The Advanced Game Mode has been created for HeroQuest Revised Edition, whole cloth. It includes several modules to add depth to the game and additional options to expand the reach of the game.
ADVANCED POTIONS
The advanced version of the potions give tactical nuance to taking various forms of healing potion. Taking the time to use them s not advantageous, but quick use is possible if less effective.
ADVANCED ARMOURY
A wider variety of equipment is available, utilising a wide selection of the coloured dice. These provide more options for each Hero and a wider differentiation between what items a Hero can use.
SPELL SYSTEM
The new Spell System changes the way that Spells are cast. Very powerful Spells are simply cast like before, but weaker spells have options, and may be cast several times, at a cost. This makes Wizards effective throughout the game and makes Mind Points a vital resource.
NEW & REVISED SPELLS
The normal Spell Groups are revised for the new Spell System. In addition, we add a set of Dwarf-only spells, a set of low-level Wizard spells that are east yo re-cast, and 21 'Arcane' Spell Groups of advanced spells that are harder to cast and only available to Champion Wizards.
THE ENCHANTER'S EMPORIUM
These cars act in parallel to the armoury cards, and tie into the new magic system. While the Armoury provides weapons and armour, these cards provide all manner of magical apparatus. The Barbarian can use only a little of this, the Wizard almost all of it, and the Dwarf and Elf somewhere in between. This adds advancement options and gives the Wizard something to do with their money.
EVENTS
Event Cards are a resource for the evil Wizard Player, to balance out the extra power of the new Spell System. The longer the Heroes tarry, the more forces their opponents can bring to bear, and the more misfortune can fall upon them.
REVISED HEROES
The new Hero Cards provide more differences between the Heroes, and tie into the new Skill System. They also allow Heroes to have better abilities when they become Champions.
FATE
A resource earned by completing adventures, Fate can be spent in various ways, but chiefly to gain more Skills in the Skill system.
SKILLS
These give Heroes ways to advance that are not just more equipment. By spending Fate, they can select from a suite of Skill Cards, with each Hero having a different selection for better diversification. Not only that, a dead Hero loses all their skills, and so now death has a very tangible cost that cannot be easily mitigated.
DUNGEON CARDS
These cards are bought by the Evil Sorcerer Player at the start of a Quest, to improve the Monsters the Heroes face. The more Skills they have, the more points they will have to spend on Dungeon cards.
NEW RULES
Other rules include upkeep for ranged weapons to reduce their power just a little bit, running - which in a dank dungeon is more dangerous than it sounds, extra options for searching for treasure, and the ability for Heroes to coordinate their actions by choosing their turn order.
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