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Moving "Large Monsters"

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Moving "Large Monsters"

Postby Kurgan » March 18th, 2019, 9:11 am

Maybe I'm over-thinking this, but have any of you played any of those quests that use "large monsters"? The rules for Frozen Horror (BQP) and Mage of (or in) the Mirror (EQP) indicate that you can attack (or be attacked) by one of these monsters even if the miniature is facing the opposite direction or you are standing "diagonally" to them (but flanking one of the sides).

Even on the quest maps, the Frozen Horror himself and the Giant Wolves take up two squares each. They're big targets!

So if you were to move a character of this size "2 squares" would you jump them two body lengths (seems excessive) or just move along two actual squares?
Do you ignore the squares it would take to "rotate" the piece, in close quarters (maneuvering around other figures in the area)?

Just a simple explanation from what others have done would be great... as the quest books don't seem to contain much detail on this (and it's entirely a NA issue).


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Re: Moving "Large Monsters"

Postby Maurice76 » March 18th, 2019, 9:57 am

As far as I take it, you move the distance in tiles, not in "body lengths".

As far as rotating goes, we have yet to play quests featuring such large creatures, but when we do, I am going to rule that turning 180 degrees around can be done, even if it's in a small hallway. Of course, turning 90 degrees is impossible, unless it's into another hallway around the corner, or into an opened door.


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Re: Moving "Large Monsters"

Postby Kurgan » March 18th, 2019, 2:06 pm

That makes some sense, otherwise the restricted movement of the big (and powerful) monsters would be nullified as a disadvantage.
Just thought of something else... what if he has "one foot" in a sprung pit trap?


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Re: Moving "Large Monsters"

Postby arch8ngel » March 18th, 2019, 2:21 pm

Kurgan wrote:Just thought of something else... what if he has "one foot" in a sprung pit trap?


If the creature is big enough to cover two spaces, he is big enough to ignore a pit trap...
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Re: Moving "Large Monsters"

Postby Kurgan » March 18th, 2019, 3:04 pm

When you're right, you're right... |_P (*imagines someone yelling "SWEEP THE LEG!!!"*)


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Re: Moving "Large Monsters"

Postby mitchiemasha » March 18th, 2019, 5:59 pm

arch8ngel wrote:If the creature is big enough to cover two spaces, he is big enough to ignore a pit trap...

Agreed, that gets my vote.

I'd say they were moved squares not body length and facing is irrelevant in HeroQuest.


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Re: Moving "Large Monsters"

Postby Goblin-King » March 18th, 2019, 6:56 pm

There is no "rotation" movement option.
You simply pick one of the two squares that comprise the double base and move it.
The other tile will move into the square where the first one used to be.
All problems regarding this is solved. Movement around corner corridors happens automatically.


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Re: Moving "Large Monsters"

Postby Maurice76 » March 19th, 2019, 7:12 am

arch8ngel wrote:If the creature is big enough to cover two spaces, he is big enough to ignore a pit trap...


Agreed and it even makes sense: wolves are pretty agile and should easily be able to jump a pit trap without effort. Of course, that doesn't count for a double-wide pittrap. Same applies to the Frozen Horror, I'd say, though that's more because of overall size than agility.


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Re: Moving "Large Monsters"

Postby devarionarias » March 19th, 2019, 9:40 pm

The way I played it in EQ and BQ so far is to choose one side of the large figure to lead and once I found the square I wanted them to land in, I just put their other half wherever it fit, even if the facing wasn't perfect.
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Re: Moving "Large Monsters"

Postby wallydubbs » March 21st, 2019, 7:39 am

Although the rules certainly cover that the direction of the figurine certainly doesn't matter, covering movement could get a little cloudy.
When the Zargon (or Morcar) player is controlling a common orc, he'll usually have the orc facing the hero he's attacking. Again, the rules say nothing about doing this, but it's how normal people play.
Asides from the length (which effects movement spaces) there aren't that many issues with the Giant Wolf; on Zargon'sturn, he will most likely be moving and attacking in the direction of his head (which does indeed overlap into a 3rd space).
But then we have the Frozen Horror, (whose standard model is a bit shorter than 2 full squares) his facial direction is lengthwise. The Zargon player could move him in the facial direction, which indeed takes up 2 spaces. Unlike the wolf, whose hind legs would move up a space, covering the square where the front base had previously been, the Frozen Horror would/could cover 2 new squares that were previously adjacent to him. I would imagine this would also only count as 1 space... although none would care much regarding this argument, the Frozen Horror only makes his appearance in 1 quest, so whatever one decides to do for movement in that one room, it will likely go no further.


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