A great blast from the past. I had this when I was about 13 and I really didn't appreciate what I had at the time. If only THIS Heroquest would get a re-release.
I used to play this ‘back in the day’ and you have reminded me of why these games are so great! From the gorgeous artwork through the rulebook, creating unique characters, to ‘scribbling’ down notes on bits of paper, to having a book full of tables to randomly roll on… brings it all back! Even getting an old second hand copy will feel like you have got an old ancient treasure from a dungeon! Have recently got hold of 1989 Spacehulk along with its expansions and am slowly reminding myself of the rules and painting up the figures (as well as hunting for rogue trader terminator miniatures I am missing. Then making it a project to paint it all up beautifully (ot at least better than I could when I was a kid!). This is definitely a candidate for my next project! Keep the great vids going!
I’m also hunting for a copy of 1st edition Space Hulk. I always remember its simplicity being a big appeal when I was young, because I struggled with more complex rules as a kid, even Advanced HeroQuest. Now as an adult the appeal is in it’s easy to use Solo rules and how quick and streamlined it is to play. I’ve managed to get a copy of Deathwing, but still trying to hunt down the base game. I want that campaigns book too if I can find it. Not sure about the Genestealer expansion though, the extra psychic rules look like they may add too much complexity?
@@jonathan2950 the original game (and expansions) I find much better than the later editions. I have 4th edition but plan to sell it on. The 1989 version plus Deathwing has so many extra little extra rules that give theme to the game (I.E. flamer can self destruct, disposal chutes, large rooms, grenades) and I find it more challenging, such as jams not clearing until you spend an AP. The later versions were too streamlined,
Good video, My fave RPG ever!.. Over the years ive developed advanced rules using the originals and the ones from terror in the dark.. such as making things more streamlined like only having a max of two passages on the passage chart and the rooms charts and removing stairs out.
Thanks for watching. When of the interesting things about the system is how easy it is to change or completely replace the tables. It's a system that's very open to adjustments.
Oh shiiii... This is the video I have been waiting for, according to the title. I am 40 and sitting on a stack of modern dungeon crawls that I dont have enough time to fully explore but somewhere deep inside of me I am feeling the call.. "It is time. It is time to go allll the way back to the beginning." But the rules book for AHQ is MASSIVE and there are multiple versions which combine rules. I tried to read the original book once but didnt make it passed 1/3 roughly. Having a guide should be fantastic. I haven't watched this yet, and this is my excitement level. I want to come back and watch when I can give my full attention, and I'm sure you will hear from me again friend. =)
The Ahq rules look quite intimidating, and they are written in a quite verbose and dense way. If you can drill into it though, the core rules aren’t that expansive and most of the content comprises tables, fluff text, and stuff you don’t need to read until it’s happened.
@@AlwaysBoardNeverBoring I believe you. Looking forward to digging in. Somewhat unrelated, I have considered using paper-craft enemies in order to generate the Oldhammer minis for this LONG term project.
I don't know why, but I never really got the hang of Advanced Heroquest - it just didn't seem as good as many others obviously find it. Heroquest and Warhammer Quest 1995 were already favourites when I tried it, but it seemed to be a lot of trudging about in empty corridors and rooms, and occasionally something happened. I understand that it is a game system, but it didn't grab me at all - maybe because I have only played it solo. This video (which was excellent) makes me think I ought to give it another go - perhaps I just didn't appreciate the depth of it, and the possibilities. Just having the basic Skaven in the box was a cheeky move, especially compared to HQ and WHQ, they could have at least put some of the other required Skaven models in there. The doors that open were a great idea, but weren't sturdy enough, unfortunately. Two of mine (out of about six, I think?) are broken.
I didn't appreciate Advanced Heroquest back in the day. Coming from HeroQuest and Space Crusade, Advanced felt very weird and limited (of course, I realise now that wasn't the case). And yeah, those doors are crazy fragile. I have two unbroken sets, but I'm scared to breathe on them too hard!
Oh the memories, hundreds of hours spent playing this game. I wish, I wish I had never gotten rid of it. I think that it is by far my favorite Dungeon Crawl game that I and my fellow gamers have ever played. I loved being the dungeon master in it. Thank you for bringing back those great memories.
I think this one gives the gamesmaster a bit more to do than in a lot of other dungeon crawlers, yet the system is still pretty easy to automate for solo play. It's quite odd how they managed to balance that!
Wow, after watching this vid I really wonder if we gave it a fair shake back in the day! I think the problem may have been is that it was neither the "quick and easy" Heroquest, nor the more involved Basic D&D which we were getting into at the time. But I will definitely have to dig out my copy and give it a re-read! 👍
I did a separate video on Advanced Heroquest charting my entire experience with it and how it went from a game I didn't understand as a kid to one of my favourite games of all time.
Yeah. I should do a video one day sharing my ups and downs with this game to the point where it has become my fourth favourite game of all time. Although technically my opinion hasn’t really changed, more the way I feel about that opinion has changed.
@@AlwaysBoardNeverBoring Please do! My favourite videos from you are definitely the HQ and AHQ ones. Anyway, my opinion is that AHQ is a flawed masterpiece.
Very accurate portrayal of the game. I've recently pimped my copy up using material from the new edition of Heroquest since they kept the exact same scale as the original. My only gripe is they never included miniatures for the NPCs or the statue. The portcullis tokens actually came from a Heroquest magazine extension, but thanks to the new HQ box set, we now have plastic (and sturdier) versions of all types of doors (normal, steel, portcullis) to play with.
I never got this "back in the day". I'd love to see a remake of this. I'm not sure who has the rights to it (GW?) But whoever does, there is countless money to be made surely. Each expansion could provide new minis and campaign rules. Initial box skaven, then orcs and gobbos, undead, chaos, etc etc... Also I don't think I've ever heard the term orthogonal before in my life. And it's been used a good few times in this video! You learn something new everyday!
Thanks for the handy video. The game is much better as an adult than as a child in the 90s. Just bought it again with T in the dark. The only thing I can't seem to find are more monster stat cards, barring French versions, if you have come across any in your scrolling and can share.
There are lots of extra enemies in the additional White Dwarf content they produced. You can grab that stuff from different places online if you do a search for "Advanced Heroquest White Dwarf content."
I think my least favorite dungeon generated by this game was such; The first randomly generated corridor led to a dead end, and the other corridor led to stairs out. I checked each wall for secret doors, and none. I still feel 5-15 (on 2d12) resulting in Nothing, when it comes to corridors, is just too high. I've experimented with balancing out the random tables, so everything has an equal chance to come up, which seems to help.
@@AlwaysBoardNeverBoring Thankfully, if you get a bad dungeon, you can always start over from scratch. Or as the GM simply plant a Secret Door to keep things going.
Exactly that. Only when playing solo is it something that should happen. If you have a GM, at the point the heroes have searched all but one wall, it really is the responsibility of the GM to ensure they find a way forwards.
I just read the AHQ rulebook yesterday wondering if I could streamline it down into something easy to learn and play. I came up with a lot of great ideas, and I wonder if this game is a better base to expand and improve upon over Warhammer Quest for DIY dungeon crawl gamers.
It's easier to work with, as it's all based on dice rolling and tables. You don't need decks of rooms cards or treasures, and you don't need to come up with special skills for lots of different character classes. Come up with a new monster matrix and some thematic traps or whatever, and you have a completely different type of dungeon to explore.
Really nice guide and intrigued me since I was aware of AHQ but never came close to it. It reminds me a lot of AD&D 2nd ed. but with more approaching system, since AD&D is pen & paper with rules everywhere 🤔😄😜 . I believe you can turn normal HQ into this but without the modular map, or if you have tiles from another game i.e descent 1st you can simulate AHQ, of course my point of view and really going to give it a try. Thanks for that, looking for moar AHQ presentation and guides.
Advanced Heroquest does include instructions for converting all of HeroQuest core game missions to the advanced rules set, which is pretty neat. It also includes rules for the heroes, monsters, furniture, and even the fixed board.
bought it in 1990, one of the best gw ever ! Rules are fantastic and it s a game really under rated ! it would have been better with more different figures and room furnitures
The good thing is, it included all the rules for using the miniatures and furniture from HeroQuest, so owning that box meant you already had tons of expansion content.
Makes me want to drag out my copy. Such a wonderful classic. Honestly, the system is nearly robust enough to be an RPG in its own right. Sadly, the dependence on certain stats (Strength and Toughness) over others makes the system a little too board-gamey for true RPGing, but still a fantastic system. Thank you for dusting off this golden oldie.
Nice video. I'm currently BUILDING the game and am planning to play. I noticed that some stuff could be built up more. You mentioned magic lore, that's an obvious one. But also solo play... Another little thing I noticed was that the hazards table is strange, in that some things have almost NO chance of spawning (less than 1% chance), while other hazards have over 20% chance to spawn. I feel like the numbers on that table could be tweaked to give more variety of hazards, from game to game. The biggest thing with solo quests is the lack of counters for the dungeon master... I think how that needs to work is some sort of a system, that, when the dungeon master would usually collect a counter to play later, instead, the system would put a generic counter aside and the more counters there are, the more chance there is of something bad happening (a sort of pressure build up, that would eventually burst). This would mean that there'd need to be rolls for traps/wandering monsters etc taken, almost all the time. Such things wouldn't spawn often, but the more counters there are, the higher the chance that they'd spawn. And when they DO spawn, a counter is removed, so some of the pressure is relieved.
