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HeroQuest (the board game) - what's good about it?

Started by Age of Fable, November 23, 2008, 01:45:12 AM

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ancientgamer

#15
reuseable minis, basic game and dungeon training, stairstepper...I have to agree with everything here.  The packs added more of course for the same reason.  it was a bit crazy at end, where you could hire mercs and the equipment...

The computer game is one of those you can play to kill a few minutes but I could see how boring it could get real quick.
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Aristotle

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Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

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Nicephorus

I agree with everyone else that it was a fun simple game.  It was designed so that 10 year olds with no sense of strategy wouldn't have a chance.  Experienced gamers aren't going to have much challenge.  

But you could probably take the dirt simple character and combat rules and make an rpg out of them by allowing actions not in the book and have situations other than monsters rushing to fight.

I believe that there are scans of the rules and some of the addons available from Hasbro or somebody.

mhensley

Quote from: Nicephorus;290590I believe that there are scans of the rules and some of the addons available from Hasbro or somebody.

http://www.hasbro.com/customer-service/toy-game-instructions.cfm?page=&per_page=10&order_by=H¤t_page=9

finarvyn

Quote from: Age of Fable;268848Given its high reputation, I'm obviously missing something. Please explain what that is.
I don't know anything about the computer game. My experience is with the board game.

1. It's an excellent tutorial on how to play RPGs, and a fun game in its own right.

2. It forces people to take turns.

3. It allows for players to plan strategy (who moves where and when) at whatever level they wish

4. Each character has a clearly defined role -- the fighter, the spellslinger, the trap-detector, etc.

5. It has a simple dice system so younger players can figure it out.

6. It is very visual, with many of the advantages associated with miniatures games

7. Characters can improve by getting better stuff instead of piling on the hit points

8. A full game can be played in only a couple of hours
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

finarvyn

Quote from: Nicephorus;290590It was designed so that 10 year olds with no sense of strategy wouldn't have a chance.  Experienced gamers aren't going to have much challenge.
I don't really agree with the second part of this. What I found was that my experienced gamers took the game and worked to improve their efficiency. Where to place the characters for optimal advantage, what order to have the characters move/act in, and so on. As simple as the game is, they found ways to take it apart and strategize a lot more.

And my younger players could just go along for the ride. :)
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

JCrichton

Fun game, but it's more of a blast from the past for me than anything else.  Played it for the first time in 15 years recently and it certainly lacked the punch of a Descent of Warhammer Quest.  Although I must admit that while those two games do have their flaws (like every other game out there) they are some of my favorites of all time.   :)

I could see it as a nice tool to get younger players into fantasy RPGs but I wouldn't want to stick with it for too long as the game has very little depth.   Which is absolutely fine as it was designed that way.

jadrax

Yeah, I am pretty sure that the fact I was around 12 was I big part of its draw.

Age of Fable

Is Warhammer Quest a more complicated version of the same basic format?
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JCrichton

Quote from: Age of Fable;323629Is Warhammer Quest a more complicated version of the same basic format?
Sorta.  Tons more choices and strategy.  And the board makes itself so no GM is needed.  You can also have an ongoing game with the adventure guide.

Doom

Quote from: Gabriel2;269492You might be more interested in Descent: Journeys in the Dark.  It's structured to be competitive.

Descent does have serious problems with it's endgame, though.  All of my plays have either been crushing defeat for the heroes, or a long multi-hour drawn out affair as the heroes are assured of victory, but just can't quite enforce it.

Not that Descent is without flaws, but if the game is drawn out, the heroes lose, since they only go through the deck twice (can't recall how many turns that is...or is it just once? Sorry, been a while).

All games are multi-hour, though, since the players can only lose after they've been killed a few times, and that doesn't happen quick.
(taken during hurricane winds)

A nice education blog.

Doom

Quote from: Age of Fable;323629Is Warhammer Quest a more complicated version of the same basic format?

Pretty much, but MUCH more complicated. There are rules for characters gaining levels, going to towns, etc. The game sort of gets easier as the characters level (the monsters get tougher, but the traps don't), although eventually the monsters catch up.

I played in a 'campaign' that went up to 7th level, was a blast, but at some point, keeping track of all the fiddly bits will cause everyone's head to explode.
(taken during hurricane winds)

A nice education blog.

Captain Rufus

Basic Warhammer Quest also sets up faster as you don't prebuild the board.

Its a matter of rolling HPs, drawing a mission card, rolling for what kind of mission the card tile produces, shuffling that card into a deck of 6 normal dungeon cards, and shuffling 6 more dungeon cards on top of that and putting the first card on the table with the PCs on it.

Wizard draws 3 spell cards and his power store and you start playing.

Its practically a solo game if you want it too.

JCrichton

Quote from: Doom;340698Not that Descent is without flaws, but if the game is drawn out, the heroes lose, since they only go through the deck twice (can't recall how many turns that is...or is it just once? Sorry, been a while).
The players don't lose when the Overlord goes through the deck, they lose conquest tokens.  That can lead to a loss for the players.  But your point about drawing out the game is valid.  There is little gained by not moving forward as the heroes.  The longer it goes on, the more resources the Overlord accumulates.

Quote from: Doom;340698All games are multi-hour, though, since the players can only lose after they've been killed a few times, and that doesn't happen quick.
Without a doubt.  Put 3-4 hours aside for Descent.

Quote from: Doom;340699Pretty much, but MUCH more complicated. There are rules for characters gaining levels, going to towns, etc. The game sort of gets easier as the characters level (the monsters get tougher, but the traps don't), although eventually the monsters catch up.

I played in a 'campaign' that went up to 7th level, was a blast, but at some point, keeping track of all the fiddly bits will cause everyone's head to explode.
We played that high and it wasn't too bad.  Just write down new stats and equipment on the larger character sheet and yer done.  :)

We even had a bunch of the expansion figures (Witch Hunter, Pit Fighter) playing to higher levels.

JCrichton

Quote from: Captain Rufus;340784Basic Warhammer Quest also sets up faster as you don't prebuild the board.

Its a matter of rolling HPs, drawing a mission card, rolling for what kind of mission the card tile produces, shuffling that card into a deck of 6 normal dungeon cards, and shuffling 6 more dungeon cards on top of that and putting the first card on the table with the PCs on it.

Wizard draws 3 spell cards and his power store and you start playing.

Its practically a solo game if you want it too.
Yeah.  I like games where you can either solo or just play as a group without the need for a GM/Overlord.

pspahn

Quote from: ancientgamer;290566reuseable minis, basic game and dungeon training, stairstepper...

So is there any game out there now that does this?  Am looking for a Heroquest-like game (boardgame with minis and great production value) to play with my 10 and 8 year olds . . .

Pete
Small Niche Games
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