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Tuesday, 14 February 2017

Solo questing, heroically

Hi all, last time out i shared my home brew rules for
Image result for heroquest logo
(if you want a logo make it a massive logo!.....my wife says im over compensating!).
well I've been at it again!. The one thing with the game is the fact that someone has to run things as the 'evil wizard player' (or D.M. for the kids of the TSR generation). Playing with the kids has been fun as they have to work together to complete the quests and have learned the hard way that they are stronger as a team then working on their own (see detractors, gaming teaches life lessons....sometimes). What this does mean is that i never get to pick up my metaphorical battle axe (and adjust my metaphorical metal cod piece) and channel my inner hero!. Well all that has changed!.

At this point i think i need to point out that i quite enjoy messing with game systems and home brewing rule sets and when i set myself a challenge i find myself over thinking it far too much!. With that in mind i give you..........SPRINKS' HOME BREW SOLO HEROQUEST SYSTEM!!!!!!.

PREP
 To make this work you need to do a small amount of prep work. Take 2 different coloured sheets of card (A4 will do the trick). What you need to do is make counters to represent the monsters in the game (and any others you want to include) in one colour and the 'features' of the game (such as furniture, traps, secret doors etc) in the other. Mark the sheets in 2cmx2cm squares and write the name of one monster or feature on a relevant square. Write one counter for each of the individual miniatures you wish to use (e.g. if you want 6 orcs write 6 'orc' counters). When you have finished cut them out, they should look like a better version of these:
Monster counters
Features
The counters will have writing on one side and be blank on the other. These will be used in the game to indicate the position of monsters and features on the game board without giving away what is actually in the room.
Next you need to note down the special rules and stats for the monsters you are using. If you are using the monsters in the box just keep the monster cards handy, if like me you like to add more i find it best to write them out together (i used the same colour card as the monster counters to create a 'monster matrix' for ease during play. The features need to be listed along with any special rules you wish to give them on their own 'matrix'. These are the rules i have been using but its your game so its up to you!:

-Fire place: roll 1 dice. On a roll of 4+ you may use the fire place as a secret door.
-Treasure Chest: The first character that stands next to it receives a treasure card. Once this happens remove the chest from play. I tend to use 6 chest counters as they are removed from play after use.
-Book Case: The first character To stand next to it rolls 1 dice, on a 1-3 they get a treasure card, on a 4-6 they get 1 random spell card.
-tomb: The first player that stands next to it rolls 1 dice. On a roll of 1-2 a Skeleton appears as a wondering monster, on a 3+ the player gets a treasure card.
-Secret door: Place on the closest square on a wall. Counts as a secret door as detailed in the rule book.
-Trap: Effects the character that opened the door to the room. Roll 1 dice, on an odd roll it counts as a pit trap, on an even its a falling rock trap as detailed in the rules.
-Stairs: Means of escape, the characters cannot leave the board unless they find these!.
-Weapon rack: The first player that stands next to it gets an equipment card.
-Wardrobe: The players may use this to escape to Narnia.......................Just kidding the first character    that stands next to it rolls 1 dice. On a 4+ they get a treasure card.
-Wizards bench type thing: The first player to stand next to it rolls 1 dice. On a 1-2 they receive 1 body point  of damage, any other result allows them to get 1 spell card. 
-Rack: Nothing, its an empty rack....I'm not E L James!.

Mine look like this:


The search is over.......
 In the solo rules there is no need to search for anything, the features include traps, secret doors and many ways to receive treasure cards. How many of each you include is up to you.

Quests
 The point of a game called Heroquest is to take hero's questing. To do this you need quests!. Take another sheet of card (any colour) and measure out 10 4cm x 5cm cards. These will be your Quest cards. Choose 10 different quests and write one on each card ( e.g. kill the gargoyle, find the weapon rack, open 3 chests, find the stairs etc). The quests work as plot points giving narrative reasons for the quest, maybe they are after a magic item, treasure hunting, on a mission to wipe out an enemy that is set to destroy the local area!  Cut these out. You will have a pile a bit like this:
                                           So much to do, so few body points!.
SET UP
 To set up the board all you need to do is place the the plastic door bases where you like and use them to show where the doorways are going to be. No need to put the frames in yet. If you want to you can add the blocked passage sections to change the shape and layout. It will look something like this:
Then you can put the monster and feature counters face down in any rooms you like to make a game that suits you. Try not to put more than 2 features per room as some are far larger than the counters!. You will have something not unlike this:

And you will have no idea whats in each room (unless you cheated....and you are only cheating yourself!).
The next thing to do is choose your party of adventurers. You can use some or all of the ones from the box or you can create your own (my own method can be found here). Then pick one quest card at random for each 2 members of the adventuring party. You can pick any empty room or stretch of passageway to set up the party in (best to pick a room with a door!). 

Playing the game
 The game follows all the rules as stated in the rule book with the evil wizards turn being taken over by the game itself. When a character can see a new rooms door place a closed door in the door frame. When the player opens the door it is assumed they can see the whole room so all the monster and feature counters in the room are turned over to reveal whats lurking within. Replace the counters with the relevant models. The counters are discarded when revealed. The players turn then continues. For example:
A party of dwarves find a door, a closed door is placed in the frame.
Gunner 'big gunn' Gunnerson is sent forward to investigate.
He opens the door, an open door frame is placed and the counters turned over. He can see another door in the room so a closed door is placed it the base.
The monster minis are placed and so are the features. Gunner messes himself. (maybe).

Monsters
 It can be assumed that during what would have been the evil wizard players turn all monsters will move up to their full distance to attack the closest character. If you are using  monsters with missile attacks they will only move far enough to target the closest character. If in doubt assume the monsters will move and attack in the most obvious way they can.

Ending the game
 The game ends when the characters complete the missions given on the quest cards at the start of the game and have discovered and moved onto the stairs. If you feel they have done this too quickly feel free to draw an extra quest card. If all the characters die before the quests are completed the mission has failed and you will be left with an empty feeling inside (but dont be too hard on yourself!). 

So thats all there is too it!. You can even let two players play rival parties that set up in their own areas but are trying to complete the same quests, best to draw more than 2 quests to make sure one party cant stumble on the objectives too quickly. Of course they still have to find the stairs and there's nothing stopping the opposing party from trying to stop them!.

I hope thats a help for some of you and gets you dusting off your chain mail under shorts for a bit of heroic questing!. Before i go i would like to offer a massive Wronghammer welcome to the esteemed Mr Phil o'tep, a fantastic miniature painter whos blog can be found here (check it out its great!), Mr Carlos Faro and the enigmatic Matthew (just Matthew) who have decided to do the inadvisable and follow this rubbish!. Thank you and welcome to all of you!. As always I'm not sure if Matthew and Carlos have blogs but if you do feel free to let us all know in the comments section, we would love to check them out!.

Anyway, till next time...... 




1 comment:

  1. Never played Heroquest, so I don't know how much your rules differ from the original, but it sounds good. I like this sort of cooperating games, when you discover what you explore step by step. The game my family and I play at the moment is Mansion of Madness, good lovecraftian atmosphere :)

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