Magic was fleshed out quite a bit in the expansion content. I think in the end there were four different colleges of magic represented - Light, Bright, Jade, and Amethyst, plus the rules for using a wizards apprentice. The good thing about Advanced Heroquest is how easy it is to change things, like adjusting tables or even rewriting them. Different adventures had different hazards, and it could all be done with pen and paper without having to print out cards or anything. I do have an upcoming video talking about minor tweaks to the rules.
@@AlwaysBoardNeverBoring I've literally re-written the hazards table tonight, haha. But yes, that's it's beauty, for sure. The communities have already made ALL of the lores of magic, of course. I even came across a website that had almost every warhammer baddie converted to AHQ rules, but it was in french... still, a little google translate fixed it right up. All the rules were put into Army book styled format. Very cool stuff indeed.
@@AlwaysBoardNeverBoring I want to adapt it to some of my other quest games, it just makes really cool sense to me. I finally watched this series, and I really enjoyed it, thank you!
Do you prefer this to Warhammer Quest 95? Advanced Heroquest was my most played game as a kid, but I stopped playing games after I got Warhammer Quest. Now I am getting back into GW games, Warhammer Quest is what I am planning to play with the kids soon! Which do you prefer and why?
Advanced Heroquest is my fourth favourite game of all time. The only dungeoncrawler that beats it is DungeonQuest. Those games hold up, I don't think Quest 95 does. I loved Quest growing up - it was very important to me - but when I tried to play it as an adult, it had lost a lot of the magic. I'm not as keen on the aesthetic, the random dungeons weren't interesting, the combat was very static, games could devolve into an endless slog of ambushes or end instantly with a random minotaur attack or cave in, it's not as easy to expand, I couldn't get any of my friends interested in it (they hadn't grown up with it and thought it was awful), and now that I play D&D, Quest's roleplaying book has lost a lot of its appeal. I will always hold Quest 95 in high regard as something that was a big deal in my childhood, and something that was a big deal in the dungeoncrawling genre, but it's not something I really care to play now.
@@AlwaysBoardNeverBoring So, in other words, your interest hinged on your friend's input. That's not an intrinsic quality. That's just a reflection of your friend's values & probably trendiness.
@@NinjaRunningWild No, you've just focused on one comment I made that people I introduced it to didn't like it. You've also made a massive assumption about my friends and the games they like to play. But I said, the game had lost much of its appeal to me anyway for a number of different reasons. Quest 95 will always be important to me, and I do love it for that - it has a solid place in the history of dungeoncrawling and there's a reason so many people rank it as the top of the genre - but I stopped enjoying playing it to the point where I gave away my own copy years ago.
I always find the biggest problem with AHQ, as good as you can advance the your characters, even the most basic bosses utterly dominate them, especially if, as they usually do, they come with backup. The typical game goes - assuming 2 good guy players and one GM, you explore the dungeon for a bit, kill a few monsters, try not to die, get some treasure, when you are about to die bug out and go home. Then, go back in, explore more, kill more, go home and buy more gear. Keep repeating. Eventually, you end up fighting the boss. DM - I cast Choke at the fighter. DM puts a couple of monsters in front of the boss to protect him. If you have never played AHQ and dont know what Choke is, it is, well, ridiculous. Basically its 100% chance of success, you then have 3 turns to kill the caster or the the target DIES with 100% chance. Thats it - straight death. Armour, stats, hit points, utterly useless. You just die. But its not *too* bad, your team mate can drag you out and resurrect you, cant he? DM - I cast Choke on the wizard. Wizard dies too. We even tried once with each player having FOUR heroes (using both the HQ and AHQ heroes) and lots of starting gold, because it was FAR too biased in favour of the monsters. And the result was the same - choke choke choke heroes try to kill the choking boss but cant as they have 7 or more WS and tons of wounds, choke choke choke, heroes try and run away, choke choke thats all 8 dead.
Which enemies are you fighting that can cast choke more than once? In the base game, the only thing I can think of is a greater daemon, and that only gets to cast it twice. And frankly, a greater daemon should be a tough fight and hopefully the heroes have some decent kit and have levelled up by then. As a DM I would also absolutely allow a hero to use a fate point to shrug off the affects of the choke spell at the point it's cast.
@@AlwaysBoardNeverBoring ill have to dig out the old rulebook, havnt played this for over 25 years, but IIRC there were some quite mundane bosses that had Choke in their grimoire. As for fate points, I dont ever recall a game where anyone had anything resembling a fate point left by the time they reached a boss creature, they were pretty much always used to cheat death really early in the adventure when monsters were pretty much equal to them in power, and were very expensive to get back.....
There are several enemies that have the choke spell, but they can only cast it once so I'm not sure how you were getting situations where 8 heroes were dying to choke. Even the greater daemon can only cast it twice.
@@AlwaysBoardNeverBoring LOL never realised the x1 on the casters and the x2 on the greater daemon meant they could only cast it once/twice altogether, we always used to say the regular casters could choke 1 hero per turn, the greater daemon could choke 2 per turn.... Either way though, the 8 hero was a delibrate setup, the heroes would actually have a chance if the caster could only kill 1 hero with choke, but in the real playthroughs with only 2 heroes he only needed to choke one anyway and the party was finished.......
I hope you are enjoying Blackstone Fortress. No Respite and the card packs are quite hard to find. While No Respite is excellent I don't really rate the card packs so I don't personally think you are missing out too much there.
I just see this review and just think to myself .. just play Warhammer Quest. You can tell they learnt from AHQ and streamlined the game but had all the main elements included like randomised missions, events between settlements and events in settlements.
They play very differently, really, and for me Warhammer Quest isn't a patch on Advanced Heroquest. However, I suspect more people would lean towards Warhammer Quest if they had to pick one.
Just bought this game in good and complete condition for 40 Euros in a little second hand shop. They guy in the Shop just wanted to get rid of it. Today I am a happy man 😊
@@AlwaysBoardNeverBoring it is... and when you look at the reinventions like DUN or League of dungeneers... well you exactly see where the input comes from :)
Im still checking EBAY for this Holy Grail! The credit card may come out very soon I think. Ive never played D&D but this seems to have a bit of that in it too. Plus the Skaven colection challenge is a hoby in itself!! ❤❤❤❤❤❤❤❤❤❤❤
@@AlwaysBoardNeverBoring o used to have most those skaven way back when. Only have one giant rat oger left now. I thought i was too cool for warhammer in my mid teens and sold it all for peanuts....
I am just about to purchase myself an unpunched immaculate coppy from ebay.... I can't really afordcit but tossed a coin and 3/3 told me to buy it on my Barclaycard lol. It's £200 but looks immaculate so not a terrible deal I don't think. I've got noone to even play it with so hope the solo rules will provide me some entertainment until I can find some players. The Terror in the Dark pack goes for crazy money - £400 or so which is not happening. Is the stand alone box good enough to get going with? From what ive watched and read it will but would love your advice. If im not happy with it I won't grumble to you I promise lol
The solo rules are quite bare bones, and they do rely on you making the best moves for the monsters. It's not like the D&D adventure games where every action is automated, it's more a case of rolling to see if a monster will attack, and then making the best decision on who it should attack. Terror in the Dark is stupidly expensive. I would love a copy because I like having original components. However, everything in the box is paper and care, and with a little searching you can find it all online to download for free. You will also find a bunch of White Dwarf articles with new missions and enemies. Even without all that, Advanced Heroquest is plenty of game out of the box; but really it's a project!
I mainly remember how in Advanced Heroquest you could spend you could spend two hours fighting through a dungeon, then on the road back to town you roll a bad roll and instantly lose all your money. The random events seemed to have a ton more impact on the game than the actual playing of it on the tactical map.
I think you may be remembering the game quite harshly in that regard. The bit between adventures does have an impact for sure, but not to the degree the actual expeditions have. You always make it back home and pay for lodgings, food, and henchmen, have the chance to store money with a moneylender, and divide gold between heroes before rolling for a random event in the city, so you shouldn't get hosed too badly by any bad events. There are only a few events that are a real pain; the rest are just minor setbacks. The real horrors all happen down in the dungeon in my experience.
@@AlwaysBoardNeverBoring I remember it because it caused my group to stop the game. There were events to the dungeon, and returning, and in the city. But one dungeon run we gained a good amount of gold, but then lost it all from one event. Which had everyone thinking, 'well that was a waste!' and we went back to Space Hulk. But this was ages and ages ago.
