@@AlwaysBoardNeverBoring I certainly don't want to be guilty of that😅 It was also just wishful thinking. You are doing really well with the content you are already creating👍🙂
No worries, I assumed you were joking, but I am taking on board all the requests for more Advanced Heroquest content! Thanks for the feedback, it's really helpful.
I have this growing feeling that AHQ might be one of the best rule systems out there. It drips with theme and nostalgia, but had the crunch and strategy of a really mature dungeon crawler. Can't wait to see the upcoming content you have on this!
Advanced Heroquest is really great. Although technically DungeonQuest is my favourite dungeoncrawler (actually favourite game full stop), Advanced Heroquest is my favourite of this type of game where you are going into dungeons with a group, facing a dungeon master, and completing quests and campaigns.
Another huge HeroQuest fan here too! I'm lucky enough to have the original game and every expansion but I would like to see you battle your way through them all, starting with Kellers keep! A good reason to keep HeroQuest going. The only thing better than HeroQuest is MORE HEROQUEST!
Shadows Over Hammerhal was the closest they have ever come. It felt very much like a modernised Advanced Heroquest. It just wasn't anywhere near as sand-boxy.
I've had the "stand on table" option brought up a few times. I know the app allows you to walk through the furniture as if it wasn't there. The potion idea on the alchemy makes sense as does finding something in the book shelf like a spell scroll. Using a d12 might be a bit of a challenge since there might be some out there who are clueless on what a d12 is let alone having a random one lying around. I do get the "what, no weapons?" question on the weapons rack while other times in the quest book the players do find something of use. The tomb is another place where you could find a decent weapon that was left with a corpse. One could tie said weapon to the skeleton inside the tomb where if the heroes tries to take the weapon, they activate a magical trap\trigger and have a boss fight on their hands. The item would have to be real good for a reward though. It wouldn't be the first time the heroes would get something fancy from taking down a boss fight.
zug1974 here in the comments has explained a way to get a 1-12 result by using a movement dice and a combat dice. But failing that, you just have to rejig the tables either for a single D6 roll or for 2D6 (just keeping the bell curve in mind). As I said at the top of the video, generally the most interesting way to make furniture interactive is to write special rules into your quest text. That's where you can go to town with cool ideas like your tomb-based boss fight. The random tables are really an idea for adding something to furniture that otherwise doesn't have any special quest-related features.
I'm just about to start HQ 2021 with Mythic Tier. House rules I'm 100% using regarding furniture and treasure: 1) Can only search treasure once per furniture piece plus quest treasure if applicable, not empty rooms. Trap cards will be removed, wandering monsters will stay. I have 2 decks of treasure cards for HQ2021. 2) Each player has chance to gain second treasure card (if they wish) by rolling either 2d6 or d12 (preferred method) and scoring equal or under their current mind points. Players need to stand adjacent to furniture to search. *The next 2 rules I only thought about a few days ago, then this video comes up, now you got me thinking about the other furniture ;) 3) If weapon rack is in game then players can't search treasure but can take top equipment card after shuffle (remove all potion cards) plus quest treasure if any. No second chance option for weapon rack. 4) If alchemist desk is in game then players can't search treasure but can take top equipment card for potion after shuffle (remove all weapon/armour cards) plus quest treasure if any. No second chance option for alchemist desk. 5) Between quests the DM will roll 6d6 (or maybe 5d6, still deciding) and this is the amount of equipment cards available to buy, shuffle whole deck and take top X amount of cards. Players can only buy 1 item per card. They can sell anything they have for half price.
Nice stuff. A mix of all kinds of influences in there. I quite like the idea of limiting treasure searches to only those rooms that have some furniture in them. A limit on buying one item per equipment card is a throwback to the original European rules that I think is a bit better than letting people have whatever items they want. Selling items back to the store for half the amount became an official rule once the Frozen Horror came out in the US, and Hasbro retained that rule in the new edition. It's a nice way to help the wizard save up for his powerful equipment.
Excellent video. I use some similar rules for playing solo (without the app). Playing normally, I think the DM can do whatever he/she wants to adapt the quests, planned or improvised. For solo I add a table for events after Morcar’s turn. D20: low numbers bring bad things, high numbers mean good things.
