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#1
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I use my Broadsword. Let's play HeroQuest!
What's all this, then? Milton Bradley is a board games megalith, responsible for household titles like Scrabble, Stratego, and Yahtzee. In 1989, the stars aligned, and in a complete fluke, Milton Bradley released a legitimately interesting board game: HeroQuest. It may or may not surprise you to learn that Games Workshop consulted on the development of this game; in addition to designing the miniatures (of course Games Workshop designed the miniatures! It all makes sense now), they supplied some of the art and flavor for the game. The miniatures are awesome as a result. Naturally, HeroQuest didn't sell as well as, say, Jenga or The Game of Life, but it was successful enough to spawn half a dozen expansions (take that, Carcassonne) and a second edition called "HeroQuest Advanced Quest." Unrelatedly, but relevant to the interests of this forum, HeroQuest is also the game that forced Sierra to change the name of its game to Quest for Glory. As a kid, I played Hero's Quest on my PC, a name that looks weird when I type it now. I also played HeroQuest, though! My parents bought it for me who-knows-when, and would later go on to donate it or trash it or something, which is a real shame, because not only is this a fantastic game, but it's selling for upwards of ninety US dollars these days. No, really. What's the game about? HeroQuest is a dungeon crawl board game in the vein of Dungeons & Dragons, back when Elf was a class and not a race. It uses a fixed board with modular parts to allow for a variety of dungeon layouts. The rooms are the same shape and relative position from game to game, but since not all of them are used in any given quest, the overall shape of the dungeon is a mystery, exposed piece by piece as the adventurers explore around. And speaking of adventurers, the game plays two to five, with one player acting as DM and the others controlling four heroes of varying abilities. (If you have fewer than five players, someone will control more than one hero.) Included in the game is a Quest Book containing fourteen scenarios, with the intent that players will carry their characters from quest to quest, accumulating goodies all the while. Character growth comes entirely in the form of equipment. The Wizard will never learn a new spell in his entire career. The game is not only homebrew-friendly, but homebrew-encouraged -- the Quest Book comes with a blank page and asks you to write up your own quest. Quests also appeared in magazines and the aforementioned expansions. There are fan communities for this game out there, and in general, there's just a ridiculous amount of content available. We'll be sticking to the original Quest Book, since I'm boring, and we'll go until I get sick of drawing maps in Paint. You players can come and go as you please. Don't feel like you have to stay for the entire campaign. In the event that I really like making maps, we might go onto the expansion quests -- but here we're getting ahead of ourselves. Anyway, I didn't know this as a kid, but apparently there's some sort of backstory. I've reproduced it faithfully here, punctuation errors and all. Quote:
Then, in as campy a fashion possible, Zargon addresses the players. It's kind of that "I'm your enemy and I'll destroy you, but here's how you're supposed to play" sort of thing, but it does a good job of explaining the game. Quote:
Quote:
Let's meet our cast This big fella is the Barbarian. The Barbarian is secretly unspectacular in most respects, but he does have the most health and the best starting weapon. The Dwarf has the innate power to disarm traps. He doesn't need tools, and he does it better than everyone else. The first Quest has no traps, but soon enough, the Dwarf will be indispensable. The hand axe he is holding in this picture is a weapon that does not exist in this game. It's probably just a prop. The Elf gets one set of spells (as opposed to the Wizard's three) and, unlike the Wizard, doesn't have any pesky equipment restrictions. The Wizard gets all of the other spells, but he has half as much health as the Barbarian and can hardly equip anything. Seriously. The only numbers that matter on these character cards are the Body Points and Mind Points. The attack score is dependent on your weapon, and 2 is the base defense score for all of the characters, none of whom starts with armor. Actually, for a long time, Body Points is the only number that matters on those cards. Mind Points are used to defend against mental attacks, and you won't see anything matching that description for quite some time. (As soon as you do, though, prepare for the Barbarian to turn into a vegetable.) Appendix A: Magical Spells There are four schools of magic, corresponding to the four generic fantasy elements. At the beginning of each quest, the Wizard will choose one set, then the Elf will choose one set, and the Wizard will get the two remaining sets. Quote:
And our players for today Eddie as the Barbarian! Loki as a person of diminished stature! Aerdan as an Elf! SladeForrester as the Wizard! And me, your host, as the Evil Sorcerer Zargon! I will be in charge of trying to make the monsters kill the adventurers. The Heroes never interact with Zargon directly -- probably in the name of being able to sell more expansions later -- but they will hew down his minions while he attempts to ambush the Wizard. Dear players Mr. Forrester will please choose a spell school, followed by Aerdan. After that, it's questin' time. We will be using the rulebook-suggested player order of Barbarian - Dwarf - Elf - Wizard. Please use Invisible Castle for your rolling needs. I don't expect anyone to cheat, but it makes results easier to tabulate and helps me make sure you know what you're doing. Invisible Castle supports the syntax "3d6.hits(4)", which means "roll 3d6 and count the number of dice showing 4 or above," which is handy, since you can move some numbers around and replicate how most rolls work in this game. Dear readers If you would like to participate in a future installment of HeroQuest, all you have to do is say so. If you have a character preference, you can state that as well. I'll be keeping a running queue. Players who leave the game are also free to requeue, and slots will be given on a first-come, first-served basis. |
#2
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Current players
Player queue
Last edited by Mogri; 03-11-2013 at 12:47 PM. |
#3
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And my implement that has been used for millennia to shape, split and cut wood; to harvest timber; as a weapon; and as a ceremonial or heraldic symbol; that has many forms and specialized uses but generally consists of an head with a handle, or helve!