I read the rules of EAHQ. My current plan is to create my own quest, but for this i also wanna play with the reforged AHQ ruleset to see, which my favourite version of the rules is. I have some troubles with some parts of the rules. Like the hero creation and the random stats- some heroes have almost maxed out stats and are super powerful while others are super weak and can hardly kill a normal skaven warrior. Also the magic system seems kinda strange to me. Since i played with the EAHQ ruleset, i didnt need to use materials for my spells and this kinda made healing trivial. While using the standard magic rules is the direct opposite of making it too hard to heal. So i am currently looking for a more balanced version.
I like all those elements in Advanced Heroquest. I like that magic is expensive, and you can't carelessly throw your spells around, and I even like how random hero creation means some heroes just aren't as good. It makes it feel more real somehow; but for people who really don't like it there are ways around it to ensure every hero can face the dungeons.
12:54: I wonder if this is a correct interpretation of the rules. As far as I understand it, if you roll a one you just dont get any extra spaces, however you can still move your normal speed. So you don't miss your turn. I admit though that the Rules as written seem a bit pointless because whether you can move one extra space or none does not make huge of an impact I guess. So i somewhat prefer your variant.
Sorry, I wasn't very clear here. When you run, you move your normal move distance. Then, you spend your action to roll the dice to see if you move extra spaces. If you fail the roll, you don't move any extra spaces and your turn is over. So, when I said miss their turn, I should have said lose their action.
One general questions regarding the rules: how do you handle sentries getting out of Line of sight? When you kill all the monsters in an encounter but the Sentry escapes and runs around in the dungeon, do you play combat turns or exploration turns (since there are no monsters in sight?). What happens with monsters the Sentry finds on his way? I expect they move towards the heroes even though they dont see them?
The rules aren't that clear on what a rogue sentry should do, but I would say that once all the enemies are dead and the sentry is out of sight, you remove the sentry from play as per the rules for escaping from combat. The penalty for letting the sentry escape is that the heroes don't get to loot the dead skaven and the sentry will repopulate that lair or quest room if the heroes return to the same dungeon at a later time. Enemies the sentries find are under the control of the GM and operate based on what the GM would like to do. The main purpose of the sentry would be to bring in more troops, so it makes sense for the skaven to head to the heroes as the sentry squeals at them to do something about the intruders.
@@AlwaysBoardNeverBoring I agree with you that the rules suggest you remove the sentry from the game. So the Sentry has time to bring new monsters to the battle as long as it lasts but once it is over he is removed (but would reappear when the heroes reenter the room or passage). I am not sure about the looting part: when the Sentry escapes and the Heroes stay where they are and kill the remaining monsters it doesnt make much sense that they should not be able to loot them. In the end it is the Skaven that escaped and not the Heroes and the bodies of the other Skaven are still present?
It's something you can rule to taste. The rules specifically say the heroes can loot if they kill "all" the enemies, but again, it's fuzzy because the rules don't really cover sentries wandering off too far. I rule the heroes can't loot the bodies because it's a penalty for messing up and it simulates the heroes realising they can't hang around searching bodies for a few coins when they know a sentry has escaped and plans to raise the alarm - they need to move before they get caught.
It's a great game that I haven't played for about 10 years. The one thing you only just mentioned is that the round bases are too big for the squares on the board so it can be challenging to have models next to each other. Probably the ost irritating thing about the core game
Yeah, I did mention the board squares at the end. Fortunately, it's not an issue if you use square bases. I am considering switching to square bases when I paint everything, even though a part of my brain will lament that the result won't match the original authentic experience of playing the game out of the box. (Who am I kidding? Everything will go on round bases, I'm sure.)
@@AlwaysBoardNeverBoring Far better to put it all on square bases because then you can get double use out of expensive minis in WFB 3rd scenarios if you ever get into them. It's a strange anomaly that GW included round bases in AHQ.
It definitely makes sense to put them on squares. I wonder if they went with round because most of the miniatures have a wide stance. I know the ratmen would overhang a square base, and their tabs would need to be snipped off or trimmed even on a diagonal.
@@AlwaysBoardNeverBoring The later WHQ 90s ratmen overhang their bases too. I can't remember but do the AHQ rules make use of different base colors to indicate leaders? I think they only ever did the alternate colors in the rounds.
@@johnmiddleton4291 They do. That might be it. Good thinking. The rat man tabs are too long for the square slottas so it would require some snipping to change them over so I assumed they were designed with the round bases in mind from the start.
I’m really excited to find advanced hero, quest. I feel like it’s got a lot of elements that I would want in a dungeon crawler. Also, a lot of elements that I can bring in to the board game I’m creating. I’m really excited to read up on how they randomly generate enemies. I’d like to borrow that system. At the moment, me and my boys use preplaced tokens, on the board which we don’t know what they are until they are revealed. But I’m wondering whether there is a better way of randomly generating enemies. Is there any place I can find a full set of rules online that I can then print off?
Alright, two questions. Second question, have you ever thought of creating your own board game? I’m relatively new to the hobby, but it hasn’t taken me that long to create my own board game, obviously heavily borrowing from hero, quest, and its rules. But I’ve drawn out a board, three boards in fact on A3 card, then glued it to A3 ply board. It’s taken some time to draw out the cards. And I’m not entirely sure I’m gonna draw out a card for every ability, item and weapon that I’ve now added to the game. But it’s not taking too long. Obviously I’ve just got a bunch of mini’s (mostly GW) to act as proxies for every enemy or hero in the game. I’ve done all the stats … You are clearly far more experienced hobbyist than myself. Therefore, it begs the question. Why not create your own board game that includes all of the features that you like? I think that’s what I really enjoyed about the whole process is the board games, are so easy to tweak, mod or just downright make your own. I’m just trying to streamline my own board game. Trying to get the processes down to be quicker smoother. My only critique of my own board game, so far is the long set up it requires. I’m currently using a modular dungeon that I bought from Amazon, in order to make the walls of the rooms etc. When my boys ask “ can we play the board game Dad” - my immediate response is “sure”. But with some heaviness, I’m mindful of the reality of how much time it takes to set up, and that we might not have time to play. That’s something that I’m personally looking to address. This is why I’m trying to look into other games rules, and try to borrow where I can, and streamline where I can take in cues from how other board games have simplified things.
I've done rules writing and playtesting for companies in the past, but never designed my own game. Designing a good game is something that takes months or even years of work to design, streamline, iteratively test and refine. You can't just knock up Gloomhaven overnight. As I have some insight to the process and have spoken with various designers I know it's not an easy thing to do, and I simply wouldn't have the time to do it, run this channel, and still have time to enjoy the hobby. Besides, it's not something I really have any interest in doing, at least not at the moment. Sounds like you are having a lot of fun, and it's great to hear the kids are involved. Keep at it, and maybe one day I will get to feature your game on the channel!
@@AlwaysBoardNeverBoring Lol.. it’s purely for personal use! Really I just adapted Heroquest and Space Crusadd for my own preferences. That’s what I was getting at. You can just mod, tweak boards games to your liking.. You are never stuck with the rules if you don’t like them right?
@@AlwaysBoardNeverBoring Yes Heroquest has to be pinnacle for family accessibility for a dungeon crawler I really like Adv Heroquest more hardcore vibe tho, limited ammo, etc. pulling arrows from dead bodies. Monster pursuit and avoiding LoS, and the inbetween mission stuff is sounds really immersive Definitely adding this stuff to our game - I love it…
I know you done a video in the past,but if you have managed can we get an update on the minis you have sauced please. Thanks as always for the content 🤜
As the project continues (very slowly) I will do updates on new stuff I've got. It's been a slow year for Advanced Heroquest as my focus was drawn elsewhere, but I want to get back into it more.
I recently did a series of videos charting my top 50 games. HeroQuest finished at number five, and Advanced Heroquest finished at number four. It's mainly all the tables and randomness that will feel old hat to a modern gaming audience, but that's where most of the game's charm is, and I wouldn't want to remove or change that.
Thank you for this, and perfect timing, my copy arrived yesterday! Do you think Terror in the Dark is worth buying? I have the PDF of the rules and it looks like you gain more dungeon tiles and rooms, which is always nice, but not sure it’s worth the £ the expansion goes for if most of the content is the book. Have you played this Solo, how do you find it? And did you make those monster cards yourself by copying/printing them from the rule book? Looks a much better way to use them than having to go leading through the rule book every time. (Sorry for all the questions, I never played this as a kid but it looks like something I could enjoy now as an adult with tweaks to make it play as streamlined as possible).
Terror in the Dark is on my grail list, but I just can't justify the cost right now for a book (that I already have in PDF) and some tiles and tokens (some of which I already have from various other sources). Advanced Heroquest has very simple solo rules. I do use them. It's a better game with friends, though. And yes, a printer is pretty much essential for an Advanced Heroquest player. All the cards are printed out, cut up and sleeved. Hero sheets and GM sheets are printed out and laminated.