As has been said, absolutely superb content as always! I am also becoming a HeroQuest nut, as it's allowing me to get my young children into gaming and we've massively enjoyed your HQ model and game guides. I'm now in the process of building up and learning some Advanced Hero Quest so can't wait for your series/content on that. Thanks again for all the work you put into your superb channel 😎👍
Thanks for the kind words, it really means a lot. And I’m really pleased you have found some of the videos useful. HeroQuest is a great family game and it’s always nice to hear more families diving into dungeons together.
If you haven't played The Goonies board game you absolutely have to. It's cheap it's fast and some of the mechanics are absolutely genius. Particularly letting the GM go whole hog on the players while everybody still has fun. I've been thinking about making a Hero Quest hybrid, with the same mechanics.
I noticed there are a few different Goonies games on the market right now but I haven't tried any of them. I take it you are referring to the "Never Say Die" game. Prospero Hall have done some really good games.
Really fun and practical suggestions to increase immersion in the game. I think tables and bookcases could be made more fun by finding hidden levers or buttons in them that reveal other hidden items such as doors or wall safes. These could require a second search to find (or not to speed the game) and be either simple finds or trapped if containing special items. Fireplaces could have objects/weapons hidden up the chimney. Just having furniture for decoration is rather pointless. More videos and play throughs please! 👍😁
Thanks. Yeah, there are loads of cool things to do with furniture. A few of the pre-made adventures have special events or rules associated with pieces of furniture in certain rooms, but I think it's something Zargon players can really lean into when they start making their own dungeons.
I’ve just bought a copy of Adv HQ. I’m already thinking about tweaking the rules to make it a bit more streamlined (and fun!), especially with the random dungeon generation. From what I can tell it can go on for ages and you easily run out of the floor tiles. I’ll try and make it so you always get to the quest room before you can run out of tiles, maybe a bit like how WHQ does it where each tile has its own card, and the cards generate the dungeon. It’s good to see the HQ furniture rules from Adv HQ, I’ll definitely be using all my HQ bits to make the dungeons look better. And I like your ideas for adding in furniture rules to HQ, especially your ones for the torture rack and crypt. As others have said, I’d also like to see you do a playthrough of Adv HQ when you can. I find your playthroughs to be the best on CZcams, and they’ve helped me understand the rules for HQ, Dungeonquest and Space Crusade before I’d even read the rules myself! And they’re just fun to watch.
Thank you for the generous praise. Saying anything I do is the best on CZcams is incredibly kind of you, considering how much great content is out there. I have been motivated to move forwards with Advanced Heroquest coverage sooner than I was going to, so hopefully some more should start cropping up relatively soon. I would say before December seems quite likely.
I've seen a few ideas for tables over the years, including flipping them, pushing them, and eating food off them (not keen on eating what the goblins are eating), but climbing on them seems to be the most common idea. It might be a bit OP for your fighter-type to control the high ground in the room, but it's a fun idea.
Your videos inspired me to track down my own copy of Hero Quest. It's on the way from eBay for a reasonable price because it's only missing a few pieces of furniture and some doors.
I think it's cool that AHQ had optional rules for using the HQ assets. you could do it in reverse too though at base AHQ was mostly cardboard it seems... (though it did have skaven and mercenaries, famously). if it wasn't so expensive now I might try tracking down a set
When you're homebrewing there's definitely plenty of ways to make use of all the Advanced Heroquest content. It's an amazing game, and a great toolbox to play around with. Well worth it.
If players want to interact with furniture they can do it from anywhere in the room, but they have to move but it's also a free move. This is intended to be "abused".
In Adventure 7 in the original book, I think, there is a whole fake half of a dungeon and only by finding a secret door you can escape this loop and reveal the actual dungeon. The fake dungeon half has several rooms covering half of the board, but what it doesn't have, not in a single room, is furniture. Dead giveaway for the heroes, that something is wrong.
There are a couple of missions where "incorrect" routes are more sparsely furnished. I think it's subtle enough that a lot of players wouldn't pick up on it, and a good trick for Zargon/Morcar players making their own levels.
