![]() If the GM has no cards, the heroes have already achieved their objective of making the area safe - the GM cannot place traps later on.īut to do so, they must use their actions to search for traps instead of doing other stuff. Of course you start by discarding those with a value of zero, which are useless. Most turns, also in the original maps, are without traps. Put your poker face up :-) Jokes aside, having a hand of cards with no value means that there will be no traps where the heroes explore in that turn, but they don't know it.Īlso, if you have the numbers but decide not to play the trap (or you cannot because the heroes are moving in a "safe" territory where they already moved and searched previously), again you just have a turn without traps. The cards with not enough value are useless, and you may have a hand of useless cards. It appears to be from the random treasure cards the GM pulls at the beginning of each turn? When they search for traps, and the GM chooses to not place a trap do they have to discard a card with a greater than 0 gold value? Or is it just “any card in their hand” what happens if there is no card in their hand?Ĭan you place a “wandering monster trap”? (Added in the later expansions.) or is that basically what you’re using for the Wandering Monster rules? Not “if a hero has visually looked into a room, but not searched you can’t place a trap”. Should the “or corridor previously unexplored” be “or corridor that has not been searched”? IE if a room has been searched for traps you can’t place a trap in the room. You can have the trap trigger only on previously unoccupied squares, so heroes entering a room or corridor already explored are usually safe. When playing a trap, you can trigger it on any hero of your choosing that entered a room or corridor previously unexplored, or that opened a chest. Wandering Monster cards also have a value of 0, you can use them only for wandering monsters. ![]() Treasure cards have value as indicated, and all potions and trap cards and undefined (1d6*10) cards have a value of 0. Play a trap (4.4) To play a trap, you have to play enough cards to pay its price, as follows. If the GM doesn’t want to place a trap in the round they have gold to do so, they have to hope for a good hand next round as they loose any cards in their hand? If there isn’t enough value in the hand dealt the cards are useless. So, the cards are pulled from the deck to a 3 card hand by the GM. Every GM’s turn, discard the unused cards by placing them back in the treasure deck, and draw 3 new cards. When a card is used, remember to put it back in the treasure deck. You can use the cards at any moment, during the heroes’ turns. You can use these cards (and then put them back in the treasure deck) to add a trap or a wandering monster on the map, as described in the next sections. Itnappears to be from the random treasure cards the GM pulls at the beginning of each turn?ĭraw treasure cards (4.2) Also, at the beginning of your turn as the GM, draw 3 random treasure cards and keep them behind your screen. I feel like I’m missing where the GM is gaining coins to spend to use their traps? (Feedback totally welcome! I tested it a few times but without playing, but I wanted to put a draft out for christmas when maybe you all have more time to play and give it a try!) ![]() Of course it would run better as a program on your phone or on a website, but this is if you want to play totally off the grid - just print it up, and play forever! There are also some simple rules for a few special rooms, to spice up things a little bit. It has some variety: so it can generate a dungeon only of green monsters, or just undead, or a standard mix, it can give life to multiple-levels dungeons, and has guidelines for basically everything, including hidden traps, secret doors, wandering monsters. It also provides you with a mission or theme for your dungeon, so that heroes know why they're going in there (except for killing monsters and taking treasures) and who or what they're looking for. It uses only the original board and the original materials (no additional monsters, no special furnitures, just normal dice, etc.). What is it? It's a series of instructions and tables to generate a random map in HeroQuest. So that perhaps you might give it a try and send me some feedback, if you happen to play HeroQuest in these days of festivities. ![]() I wanted to try my hand at something, and here is my current draft, just before the holydays. ![]()
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