@@AlwaysBoardNeverBoring I would like a copy of the expansion, but I feel like most of the cost comes from the box! You can probably get most of the contents loose for a fraction of the price. I’m looking forward to watching you do a solo playthrough of this game in the future. That will really show me how it can work and how fun it can be. I find it difficult understanding how a game is meant to flow from just reading the rules. And your solo playthroughs of Dungeonquest and HeroQuest on the channel are so fun to watch I’d want to watch it even if I didn’t own the game myself!
To be clear, Terror in the Dark is on my list just because I really enjoy having original components. It's why I insist on only adding Oldhammer miniatures to my copy of Advanced Heroquest. I already have scans of all the Terror in the Dark material somewhere, and could make a full copy to play with for the cost of some colour ink for my printer. I have a solo HeroQuest playthrough to get up on the channel before Advanced Heroquest playthroughs, but they will come!
To an extent. There are rules in Advanced Heroquest for all of the HeroQuest heroes, monsters, and furniture, plus rules for using the HeroQuest board as a maze. Furthermore, there is a small section of the rules explaining how you can play the core missions from HeroQuest using the Advanced Heroquest game system, but it's not particularly in-depth.
One of GWs all time greats. The only dungeon crawler they did better was 89 Space Hulk with expansions to create squads. I do have a soft spot for Warhammer Quest but that's mostly due to owning so many more of the minis from the 90s as opposed to the 80s. That said I had gobs of the old Skaven and beastmen.
While for me Advanced Heroquest would still rank above original Hulk, that version of Hulk is on my grail list. It's one of those things that I haven't made the concerted effort to hunt down and buy just yet because I know it's quite an investment, but it's always floating in the list (owning Advanced Space Crusade is a bit of an incentive too due to the cross-compatibility). I think a complete set of Hulk with expansions would easily be in my top 10. I am jealous of anyone with tons of the original ratmen. There are a few beastmen I need to pick up too for the set. Naturally, the ones I need aren't easy to find!
@@AlwaysBoardNeverBoring You used to be able to buy sacks of them on ebay with bad paintjobs when everyone was dumping them for plastics. Bet they regret that! I have several hundred of them that are mostly still in sacks with bad paint jobs. It's disgusting what "collectors" try to charge for old GW now. I see someone is trying to flog a copy of Terror in the Dark for $1500. What the actual fuck.
It's crazy. For a book and a few tokens you can download for free and print out. I do aim to one day own a real copy of Terror in the Dark because I'm a sucker for having genuine components, but not at that sort of price! Oh, and if you ever sort your bag of metal skaven and find out you have spares of the ones illustrated in the Advanced Heroquest rules, we need to talk!
@@AlwaysBoardNeverBoring Uhhhh, I'd actually have to find which ever tote all that stuff is in first. I think I told you I stored away all the random crap that had gathered around my paint table on a shelf and side table and it filled 6 banker boxes. Those are at least all labeled now. I have a 12 x 12 x 8 inch deep box that is nothing but plastic and mdf bases. I consolidated all them down because I couldn't ever find the base I needed and now have loads of weird crap. It's actually kind of sad. Who normally has that many bases?
A 12-sided dice. "D" in association with numbers is a common notation you will see in many games. Like D20, would be a 20-sided dice, D6 would be a six-sided dice, and 2D6 would be two six-sided dice.
@@AlwaysBoardNeverBoring Ahhh right… I had no idea !! Right.. that’s explains a lot. I never considered dice with 12 sides. I get the idea that if you get familiar with Advanced Heroquest rules - you would be well prepared for Warhammer based games? As I see AoS Warhammer has “wounds” and a few other things I have seen in the Adv Heroquest Rules…. Maybe it was designed to bridge that gap… between the two?
I've got plenty of tyranid forces. Just need to flesh out a few more marine units. That's for the future though. I clearly have too many projects and too little time!
Advanced Heroquest is number 4 on my top 50 list of games. Warhammer Quest is very important to me as a big part of my childhood, but it wouldn't even make that list.
@@AlwaysBoardNeverBoring this is so interesting, and I can’t wait for more videos on AHQ, and mainly it’s because of my surprised reaction that you like AHQ more than Warhammer Quest. Even WHQ when you play the rpg/campaign version?
@@matthewkirkhart2401 Warhammer Quest just didn't stand the test of time. I will always love it for what it was when I was younger, but I gifted away my copy many years ago and don't miss it.
@@AlwaysBoardNeverBoring I don't agree with that at all. Why would a system that's more-or-less a stripped down version of another stand up & the one based on it doesn't? Sounds more like personal bias than logic.
@@NinjaRunningWild I see Advanced Heroquest and Warhammer Quest as very different games, really. They have a very different feel in play, and for me Advanced Heroquest is the one that captures the feel I am looking for. Growing up, I couldn't connect with Advanced Heroquest at all. Even as recently as 10 years ago I would have ranked Warhammer Quest above it, but my opinion has (obviously) significantly changed over time. Advanced Heroquest was the game I always kept thinking back to, and wishing I was playing. But that's my personal opinion. You don't have to agree with why I like a certain game more than another game. It's up to you to decide which games you like the most.
I bought this game when it came out, I never got around to playing it, then I moved out leaving heroquest, space crusade and AHQ in a drawer under my old bed, a while later I must have went and got them but I never took AHQ ?????? Why???? Its a mystery that will haunt me forever😔😔😔
It's amazing how many games get left behind when you're younger. I have spent a good chunk of my adult life purchasing games I got rid of when I was a kid!
I can't see it happening. GW decided to update and rework the Warhammer Quest series instead, although Shadows Over Hammerhal did feel very much like it was drawing on elements of Advanced Heroquest (more than it was drawing on Warhammer Quest, anyway). If they do continue making Quest games - and who know, after the mess they made of Cursed City? - I would expect them to continue with that line.
@@AlwaysBoardNeverBoring I really dislike certain unrealistic aspects of DnD like the tons of health, AC class, and not enough systems to roleplay social rolls. But I love the fantasy setting too
@@KennethWhiteakaruckusbringa Not a chance, unfortunately. Advanced Heroquest belongs to Games Workshop wholly. Hasbro weren’t involved with it. And I doubt GW would ever reprint it as they have the Warhammer Quest line now.
@Always Board Never Boring ahh makes sense is it worth buying the old copy then I have invested a ton of time into building my hero quest 3d modular game board but systems are not compatible it seems
The systems are different, but there are rules in Advanced Heroquest for using the HeroQuest board, furniture, miniatures and missions. I have a three part playthrough for Advanced Heroquest on the channel that might help you decide if you would like to get a copy.
A great blast from the past. I had this when I was about 13 and I really didn't appreciate what I had at the time. If only THIS Heroquest would get a re-release.
I was the same. I didn't get it at the time, but over time it has risen to the top.
Me too. I'd love a rerelease :)
This game is one of my all time favorites! The old school black and white atmosphere is dripping from it. I love it!
The art is incredible. The whole aesthetic is perfect.
Yes!!! Would love to see more Advanced Heroquest content! Thanks!
There will definitely be more.
I used to play this ‘back in the day’ and you have reminded me of why these games are so great! From the gorgeous artwork through the rulebook, creating unique characters, to ‘scribbling’ down notes on bits of paper, to having a book full of tables to randomly roll on… brings it all back! Even getting an old second hand copy will feel like you have got an old ancient treasure from a dungeon!
Have recently got hold of 1989 Spacehulk along with its expansions and am slowly reminding myself of the rules and painting up the figures (as well as hunting for rogue trader terminator miniatures I am missing. Then making it a project to paint it all up beautifully (ot at least better than I could when I was a kid!). This is definitely a candidate for my next project! Keep the great vids going!
Grabbing an old childhood favourite, completing it, restoring it, and painting it, is such a rewarding thing to do. Have fun with Space Hulk!
I’m also hunting for a copy of 1st edition Space Hulk. I always remember its simplicity being a big appeal when I was young, because I struggled with more complex rules as a kid, even Advanced HeroQuest. Now as an adult the appeal is in it’s easy to use Solo rules and how quick and streamlined it is to play.
I’ve managed to get a copy of Deathwing, but still trying to hunt down the base game. I want that campaigns book too if I can find it. Not sure about the Genestealer expansion though, the extra psychic rules look like they may add too much complexity?
@@jonathan2950 the original game (and expansions) I find much better than the later editions. I have 4th edition but plan to sell it on. The 1989 version plus Deathwing has so many extra little extra rules that give theme to the game (I.E. flamer can self destruct, disposal chutes, large rooms, grenades) and I find it more challenging, such as jams not clearing until you spend an AP. The later versions were too streamlined,
Good video, My fave RPG ever!.. Over the years ive developed advanced rules using the originals and the ones from terror in the dark.. such as making things more streamlined like only having a max of two passages on the passage chart and the rooms charts and removing stairs out.
Thanks for watching. When of the interesting things about the system is how easy it is to change or completely replace the tables. It's a system that's very open to adjustments.
Oh shiiii... This is the video I have been waiting for, according to the title. I am 40 and sitting on a stack of modern dungeon crawls that I dont have enough time to fully explore but somewhere deep inside of me I am feeling the call.. "It is time. It is time to go allll the way back to the beginning." But the rules book for AHQ is MASSIVE and there are multiple versions which combine rules. I tried to read the original book once but didnt make it passed 1/3 roughly. Having a guide should be fantastic.
