HeroQuest: Difference between revisions

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* The dwarf
* The dwarf
* <s>The expansions</s> which you should immediately discard to obtain the Fortress o'peril or Gravityland
* <s>The expansions</s> which you should immediately discard to obtain the Fortress o'peril or Gravityland
==Gameplay==
On the hero's turn they can roll dice (or ignore the roll to move rules and use the movement number on the character card instead(although the rerelease seems to have dropped the movement rating from the character cards)) and move up to that number, on their turn they can also perform one action.
# Attacking a monster
# Casting a spell,
# Searching for treasure,
# Searching for secret doors,
# Searching for traps,
# attempt to disarm a trap
Additionally, a hero can open an adjacent door, this is not considered an action. Once a door is opened, the room's content is revealed and placed on the board.
Lastly, potions can be drunk at anytime. Even if its not your turn. This is important because if you have a  healing potion on hand and take a lethal amount of damage you can immediately drink the potion to save you from certain death. Healing spells can be used in the same way, but only if the hero hasn't used their action.
Most turns will be spent Hitting monsters and searching for treasure, each character can search each room once, drawing a random card from the treasure deck.
Only about half the cards in the treasure deck are actually treasures. Wandering monsters, assorted booby traps, and other hazards can be drawn. However sometimes special treasure is hidden in a room, nothing is drawn from the treasure stack and Zargon just gives the hero whatever treasure was secreted there. In a normal scenario hero's venture from room to room, until they locate the objective of the quest, then return to the exit staircase. The expansions added some variety by introducing quests with separate exits and entrances.
Zargon just needs to move monsters and attack. If one of the monsters in play is a spellcaster, he can also cast the powerful dread spells that the spellcaster knows.


==External Links==
==External Links==

Revision as of 12:29, 11 November 2022

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If you can't find this in your closet, you may have been popular in high school
Check out the detail. This ain't no muhfuggen Monopoly, bitch.
The new art for the Avalon Hill 2020 reboot/remake thing

HeroQuest is a board game made by Games Workshop and Milton Bradley with two rules:

  • Everyone wants to be the barbarian
  • No one wants to be the wizard

The basic idea of Heroquest is that you control a pre-built party of stock fantasy characters (Barbarian, Dwarf, Elf and Wizard) running through pre-made or custom-made modules on a board while another guy plays the evil wizard and his armies of monsters of the greenskin, viking, Fimir, and undead varieties. It is, in essence, an extremely stripped down version of D&D made to be as simple as possible while still providing a dungeon-crawling experience.

Comes with awesome 25mm dungeon furniture.

HeroQuest is the not the first of it's kind, but it is considered the progenitor of a lineage of minis and dungeon-crawler games:

There's also this thing which seems to be Hasbro trying making a new HeroQuest which will no-doubt be copyright-named-changed to hell and back.

It's just a new HeroQuest by new Avalon Hill.

The Best Thing About HeroQuest

Symbol of Immortal Evil.
  • The miniatures, made in the days before GW had been destroyed from within
  • The gargoyle
  • The tiny furniture (it helps with mormons)
  • The cards - even in the local international poker tournament
  • The board, with its vibrant colours and square-ish shape
  • The quest book
  • The box art
  • The inside of the box - clear instructions of how to assemble the miniatures. With WORDS
  • The crrrracking screen. Prominently features the gargoyle
  • THE BRODE SODE
  • Rolling to move
  • Ignoring the roll to move rule
  • The combat dice
  • The BARbarian - look at the MUSCULAAARRRITEEEEEEEE
  • The dwarf
  • The expansions which you should immediately discard to obtain the Fortress o'peril or Gravityland

Gameplay

On the hero's turn they can roll dice (or ignore the roll to move rules and use the movement number on the character card instead(although the rerelease seems to have dropped the movement rating from the character cards)) and move up to that number, on their turn they can also perform one action.

  1. Attacking a monster
  2. Casting a spell,
  3. Searching for treasure,
  4. Searching for secret doors,
  5. Searching for traps,
  6. attempt to disarm a trap

Additionally, a hero can open an adjacent door, this is not considered an action. Once a door is opened, the room's content is revealed and placed on the board. Lastly, potions can be drunk at anytime. Even if its not your turn. This is important because if you have a healing potion on hand and take a lethal amount of damage you can immediately drink the potion to save you from certain death. Healing spells can be used in the same way, but only if the hero hasn't used their action.

Most turns will be spent Hitting monsters and searching for treasure, each character can search each room once, drawing a random card from the treasure deck. Only about half the cards in the treasure deck are actually treasures. Wandering monsters, assorted booby traps, and other hazards can be drawn. However sometimes special treasure is hidden in a room, nothing is drawn from the treasure stack and Zargon just gives the hero whatever treasure was secreted there. In a normal scenario hero's venture from room to room, until they locate the objective of the quest, then return to the exit staircase. The expansions added some variety by introducing quests with separate exits and entrances.

Zargon just needs to move monsters and attack. If one of the monsters in play is a spellcaster, he can also cast the powerful dread spells that the spellcaster knows.


External Links

Board Games
Classics: Backgammon - Chess - Go - Tafl - Tic-Tac-Toe
Ameritrash: Arkham Horror - Axis & Allies - Battleship - Betrayal at House on the Hill - Car Wars
Clue/Cluedo - Cosmic Encounter - Descent: Journeys in the Dark - Dungeon!
Firefly: The Game - HeroQuest - Monopoly - Mousetrap - Snakes and Ladders - Risk
Talisman - Trivial Pursuit
Eurogames: Agricola - Carcassonne - The Duke - Settlers of Catan - Small World - Stratego - Ticket to Ride
Pure Evil: Diplomacy - Dune (aka Rex: Final Days of an Empire) - Monopoly - The Duke
Others: Icehouse - Shadow Hunters - Twilight Imperium - Wingspan