battle Axe, which grants +1CD to normal and Reenforced Doors. A Potion of Strength grants a +2CD with all doors. A normal door requires only 1 Skull for knock open. Reenforced Doors and Metal Doors requires 2 Skulls, while a Stone Slab requires 3. With Metal, Reenforced and Stone doors, a special "marked" die is required. (This is one die in the roll that is designated to trigger some strange effect, but also works like any other combat die in the roll) With Metal and Reenforced Doors, a Black Shield rolled on the marked die would mean the Hero injured himself in the attempt and looses 1 BP. With a Stone Slab, a White Shield rolled on the marked die would mean that the Hero slipped and got crushed as if he was cough in a Falling Rocks trap.
9.) Sweep Attacks
If a Hero attacks and kills a monster with one or more hits left over, the hero may transfer the surplus hit(s) to another monster within reach (if any). No additional attack roll is needed, and monsters roll defense as normal. In melee, a Hero limited to attacking monsters that are adjacent and/or diagonal to him, based on the weapon he is using. (It is basically like the Greater Cleave feat form D&D and Pathfinder, but you don't need the monsters side-by-side.) With a range weapon, the surplus hits may only target a monster directly behind the monster that was first felled by the attack, and may keep punching through monsters as long as there are hits or monsters left. (This is much like how Legolas keeps killing two or more Orcs with a single shot.)
10.) Poison Damage
Damage that is noted as "Poison" (or "Toxic" or "Venomous") cannon be healed normally by spells, potions, etc. The only way to treat such damage is with items like the Anti-Poison Quill, or wait for the Quest to end, where the Hero automatically heal-up fully.


Rewards:
Created a Hot Topic. Encountered a menacing Chaos Warlock!
User avatar
Malcadon

Necromancer
Necromancer
 
Posts: 325
Images: 4
Joined: March 9th, 2012, 7:47 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Artists Group Member Champion Group Member

Re: Optional Modular Rules

Postby Sjeng » December 10th, 2013, 7:32 am

A simple modular rule for generating a map based on a quest map would be nice to add to the 25th quest pack. Something to use should you play it a second time :)
Check out my YouTube channel Boardgame Heaven, and drop me a sub please!


Rewards:
Grin's Stone Map Played a turn in a Play-by-Post game. Wrote twenty (20) articles for the Blog in three (3) sections. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Encountered a menacing Chaos Warlock!
User avatar
Official Spokesman
Sjeng
Ye Olde Orcish Bard

Wizard
Wizard
 
Posts: 4538
Images: 92
Joined: July 26th, 2011, 9:58 am
Location: The Netherlands
Forum Language: Nederlands
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member Scribes Group Member

Re: Optional Modular Rules

Postby knightkrawler » December 10th, 2013, 5:41 pm

Sjeng wrote:A simple modular rule for generating a map based on a quest map would be nice to add to the 25th quest pack. Something to use should you play it a second time :)


You mean for the heroes to draw a map? I think it's too simple then.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5825
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Optional Modular Rules

Postby The Road Warrior » December 10th, 2013, 5:50 pm

Sjeng wrote:A simple modular rule for generating a map based on a quest map would be nice to add to the 25th quest pack. Something to use should you play it a second time :)

I think Sjeng means like ShuffleQuest
Image
Join in the community project.


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
The Road Warrior

Elven Warrior
Elven Warrior
 
Posts: 639
Joined: November 20th, 2012, 5:02 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Optional Modular Rules

Postby Sjeng » December 11th, 2013, 7:40 am

Yeah like shufflequest. Numerate all tiles/rooms/corridors in the quests, and think up a rule for generating the layout while playing. Could be difficult though when a certain map has a very specific layout with traps, portals, secret doors...
Might be a bit too complicated.
Check out my YouTube channel Boardgame Heaven, and drop me a sub please!


Rewards:
Grin's Stone Map Played a turn in a Play-by-Post game. Wrote twenty (20) articles for the Blog in three (3) sections. Created a Hot Topic. Participated in three (3) Miniature Exchanges. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Encountered a menacing Chaos Warlock!
User avatar
Official Spokesman
Sjeng
Ye Olde Orcish Bard

Wizard
Wizard
 
Posts: 4538
Images: 92
Joined: July 26th, 2011, 9:58 am
Location: The Netherlands
Forum Language: Nederlands
Hero:
Evil Sorcerer: Morcar
Usergroups:
Wizards of Zargon Group Member Adventurers' Guild Group Member Artists Group Member Champion Group Member Scribes Group Member

Re: Optional Modular Rules

Postby torilen » December 11th, 2013, 10:31 am

Check this out - I made HQ into a complete card game - all one would need are the basic rules and some paper and pens in order to play.

These cards could easily be combined with the figures and a very small battle grid to allow for better combat movement.

Just download the trial right now - I haven't revised the rescue of sir ragnar yet.

The Trial, however, includes all the actual rooms, the actual treasures available, and a few special cards to make rooms better or
worse for the heroes.


viewtopic.php?f=58&t=1832&p=31740#p31740


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic.
torilen

Ice Gremlin
Ice Gremlin
 
Posts: 2081
Joined: October 9th, 2009, 4:18 am
Location: Virginia, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member Scribes Group Member

Re: Optional Modular Rules

Postby Gold Bearer » December 22nd, 2013, 4:14 pm

How about using white shields for monsters to defend against being pushed back? That way they might be pushed back if they don't get hurt or not pushed back if they do. It would add a bit of variety and keep it simple. Maybe heroes use skulls when they defend.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

Exiled
Exiled
 
Posts: 1792
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Previous

Return to Rules

Who is online

Users browsing this forum: No registered users and 2 guests