I haven't watched this yet, and this is my excitement level.
I want to come back and watch when I can give my full attention, and I'm sure you will hear from me again friend. =)
The Ahq rules look quite intimidating, and they are written in a quite verbose and dense way. If you can drill into it though, the core rules aren’t that expansive and most of the content comprises tables, fluff text, and stuff you don’t need to read until it’s happened.
@@AlwaysBoardNeverBoring I believe you. Looking forward to digging in. Somewhat unrelated, I have considered using paper-craft enemies in order to generate the Oldhammer minis for this LONG term project.
Paper-craft would work quite nicely with Advanced Heroquest's aesthetic.
I don't know why, but I never really got the hang of Advanced Heroquest - it just didn't seem as good as many others obviously find it. Heroquest and Warhammer Quest 1995 were already favourites when I tried it, but it seemed to be a lot of trudging about in empty corridors and rooms, and occasionally something happened. I understand that it is a game system, but it didn't grab me at all - maybe because I have only played it solo. This video (which was excellent) makes me think I ought to give it another go - perhaps I just didn't appreciate the depth of it, and the possibilities.
Just having the basic Skaven in the box was a cheeky move, especially compared to HQ and WHQ, they could have at least put some of the other required Skaven models in there. The doors that open were a great idea, but weren't sturdy enough, unfortunately. Two of mine (out of about six, I think?) are broken.
I didn't appreciate Advanced Heroquest back in the day. Coming from HeroQuest and Space Crusade, Advanced felt very weird and limited (of course, I realise now that wasn't the case). And yeah, those doors are crazy fragile. I have two unbroken sets, but I'm scared to breathe on them too hard!
Great video as always! Plus made me think on how I want to handle rules in my game.
Thanks. Ahq had some really interesting ideas in its rules.
Yes!!! This is what I was waiting for! Looking forward to future updates as your quest for completing the ultimate AHQ collection grows 😎
It's a very, very long term project to get all the miniatures I want... unless that lottery ticket finally pays out.
Oh the memories, hundreds of hours spent playing this game. I wish, I wish I had never gotten rid of it. I think that it is by far my favorite Dungeon Crawl game that I and my fellow gamers have ever played. I loved being the dungeon master in it. Thank you for bringing back those great memories.
I think this one gives the gamesmaster a bit more to do than in a lot of other dungeon crawlers, yet the system is still pretty easy to automate for solo play. It's quite odd how they managed to balance that!
Wow, after watching this vid I really wonder if we gave it a fair shake back in the day!
I think the problem may have been is that it was neither the "quick and easy" Heroquest, nor the more involved Basic D&D which we were getting into at the time.
But I will definitely have to dig out my copy and give it a re-read! 👍
I did a separate video on Advanced Heroquest charting my entire experience with it and how it went from a game I didn't understand as a kid to one of my favourite games of all time.
Wonderful stuff, thanks for the deep dive. Can't get enough of this classic!
Thanks.
Nice. AHQ CONTENT!! Now for a play through….😮
Thanks. A play through will happen.
I just read your blog about this game from 2013... and wow. You've changed your opinion on it a lot!
Yeah. I should do a video one day sharing my ups and downs with this game to the point where it has become my fourth favourite game of all time. Although technically my opinion hasn’t really changed, more the way I feel about that opinion has changed.
@@AlwaysBoardNeverBoring Please do! My favourite videos from you are definitely the HQ and AHQ ones. Anyway, my opinion is that AHQ is a flawed masterpiece.
Very accurate portrayal of the game. I've recently pimped my copy up using material from the new edition of Heroquest since they kept the exact same scale as the original. My only gripe is they never included miniatures for the NPCs or the statue. The portcullis tokens actually came from a Heroquest magazine extension, but thanks to the new HQ box set, we now have plastic (and sturdier) versions of all types of doors (normal, steel, portcullis) to play with.
I never got this "back in the day". I'd love to see a remake of this. I'm not sure who has the rights to it (GW?) But whoever does, there is countless money to be made surely. Each expansion could provide new minis and campaign rules. Initial box skaven, then orcs and gobbos, undead, chaos, etc etc...
Also I don't think I've ever heard the term orthogonal before in my life. And it's been used a good few times in this video! You learn something new everyday!
Yeah, this is all in GW's court. I can't see them revisiting it when they have the Warhammer Quest line going.
@@AlwaysBoardNeverBoring that's a shame. I really wish they would redo the classic quest then. The newer one just doesn't do it for me.
Thanks for the handy video. The game is much better as an adult than as a child in the 90s. Just bought it again with T in the dark. The only thing I can't seem to find are more monster stat cards, barring French versions, if you have come across any in your scrolling and can share.
There are lots of extra enemies in the additional White Dwarf content they produced. You can grab that stuff from different places online if you do a search for "Advanced Heroquest White Dwarf content."
I think my least favorite dungeon generated by this game was such; The first randomly generated corridor led to a dead end, and the other corridor led to stairs out. I checked each wall for secret doors, and none.
I still feel 5-15 (on 2d12) resulting in Nothing, when it comes to corridors, is just too high. I've experimented with balancing out the random tables, so everything has an equal chance to come up, which seems to help.
Ha. That's pretty funny. It can happen, but I've never seen it myself.
@@AlwaysBoardNeverBoring Thankfully, if you get a bad dungeon, you can always start over from scratch. Or as the GM simply plant a Secret Door to keep things going.
Exactly that. Only when playing solo is it something that should happen. If you have a GM, at the point the heroes have searched all but one wall, it really is the responsibility of the GM to ensure they find a way forwards.
yes, some rules are a bit obscure, i think the best crawler is a mix between this and 1996 warhammerquest
I really hope Avalon Hill can remake this. I want this this type of game without having to rely on Cursed City.
Avalon Hill have no rights to Advanced Heroquest, it was all GW. Shadows Over Hammerhal was the closest they have come to it since, I would say.
I just read the AHQ rulebook yesterday wondering if I could streamline it down into something easy to learn and play. I came up with a lot of great ideas, and I wonder if this game is a better base to expand and improve upon over Warhammer Quest for DIY dungeon crawl gamers.
It's easier to work with, as it's all based on dice rolling and tables. You don't need decks of rooms cards or treasures, and you don't need to come up with special skills for lots of different character classes. Come up with a new monster matrix and some thematic traps or whatever, and you have a completely different type of dungeon to explore.
Yees! Love it!😃
Totaly love it. I learn many stuff I still didn't knew
Thanks. I’m glad you enjoyed it.
Really nice guide and intrigued me since I was aware of AHQ but never came close to it. It reminds me a lot of AD&D 2nd ed. but with more approaching system, since AD&D is pen & paper with rules everywhere 🤔😄😜 . I believe you can turn normal HQ into this but without the modular map, or if you have tiles from another game i.e descent 1st you can simulate AHQ, of course my point of view and really going to give it a try. Thanks for that, looking for moar AHQ presentation and guides.
Advanced Heroquest does include instructions for converting all of HeroQuest core game missions to the advanced rules set, which is pretty neat. It also includes rules for the heroes, monsters, furniture, and even the fixed board.
@@AlwaysBoardNeverBoring Oh sweet, well I have to find a AHQ rulebook and dive into it ....
You should be able to download one online for free.
I don't think there are any quest rooms on the random generator. So you might have to add them in.
bought it in 1990, one of the best gw ever ! Rules are fantastic and it s a game really under rated ! it would have been better with more different figures and room furnitures
The good thing is, it included all the rules for using the miniatures and furniture from HeroQuest, so owning that box meant you already had tons of expansion content.
Great review of what is also my favourite of the genre.
Thanks. Advanced Heroquest is the business.
I've been waiting for this
Holy heck you were quick with this comment! You weren't even first. You were just the "f."
Makes me want to drag out my copy. Such a wonderful classic. Honestly, the system is nearly robust enough to be an RPG in its own right. Sadly, the dependence on certain stats (Strength and Toughness) over others makes the system a little too board-gamey for true RPGing, but still a fantastic system. Thank you for dusting off this golden oldie.
I've just done a playthrough where I talk about how important a good strength value is. It really makes a big difference.
Nice video. I'm currently BUILDING the game and am planning to play.
I noticed that some stuff could be built up more. You mentioned magic lore, that's an obvious one. But also solo play...
Another little thing I noticed was that the hazards table is strange, in that some things have almost NO chance of spawning (less than 1% chance), while other hazards have over 20% chance to spawn. I feel like the numbers on that table could be tweaked to give more variety of hazards, from game to game.
The biggest thing with solo quests is the lack of counters for the dungeon master... I think how that needs to work is some sort of a system, that, when the dungeon master would usually collect a counter to play later, instead, the system would put a generic counter aside and the more counters there are, the more chance there is of something bad happening (a sort of pressure build up, that would eventually burst).
