71
Game Zone / Re: HeroQuest
« Last post by Pringle on February 19, 2013, 11:09:34 am »House Rules
No Weapons: A hero with no weapons rolls a single combat dice when attack, a hit is scored only on a result of a white shield (black shields and skulls are a miss).
Treasure Chests: Searching a room for traps will reveal any normal traps on a chest; in order to open a chest a hero must move adjacent to it and 'search for treasure' specifying the chest.
Characters
No Weapons: A hero with no weapons rolls a single combat dice when attack, a hit is scored only on a result of a white shield (black shields and skulls are a miss).
Treasure Chests: Searching a room for traps will reveal any normal traps on a chest; in order to open a chest a hero must move adjacent to it and 'search for treasure' specifying the chest.
Characters
- Barbarian (BP: 8; MP: 2; Equipment: Broadsword; Special: None)
- Dwarf (BP: 7; MP: 3; Equipment: Shortsword; Special: Disarm Trap)
- Elf (BP: 6; MP: 4; Equipment: Shortsword; Special: Spell Group x 1)
- Wizard (BP: 4; MP: 6; Equipment: Dagger; Special: Spell Group x 3)
- Knight (BP: 7; MP 3; Equipment: Shortsword; Special: Guard)
- Rogue (BP: 6; MP: 4; Equipment: Dagger; Special: Treasure Hunter)
- Ranger (BP: 6; MP: 4; Equipment: Short Sword; Special: Peek)
- Hobbit (BP: 4; MP: 6; Equipment: Dagger; Special: Observant)
- Druid (BP: 4; MP: 6; Equipment: Dagger; Special: Herb Lore)
- Cleric (BP: 6; MP: 4; Equipment: Dagger; Special: Turn Undead)
- Guard: Any time an adjacent hero would lose a body point the knight may chose to suffer the damage instead.
- Disarm Trap: Announce you are disarming a trap and move onto a trap square; roll a single combat dice, on a skull or a white shield the trap is successfully disarmed, on a black shield the trap is sprung.
- Treasure Hunter: Whenever drawing from the treasure deck the rogue may draw two cards and select which one to keep; the other card is returned to the bottom of the deck.
- Observant: The hobbit is able to search for traps and secret passages simultaneously as a single action.
- Peek: As an action the scout may 'peek' through a closed door; Morcar must reveal exactly what monsters are within the room but he does not place them on the board and they do not become active.
- Herb Lore: The druid begins each quest with three medicinal herbs, these can be used as an action to restore 4 BP to himself or an adjacent hero.
- Turn Undead: As an action the cleric may attempt to 'turn' all undead within his line of site; he rolls a single combat dice for each undead - on a black shield they lose 1 BP, on a white shield they miss their next turn.