6:19 I'll be that guy and make a d12 out of the stuff you have in Heroquest... Roll a red movement die and a white combat die: If you roll a skull on the Combat die, add 6 to your red die result. That will give you a result of 1-12 with a flat distribution of all the results. You don't have to tell me, I already know that I'm fun at parties. 😄
@@AlwaysBoardNeverBoring Charts aren't CZcams's strong suit but i'll try: Roll a d6 and a Combat die: --------------------------------------- 1 and any shield result=1 2 and any shield result=2 3 and any shield result=3 4 and any shield result=4 5 and any shield result=5 6 and any shield result=6 1 and a skull result= 7 2 and a skull result= 8 3 and a skull result= 9 4 and a skull result= 10 5 and a skull result= 11 6 and a skull result= 12 -------------------------------------------- This makes it look a LOT harder than it actually is.
Sorry, I was kidding in my response - really just making a point that it was a clever way to work it out that I wouldn't have thought of. So, sorry for making you type all that out, but thanks for doing it!
You’ve probably answered this question in another video, but do the US/UK rule differences from the OG heroquest remain in the new heroquest? Are there still 2 different rule versions based on where you buy it in the world, Or did they cherry pick the most popular rules from each for new edition and make a type of hybrid of the two?
There's no localisation this time around. Hasbro just used the original NA rules set. They did add cards for equipment, which was an idea from the original Euro version of the game, but other than that, it's pretty much a straight remake of the version that Americans grew up with.
Can I ask a question? I was trying to find the video where you recommended a company that printed off the advanced hero quest rulebook for you from a PDF format.? I can’t find the video now. I’m looking to do the same thing just printing off the rules ….
Sure, it wasn't for Advanced Heroquest rules it was for the Terror in the Dark expansion. Here's the link: czcams.com/video/UsACJVErZYw/video.html Company link is in the video description.
AHQ had some interesting functions, but it always disappointed me how often empty dungeons are generated... But it does offer some sweet Gary Chalk art from the LoneWolf books 😍
Gary Chalk is one of my favourite illustrators, and I'm especially fond of his work on HeroQuest, Advanced Heroquest, Talisman, and Burrows and Badgers. He did all the boards and tokens for Advanced Heroquest, and I think they are just about the perfect blend of functionality and aesthetics.
Avalon Hill scaled up the new edition so miniatures, boards, and tiles are bigger. I did a video on this subject here so you can see exactly how much bigger the components are: czcams.com/video/WWGbc_pNb5Q/video.html
In all these years, I don't think I've ever used the furniture from Heroquest in AHQ. I even have a full spare set of it that I bought years ago just to do that. I also bought lots of the Mage Knight Dungeons traps and dungeon decor sets for that reason. It always ends up being more trouble that it's worth for me.
I've used the furniture, as I think an Advanced Heroquest dungeon can seem a bit empty sometimes (although that's probably more realistic than being fully furnished - where the heck do they put the chimneys in underground dungeons?), but I've never used the rules for exploring the HeroQuest board as a maze. That always seemed a step too far.
@@AlwaysBoardNeverBoring Yeah, I've never done the maze board thing either. I don't mind empty rooms as they make gameplay with minis easier. Maybe it's all the Space Hulk that makes empty tiles cool with me. I think I told you once that replaced all the doors with cool opening ones from that Mage Knight line as well. I actually have a full set of non-broken originals that came with my foam Mighty Fortress
Space Hulk really needs those empty rooms. The game is so much about that almost chess-like movement, cluttered rooms would be awful. Those Mage Knight doors were awesome. I am very lucky to have lots of the Advanced Heroquest doors, and I'm in two minds about them. I really like using original components when I play old games, and I want to use these. I just know how bloody fragile they are. I keep thinking about redoing them with magnets so I can just pop the doors on and off during games.
@@AlwaysBoardNeverBoring The door frames themselves can break off at the hinge areas and at the base. They really are a mess to worry about in a game anymore. Space Hulk gets crates and rubble piles in Deathwing and they are great. They become absolutely critical with the three square wide corridors of the Genestealer expac and avoiding hybrid heavy weapons. It's almost a subgame during setup to place them, as both sides get to alternate, generally as they are not featured on the maps in a specific layout.