This would mean that there'd need to be rolls for traps/wandering monsters etc taken, almost all the time. Such things wouldn't spawn often, but the more counters there are, the higher the chance that they'd spawn. And when they DO spawn, a counter is removed, so some of the pressure is relieved.
Magic was fleshed out quite a bit in the expansion content. I think in the end there were four different colleges of magic represented - Light, Bright, Jade, and Amethyst, plus the rules for using a wizards apprentice.
The good thing about Advanced Heroquest is how easy it is to change things, like adjusting tables or even rewriting them. Different adventures had different hazards, and it could all be done with pen and paper without having to print out cards or anything. I do have an upcoming video talking about minor tweaks to the rules.
@@AlwaysBoardNeverBoring I've literally re-written the hazards table tonight, haha.
But yes, that's it's beauty, for sure.
The communities have already made ALL of the lores of magic, of course.
I even came across a website that had almost every warhammer baddie converted to AHQ rules, but it was in french... still, a little google translate fixed it right up.
All the rules were put into Army book styled format. Very cool stuff indeed.
I love the Death Zone rule, it makes beautiful sense to me.
It's an excellent rule. It's very poorly explained in the rules though.
@@AlwaysBoardNeverBoring I want to adapt it to some of my other quest games, it just makes really cool sense to me. I finally watched this series, and I really enjoyed it, thank you!
Do you prefer this to Warhammer Quest 95? Advanced Heroquest was my most played game as a kid, but I stopped playing games after I got Warhammer Quest. Now I am getting back into GW games, Warhammer Quest is what I am planning to play with the kids soon! Which do you prefer and why?
Advanced Heroquest is my fourth favourite game of all time. The only dungeoncrawler that beats it is DungeonQuest. Those games hold up, I don't think Quest 95 does. I loved Quest growing up - it was very important to me - but when I tried to play it as an adult, it had lost a lot of the magic. I'm not as keen on the aesthetic, the random dungeons weren't interesting, the combat was very static, games could devolve into an endless slog of ambushes or end instantly with a random minotaur attack or cave in, it's not as easy to expand, I couldn't get any of my friends interested in it (they hadn't grown up with it and thought it was awful), and now that I play D&D, Quest's roleplaying book has lost a lot of its appeal. I will always hold Quest 95 in high regard as something that was a big deal in my childhood, and something that was a big deal in the dungeoncrawling genre, but it's not something I really care to play now.
@@AlwaysBoardNeverBoring So, in other words, your interest hinged on your friend's input. That's not an intrinsic quality. That's just a reflection of your friend's values & probably trendiness.
@@NinjaRunningWild No, you've just focused on one comment I made that people I introduced it to didn't like it. You've also made a massive assumption about my friends and the games they like to play. But I said, the game had lost much of its appeal to me anyway for a number of different reasons. Quest 95 will always be important to me, and I do love it for that - it has a solid place in the history of dungeoncrawling and there's a reason so many people rank it as the top of the genre - but I stopped enjoying playing it to the point where I gave away my own copy years ago.
I always find the biggest problem with AHQ, as good as you can advance the your characters, even the most basic bosses utterly dominate them, especially if, as they usually do, they come with backup.
The typical game goes - assuming 2 good guy players and one GM, you explore the dungeon for a bit, kill a few monsters, try not to die, get some treasure, when you are about to die bug out and go home.
Then, go back in, explore more, kill more, go home and buy more gear. Keep repeating.
Eventually, you end up fighting the boss.
DM - I cast Choke at the fighter. DM puts a couple of monsters in front of the boss to protect him. If you have never played AHQ and dont know what Choke is, it is, well, ridiculous. Basically its 100% chance of success, you then have 3 turns to kill the caster or the the target DIES with 100% chance. Thats it - straight death. Armour, stats, hit points, utterly useless. You just die. But its not *too* bad, your team mate can drag you out and resurrect you, cant he?
DM - I cast Choke on the wizard. Wizard dies too.
We even tried once with each player having FOUR heroes (using both the HQ and AHQ heroes) and lots of starting gold, because it was FAR too biased in favour of the monsters. And the result was the same - choke choke choke heroes try to kill the choking boss but cant as they have 7 or more WS and tons of wounds, choke choke choke, heroes try and run away, choke choke thats all 8 dead.
Which enemies are you fighting that can cast choke more than once? In the base game, the only thing I can think of is a greater daemon, and that only gets to cast it twice. And frankly, a greater daemon should be a tough fight and hopefully the heroes have some decent kit and have levelled up by then.
As a DM I would also absolutely allow a hero to use a fate point to shrug off the affects of the choke spell at the point it's cast.
@@AlwaysBoardNeverBoring ill have to dig out the old rulebook, havnt played this for over 25 years, but IIRC there were some quite mundane bosses that had Choke in their grimoire.
As for fate points, I dont ever recall a game where anyone had anything resembling a fate point left by the time they reached a boss creature, they were pretty much always used to cheat death really early in the adventure when monsters were pretty much equal to them in power, and were very expensive to get back.....
There are several enemies that have the choke spell, but they can only cast it once so I'm not sure how you were getting situations where 8 heroes were dying to choke. Even the greater daemon can only cast it twice.
@@AlwaysBoardNeverBoring LOL never realised the x1 on the casters and the x2 on the greater daemon meant they could only cast it once/twice altogether, we always used to say the regular casters could choke 1 hero per turn, the greater daemon could choke 2 per turn....
Either way though, the 8 hero was a delibrate setup, the heroes would actually have a chance if the caster could only kill 1 hero with choke, but in the real playthroughs with only 2 heroes he only needed to choke one anyway and the party was finished.......
Ha. Your greater daemons were truly terrifying! I can definitely understand heroes taking a beating from one that was choking two of them each turn.
Your videos got me collecting blackstone fortress. Almost have all the content. I don't have no respite, nor any card packs.
I hope you are enjoying Blackstone Fortress. No Respite and the card packs are quite hard to find. While No Respite is excellent I don't really rate the card packs so I don't personally think you are missing out too much there.
I just see this review and just think to myself .. just play Warhammer Quest. You can tell they learnt from AHQ and streamlined the game but had all the main elements included like randomised missions, events between settlements and events in settlements.
They play very differently, really, and for me Warhammer Quest isn't a patch on Advanced Heroquest. However, I suspect more people would lean towards Warhammer Quest if they had to pick one.
Just bought this game in good and complete condition for 40 Euros in a little second hand shop.
They guy in the Shop just wanted to get rid of it.
Today I am a happy man 😊
That's a great find and a great price. I hope you have as much fun with it as I do.
The D12 dice mechanic was neat, more variables rather than just the plain old D6.
D12s are good. You get a much more granular system than with a D6, but without the wild swings of a D20.
They should bring back this one as well… i would buy it blindfolded 😎
It's an absolute classic.
@@AlwaysBoardNeverBoring it is... and when you look at the reinventions like DUN or League of dungeneers... well you exactly see where the input comes from :)
@@crazyvolucris Definitely. It was very obvious to me that Dungeon Universalis was drawing a lot of inspiration from Advanced Heroquest.
Im still checking EBAY for this Holy Grail! The credit card may come out very soon I think. Ive never played D&D but this seems to have a bit of that in it too. Plus the Skaven colection challenge is a hoby in itself!! ❤❤❤❤❤❤❤❤❤❤❤
Collecting the Oldhammer miniatures is very rewarding, although quite a punch to the wallet over time!
@@AlwaysBoardNeverBoring o used to have most those skaven way back when. Only have one giant rat oger left now. I thought i was too cool for warhammer in my mid teens and sold it all for peanuts....
I am just about to purchase myself an unpunched immaculate coppy from ebay.... I can't really afordcit but tossed a coin and 3/3 told me to buy it on my Barclaycard lol. It's £200 but looks immaculate so not a terrible deal I don't think. I've got noone to even play it with so hope the solo rules will provide me some entertainment until I can find some players. The Terror in the Dark pack goes for crazy money - £400 or so which is not happening. Is the stand alone box good enough to get going with? From what ive watched and read it will but would love your advice. If im not happy with it I won't grumble to you I promise lol
The solo rules are quite bare bones, and they do rely on you making the best moves for the monsters. It's not like the D&D adventure games where every action is automated, it's more a case of rolling to see if a monster will attack, and then making the best decision on who it should attack.
Terror in the Dark is stupidly expensive. I would love a copy because I like having original components. However, everything in the box is paper and care, and with a little searching you can find it all online to download for free. You will also find a bunch of White Dwarf articles with new missions and enemies. Even without all that, Advanced Heroquest is plenty of game out of the box; but really it's a project!
@@AlwaysBoardNeverBoring thanks for that info. I like a project so it sounds grand to me!
I mainly remember how in Advanced Heroquest you could spend you could spend two hours fighting through a dungeon, then on the road back to town you roll a bad roll and instantly lose all your money. The random events seemed to have a ton more impact on the game than the actual playing of it on the tactical map.
