Big board game event where I live next Saturday and I'm going to be hosting Hero Quest. I'll be teaching people how to play and playing as the 'evvvvill' wizard Zargon.
You know I like this idea, good luck! Remember to show us some pic on 23rd!
Disarming traps: Dwarf is the only one right? (unless another hero has lockpicks)
So once he disarms does he automatically get the treasure? Because it would suck and frustrate people if that ended his turn.
Technically, if a player search and disarm a trap, even in a chest, then he cannot take the treasure until the next turn (p.21). So in the first turn, the character will 'move' and 'search on the chest' and in the second one he will 'disarm the trap' and 'take the treasure'.
It says all the Chaos spells are not used in all the quests. I am not clear on what chaos spells can be used on Quest 1.
In quest 1 (The Trial) there's no Chaos Spell Zargon can use! Zargon must use the chaos spells only if specified in the quest (like in quest 6, The Legacy of The Orc Warlord, Grak knows only three spells, Fear, Sleep and Tempest).
The monsters; Now it says as Zargon I can move all the monsters on my turn. Now to be easier I've generally only moved monsters that were in close proximity to the heroes. Otherwise it seems I would need to print out the map sheet at the back of the adventure book and constantly erase monsters to update their movement. How do you guys play as Zargon?
When an hero open a door, Zargon must immediately place every object and monster (like shown in the Quest Book) in the new room or corridor just discovered. From this moment on, Zargon is free to move and attack, so every 'active' monster is already on the table, there's nothing to update on paper.
+ Other planes lie beyond the reach Of normal sense and common roads But they are no less real Than what we see or touch or feel. +