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#4
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That sounds suspiciously unlike a shortsword!
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#5
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There are a lot of board games I have never heard of out there. Then again my family is one of those boring people who think playing phase 10 for 16 hours counts as quality entertainment or some such.
I wouldn't mind joining in the future I have a preference for spell casting. |
#6
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HA! NOT ROGAR. GUTS! |
#7
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I am already having fun.
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#8
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Quote:
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#9
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My initial choice of Spells will be Fire.
Having owned this game before, there are a couple things I noticed that have stuck in my memory about the Wizard, mainly that there are special Artifacts later that are Wizard-only that give him better survivability than wet tissue paper. Also, about Mind Points: While not actually stated, we always used the belief that the number of Mind Points was like an Intelligence score and determined how many spell schools that character could use. The Elf has 4 and gets one spell school, the Wizard has 2 more than that, so 2 more spell schools. Later on when there are Artifacts and effects that change the number of Mind Points a character has, you can gain or lose spell schools as appropriate. |
#10
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The method of determining spell schools feels a bit odd.
How does spell casting work in this game anyway? |
#11
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You can cast each spell once per Quest. Wizard gets three sets (for a total of nine spells) and Elf gets the other set (three spells). There are artifacts that change the rules a bit, but that's the basic rule.
It's not that odd; you're basically drafting spells. Wizard gets first pick because he is the Master of Magic. |
#12
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Hey, I (vaguely) remember this! I think this is the only non-video role playing game I've ever tried.
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#13
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Not sure I'd call this a role-playing game.
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#14
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GUTS ROLL TO GET DRUNK. |
#15
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Then I'll take Air.
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#16
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Spiffy, that puts Water and Earth in my arsenal as well.
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#17
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This is quite a lot like the old Dungeons & Dragons board game. There's no real character advancement, and there's no requirement to actually play a role, but it's very Gygaxian otherwise. (Oldschool Gygax was all about the metagaming anyway.)
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#18
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I make out with Guts.
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#19
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I remember reading somewhere that Hero Quest actually ties in a bit to Warhammer Fantasy Role Playing, which kinda makes sense.
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#20
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DO YOU LOVE ME CHECK YES OR NO
[ ] YES OR NOcaps baaaaaan |
#21
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QUEST 1 The Trial Quote:
That's Wizard, Elf, Dwarf, Barbarian, if you couldn't tell. You can't see it, but you're sitting on a large staircase (and you'll start every quest in the base set on that staircase). That thing sandwiched between D18 and D19 is a door, currently closed. In fitting Games Workshop fashion, here are our Hero miniatures, and here's someone's paint job. And that reminds me... speaking of roleplaying, three of you Hero types haven't named your characters. What sort of fantasy geeks are you, anyway? GUTS, you're up, and you're free to go, but the rest of you have to come up with fitting names for your dudes (ladies?). Zargon demands it. |
#22
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Call me Roku.
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#23
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GUTS' HEART MOVE NEARLY AS QUICK AS FEET..
Move: 2d6 =10 I'm going to open the door and head left to A18 if i can. If I can see that way is blocked, I'll instead head to H19. |
#24
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By my count, you have two points of movement left. You can continue to A16 if you want. |
#25
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I mistook which fuzzy little icon I was! (Is it possible to get the with different colours?)
I'll continue moving to A16. |
#26
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Can you move diagonally in rooms and 2-wide halls?
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#27
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I am a dwarf and my name is Chroyikis Dadreechinthleeblifus Frupladlusfidrotus, but I've gone by just Frupladlusfidrotus since I was 16. First I'd like to nose for treasure. Then, I move 2d6 = 7 to B19.
Then I use my axe. |
#28
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#29
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Blessings of the Earth-Mother be upon ye, for Sylvis has come to save the day. </cheesy>
Elf's named Sylvis. Moving right along... |
#30
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