I think you may be remembering the game quite harshly in that regard. The bit between adventures does have an impact for sure, but not to the degree the actual expeditions have. You always make it back home and pay for lodgings, food, and henchmen, have the chance to store money with a moneylender, and divide gold between heroes before rolling for a random event in the city, so you shouldn't get hosed too badly by any bad events. There are only a few events that are a real pain; the rest are just minor setbacks. The real horrors all happen down in the dungeon in my experience.
@@AlwaysBoardNeverBoring I remember it because it caused my group to stop the game. There were events to the dungeon, and returning, and in the city. But one dungeon run we gained a good amount of gold, but then lost it all from one event. Which had everyone thinking, 'well that was a waste!' and we went back to Space Hulk. But this was ages and ages ago.
I read the rules of EAHQ. My current plan is to create my own quest, but for this i also wanna play with the reforged AHQ ruleset to see, which my favourite version of the rules is.
I have some troubles with some parts of the rules. Like the hero creation and the random stats- some heroes have almost maxed out stats and are super powerful while others are super weak and can hardly kill a normal skaven warrior.
Also the magic system seems kinda strange to me. Since i played with the EAHQ ruleset, i didnt need to use materials for my spells and this kinda made healing trivial. While using the standard magic rules is the direct opposite of making it too hard to heal.
So i am currently looking for a more balanced version.
I like all those elements in Advanced Heroquest. I like that magic is expensive, and you can't carelessly throw your spells around, and I even like how random hero creation means some heroes just aren't as good. It makes it feel more real somehow; but for people who really don't like it there are ways around it to ensure every hero can face the dungeons.
12:54: I wonder if this is a correct interpretation of the rules. As far as I understand it, if you roll a one you just dont get any extra spaces, however you can still move your normal speed. So you don't miss your turn. I admit though that the Rules as written seem a bit pointless because whether you can move one extra space or none does not make huge of an impact I guess. So i somewhat prefer your variant.
Sorry, I wasn't very clear here. When you run, you move your normal move distance. Then, you spend your action to roll the dice to see if you move extra spaces. If you fail the roll, you don't move any extra spaces and your turn is over. So, when I said miss their turn, I should have said lose their action.
One general questions regarding the rules: how do you handle sentries getting out of Line of sight? When you kill all the monsters in an encounter but the Sentry escapes and runs around in the dungeon, do you play combat turns or exploration turns (since there are no monsters in sight?). What happens with monsters the Sentry finds on his way? I expect they move towards the heroes even though they dont see them?
The rules aren't that clear on what a rogue sentry should do, but I would say that once all the enemies are dead and the sentry is out of sight, you remove the sentry from play as per the rules for escaping from combat. The penalty for letting the sentry escape is that the heroes don't get to loot the dead skaven and the sentry will repopulate that lair or quest room if the heroes return to the same dungeon at a later time.
Enemies the sentries find are under the control of the GM and operate based on what the GM would like to do. The main purpose of the sentry would be to bring in more troops, so it makes sense for the skaven to head to the heroes as the sentry squeals at them to do something about the intruders.
@@AlwaysBoardNeverBoring I agree with you that the rules suggest you remove the sentry from the game. So the Sentry has time to bring new monsters to the battle as long as it lasts but once it is over he is removed (but would reappear when the heroes reenter the room or passage). I am not sure about the looting part: when the Sentry escapes and the Heroes stay where they are and kill the remaining monsters it doesnt make much sense that they should not be able to loot them. In the end it is the Skaven that escaped and not the Heroes and the bodies of the other Skaven are still present?
It's something you can rule to taste. The rules specifically say the heroes can loot if they kill "all" the enemies, but again, it's fuzzy because the rules don't really cover sentries wandering off too far. I rule the heroes can't loot the bodies because it's a penalty for messing up and it simulates the heroes realising they can't hang around searching bodies for a few coins when they know a sentry has escaped and plans to raise the alarm - they need to move before they get caught.
It's a great game that I haven't played for about 10 years. The one thing you only just mentioned is that the round bases are too big for the squares on the board so it can be challenging to have models next to each other. Probably the ost irritating thing about the core game
Yeah, I did mention the board squares at the end. Fortunately, it's not an issue if you use square bases. I am considering switching to square bases when I paint everything, even though a part of my brain will lament that the result won't match the original authentic experience of playing the game out of the box. (Who am I kidding? Everything will go on round bases, I'm sure.)
@@AlwaysBoardNeverBoring Far better to put it all on square bases because then you can get double use out of expensive minis in WFB 3rd scenarios if you ever get into them. It's a strange anomaly that GW included round bases in AHQ.
It definitely makes sense to put them on squares. I wonder if they went with round because most of the miniatures have a wide stance. I know the ratmen would overhang a square base, and their tabs would need to be snipped off or trimmed even on a diagonal.
@@AlwaysBoardNeverBoring The later WHQ 90s ratmen overhang their bases too.
I can't remember but do the AHQ rules make use of different base colors to indicate leaders? I think they only ever did the alternate colors in the rounds.
@@johnmiddleton4291 They do. That might be it. Good thinking. The rat man tabs are too long for the square slottas so it would require some snipping to change them over so I assumed they were designed with the round bases in mind from the start.
I’m really excited to find advanced hero, quest. I feel like it’s got a lot of elements that I would want in a dungeon crawler. Also, a lot of elements that I can bring in to the board game I’m creating. I’m really excited to read up on how they randomly generate enemies. I’d like to borrow that system. At the moment, me and my boys use preplaced tokens, on the board which we don’t know what they are until they are revealed. But I’m wondering whether there is a better way of randomly generating enemies.
Is there any place I can find a full set of rules online that I can then print off?
The Advanced HeroQuest rules can be found online in various places if you do a search. Scribd has them.
@@AlwaysBoardNeverBoring
Ok will check that - thanks
Alright, two questions. Second question, have you ever thought of creating your own board game?
I’m relatively new to the hobby, but it hasn’t taken me that long to create my own board game, obviously heavily borrowing from hero, quest, and its rules. But I’ve drawn out a board, three boards in fact on A3 card, then glued it to A3 ply board.
It’s taken some time to draw out the cards. And I’m not entirely sure I’m gonna draw out a card for every ability, item and weapon that I’ve now added to the game. But it’s not taking too long. Obviously I’ve just got a bunch of mini’s (mostly GW) to act as proxies for every enemy or hero in the game. I’ve done all the stats …
You are clearly far more experienced hobbyist than myself. Therefore, it begs the question. Why not create your own board game that includes all of the features that you like?
I think that’s what I really enjoyed about the whole process is the board games, are so easy to tweak, mod or just downright make your own.
I’m just trying to streamline my own board game. Trying to get the processes down to be quicker smoother.
My only critique of my own board game, so far is the long set up it requires. I’m currently using a modular dungeon that I bought from Amazon, in order to make the walls of the rooms etc.
When my boys ask “ can we play the board game Dad” - my immediate response is “sure”. But with some heaviness, I’m mindful of the reality of how much time it takes to set up, and that we might not have time to play.
That’s something that I’m personally looking to address.
This is why I’m trying to look into other games rules, and try to borrow where I can, and streamline where I can take in cues from how other board games have simplified things.
I've done rules writing and playtesting for companies in the past, but never designed my own game. Designing a good game is something that takes months or even years of work to design, streamline, iteratively test and refine. You can't just knock up Gloomhaven overnight. As I have some insight to the process and have spoken with various designers I know it's not an easy thing to do, and I simply wouldn't have the time to do it, run this channel, and still have time to enjoy the hobby. Besides, it's not something I really have any interest in doing, at least not at the moment.
Sounds like you are having a lot of fun, and it's great to hear the kids are involved. Keep at it, and maybe one day I will get to feature your game on the channel!
@@AlwaysBoardNeverBoring
Lol.. it’s purely for personal use!
Really I just adapted Heroquest and Space Crusadd for my own preferences.
That’s what I was getting at. You can just mod, tweak boards games to your liking..
You are never stuck with the rules if you don’t like them right?
Two great games to use as a base. Advanced Heroquest is definitely a good one to look at, as it does the whole thing without using decks of cards.
@@AlwaysBoardNeverBoring
Yes Heroquest has to be pinnacle for family accessibility for a dungeon crawler
I really like Adv Heroquest more hardcore vibe tho, limited ammo, etc. pulling arrows from dead bodies.
Monster pursuit and avoiding LoS, and the inbetween mission stuff is sounds really immersive
Definitely adding this stuff to our game - I love it…
I know you done a video in the past,but if you have managed can we get an update on the minis you have sauced please.
Thanks as always for the content 🤜
As the project continues (very slowly) I will do updates on new stuff I've got. It's been a slow year for Advanced Heroquest as my focus was drawn elsewhere, but I want to get back into it more.
@@AlwaysBoardNeverBoring 😂 sourced
Sauced is more in-keeping with your username, though.
Do you prefer Advanced hero quest of the o.g. hero quest? And, do you know how advance hero quest can be modernized?
I recently did a series of videos charting my top 50 games. HeroQuest finished at number five, and Advanced Heroquest finished at number four. It's mainly all the tables and randomness that will feel old hat to a modern gaming audience, but that's where most of the game's charm is, and I wouldn't want to remove or change that.
Thank you for this, and perfect timing, my copy arrived yesterday!
Do you think Terror in the Dark is worth buying? I have the PDF of the rules and it looks like you gain more dungeon tiles and rooms, which is always nice, but not sure it’s worth the £ the expansion goes for if most of the content is the book.
Have you played this Solo, how do you find it?
And did you make those monster cards yourself by copying/printing them from the rule book? Looks a much better way to use them than having to go leading through the rule book every time.
(Sorry for all the questions, I never played this as a kid but it looks like something I could enjoy now as an adult with tweaks to make it play as streamlined as possible).
Terror in the Dark is on my grail list, but I just can't justify the cost right now for a book (that I already have in PDF) and some tiles and tokens (some of which I already have from various other sources).
Advanced Heroquest has very simple solo rules. I do use them. It's a better game with friends, though.
And yes, a printer is pretty much essential for an Advanced Heroquest player. All the cards are printed out, cut up and sleeved. Hero sheets and GM sheets are printed out and laminated.
@@AlwaysBoardNeverBoring I would like a copy of the expansion, but I feel like most of the cost comes from the box! You can probably get most of the contents loose for a fraction of the price.
I’m looking forward to watching you do a solo playthrough of this game in the future. That will really show me how it can work and how fun it can be. I find it difficult understanding how a game is meant to flow from just reading the rules. And your solo playthroughs of Dungeonquest and HeroQuest on the channel are so fun to watch I’d want to watch it even if I didn’t own the game myself!
To be clear, Terror in the Dark is on my list just because I really enjoy having original components. It's why I insist on only adding Oldhammer miniatures to my copy of Advanced Heroquest. I already have scans of all the Terror in the Dark material somewhere, and could make a full copy to play with for the cost of some colour ink for my printer.
I have a solo HeroQuest playthrough to get up on the channel before Advanced Heroquest playthroughs, but they will come!
Hi! ABNB! Is it possible to play advanced heroquest rules with the normal heroquest game? :)
To an extent. There are rules in Advanced Heroquest for all of the HeroQuest heroes, monsters, and furniture, plus rules for using the HeroQuest board as a maze. Furthermore, there is a small section of the rules explaining how you can play the core missions from HeroQuest using the Advanced Heroquest game system, but it's not particularly in-depth.
One of GWs all time greats. The only dungeon crawler they did better was 89 Space Hulk with expansions to create squads. I do have a soft spot for Warhammer Quest but that's mostly due to owning so many more of the minis from the 90s as opposed to the 80s. That said I had gobs of the old Skaven and beastmen.
While for me Advanced Heroquest would still rank above original Hulk, that version of Hulk is on my grail list. It's one of those things that I haven't made the concerted effort to hunt down and buy just yet because I know it's quite an investment, but it's always floating in the list (owning Advanced Space Crusade is a bit of an incentive too due to the cross-compatibility). I think a complete set of Hulk with expansions would easily be in my top 10.
I am jealous of anyone with tons of the original ratmen. There are a few beastmen I need to pick up too for the set. Naturally, the ones I need aren't easy to find!
@@AlwaysBoardNeverBoring You used to be able to buy sacks of them on ebay with bad paintjobs when everyone was dumping them for plastics. Bet they regret that! I have several hundred of them that are mostly still in sacks with bad paint jobs.
It's disgusting what "collectors" try to charge for old GW now. I see someone is trying to flog a copy of Terror in the Dark for $1500. What the actual fuck.
It's crazy. For a book and a few tokens you can download for free and print out. I do aim to one day own a real copy of Terror in the Dark because I'm a sucker for having genuine components, but not at that sort of price!
Oh, and if you ever sort your bag of metal skaven and find out you have spares of the ones illustrated in the Advanced Heroquest rules, we need to talk!
@@AlwaysBoardNeverBoring Uhhhh, I'd actually have to find which ever tote all that stuff is in first.
I think I told you I stored away all the random crap that had gathered around my paint table on a shelf and side table and it filled 6 banker boxes. Those are at least all labeled now. I have a 12 x 12 x 8 inch deep box that is nothing but plastic and mdf bases. I consolidated all them down because I couldn't ever find the base I needed and now have loads of weird crap. It's actually kind of sad. Who normally has that many bases?
@@johnmiddleton4291 I'm sure you just wanted to be prepared for the next time GW decided to switch base shape again.
Also, one question, being new to the hobby, what do you mean when a character can choose to run they get an extra D 12? What does that mean?
You get to roll a D12 and add that to your movement.
@@AlwaysBoardNeverBoring
What is a “D12”???
A 12-sided dice. "D" in association with numbers is a common notation you will see in many games. Like D20, would be a 20-sided dice, D6 would be a six-sided dice, and 2D6 would be two six-sided dice.
@@AlwaysBoardNeverBoring
Ahhh right… I had no idea !!
Right.. that’s explains a lot. I never considered dice with 12 sides.
I get the idea that if you get familiar with Advanced Heroquest rules - you would be well prepared for Warhammer based games?
As I see AoS Warhammer has “wounds” and a few other things I have seen in the Adv Heroquest Rules…. Maybe it was designed to bridge that gap… between the two?
Next time, "Advanced Space Crusade", them Space Marine Scouts & Terminators start to get bored... I hope you have enough Genestealers & Tyranids 😏
I've got plenty of tyranid forces. Just need to flesh out a few more marine units. That's for the future though. I clearly have too many projects and too little time!
how do you like the game in comparison to Warhammer Quest?
Advanced Heroquest is number 4 on my top 50 list of games. Warhammer Quest is very important to me as a big part of my childhood, but it wouldn't even make that list.
@@AlwaysBoardNeverBoring this is so interesting, and I can’t wait for more videos on AHQ, and mainly it’s because of my surprised reaction that you like AHQ more than Warhammer Quest. Even WHQ when you play the rpg/campaign version?
@@matthewkirkhart2401 Warhammer Quest just didn't stand the test of time. I will always love it for what it was when I was younger, but I gifted away my copy many years ago and don't miss it.
@@AlwaysBoardNeverBoring I don't agree with that at all. Why would a system that's more-or-less a stripped down version of another stand up & the one based on it doesn't? Sounds more like personal bias than logic.
@@NinjaRunningWild I see Advanced Heroquest and Warhammer Quest as very different games, really. They have a very different feel in play, and for me Advanced Heroquest is the one that captures the feel I am looking for. Growing up, I couldn't connect with Advanced Heroquest at all. Even as recently as 10 years ago I would have ranked Warhammer Quest above it, but my opinion has (obviously) significantly changed over time. Advanced Heroquest was the game I always kept thinking back to, and wishing I was playing. But that's my personal opinion. You don't have to agree with why I like a certain game more than another game. It's up to you to decide which games you like the most.
I bought this game when it came out, I never got around to playing it, then I moved out leaving heroquest, space crusade and AHQ in a drawer under my old bed, a while later I must have went and got them but I never took AHQ ?????? Why???? Its a mystery that will haunt me forever😔😔😔
It's amazing how many games get left behind when you're younger. I have spent a good chunk of my adult life purchasing games I got rid of when I was a kid!
@@AlwaysBoardNeverBoring
And to add insult ro injury all the heroquest quest books including all the expansion books must have been in the box too 🙄
Does anyone know if there are plans to re release this as the original heroquest has been?
I can't see it happening. GW decided to update and rework the Warhammer Quest series instead, although Shadows Over Hammerhal did feel very much like it was drawing on elements of Advanced Heroquest (more than it was drawing on Warhammer Quest, anyway). If they do continue making Quest games - and who know, after the mess they made of Cursed City? - I would expect them to continue with that line.
This sounds like DnD but then its good, instead of bad
Ha. Well, I love D&D. But this is better.
@@AlwaysBoardNeverBoring I really dislike certain unrealistic aspects of DnD like the tons of health, AC class, and not enough systems to roleplay social rolls. But I love the fantasy setting too
Do u like this better than war hammer I have only played original hero quest
Yes, I like Advanced Heroquest more than Warhammer Quest.
@@AlwaysBoardNeverBoring you think Hasbro will reprint advanced hero quest too
@@KennethWhiteakaruckusbringa Not a chance, unfortunately. Advanced Heroquest belongs to Games Workshop wholly. Hasbro weren’t involved with it. And I doubt GW would ever reprint it as they have the Warhammer Quest line now.
@Always Board Never Boring ahh makes sense is it worth buying the old copy then I have invested a ton of time into building my hero quest 3d modular game board but systems are not compatible it seems
The systems are different, but there are rules in Advanced Heroquest for using the HeroQuest board, furniture, miniatures and missions. I have a three part playthrough for Advanced Heroquest on the channel that might help you decide if you would like to get a copy.
Sandbox game indeed! So easy to modify! Do you have uneventful dungeons that go nowhere? Change the tables, it's so easy.
It's probably the easiest dungeoncrawler to adjust or create new content for.
3 ones again