@@johnmiddleton4291 Oh I know about those doors all too well. I think the set I had as a kid disintegrated the first time I held them! Of course the obvious solution is just to turn them sideways during a game rather than opening them, but it's just not the same, is it?
Still have nightmares about being trapped alone in a room full of monsters with a portcullis that my GM didn’t allow to be raised by my fellow players because we were ‘in combat’ and the rules stated that raising the portcullis took a full exploration turn. 🙄 And I hated that Choke spell that somehow always meant using a fate point.
I'm trying to imagine the situation where the portcullis triggered during a combat. Trap tokens are only played during exploration turns. Regardless, in that situation not letting the other heroes help you out was ridiculous.
@@AlwaysBoardNeverBoring he hadn’t heard about the power of yes back then 😁 Thank you for mentioning the rules. I’ve got a copy of those and they indeed say you can only play a trap in exploration. Will talk to him about it as we are still playing games together, but I guess he won’t be taken to prison for his foul play as this crime happened thirty years ago 😉
Ha. You can probably forgive and forget after that long... Or just take a turn as the dungeon master. Thirty years is plenty of time for that revenge to get nice and cold.
Yes, I think furniture makes for more immersive environments. I consider table presence and providing visual clues to what's going on as part of immersion, which is all stuff I covered in the video.
@@AlwaysBoardNeverBoring I agree with you it also changes the layout of the room. As having a table between you and an Ogre, could be a good thing. But I never thought about furniture being a visual clue to the heroes that they’re might just be something in that room..
Oh nice. I believe my rogue must have got lost at sea as he hasn't arrived yet. It will be interesting to give him a shot as it will be the first time I have used a character that isn't one of the four classics.
@@AlwaysBoardNeverBoring somehow I *completely* missed that (referring to HQ, as I don't own AHQ). I always just defaulted to, "there's a treasure chest over there. If you want the treasure you have to stand next to it." I guess I'm just too sensible that way. lol.
This year's No. 1 Christmas wish would be a 24 episode Christmas calendar with advanced hero quest playthroughs. That would be amazing!😍
24 days of back-to-back content would probably kill me. I have no idea how Ash over at GMG does it! I'll see what I can do about playthroughs though.
@@AlwaysBoardNeverBoring
I certainly don't want to be guilty of that😅 It was also just wishful thinking. You are doing really well with the content you are already creating👍🙂
No worries, I assumed you were joking, but I am taking on board all the requests for more Advanced Heroquest content! Thanks for the feedback, it's really helpful.
I’ve added both mould and mushrooms along with barrels and boxes to homebrew games of HQ and it works out great fun for the players!
I have this growing feeling that AHQ might be one of the best rule systems out there. It drips with theme and nostalgia, but had the crunch and strategy of a really mature dungeon crawler.
Can't wait to see the upcoming content you have on this!
Advanced Heroquest is really great. Although technically DungeonQuest is my favourite dungeoncrawler (actually favourite game full stop), Advanced Heroquest is my favourite of this type of game where you are going into dungeons with a group, facing a dungeon master, and completing quests and campaigns.
@@AlwaysBoardNeverBoring you're a man with excellent taste!
And inspiring me to actually paint my set and start some solo dungeon crawls :)
Another huge HeroQuest fan here too! I'm lucky enough to have the original game and every expansion but I would like to see you battle your way through them all, starting with Kellers keep! A good reason to keep HeroQuest going. The only thing better than HeroQuest is MORE HEROQUEST!
Great ideas. I would love to see a reprinting of AHQ
Shadows Over Hammerhal was the closest they have ever come. It felt very much like a modernised Advanced Heroquest. It just wasn't anywhere near as sand-boxy.
I think you want to search for Enhanced Advanced Heroquest.
I've had the "stand on table" option brought up a few times. I know the app allows you to walk through the furniture as if it wasn't there. The potion idea on the alchemy makes sense as does finding something in the book shelf like a spell scroll. Using a d12 might be a bit of a challenge since there might be some out there who are clueless on what a d12 is let alone having a random one lying around. I do get the "what, no weapons?" question on the weapons rack while other times in the quest book the players do find something of use. The tomb is another place where you could find a decent weapon that was left with a corpse. One could tie said weapon to the skeleton inside the tomb where if the heroes tries to take the weapon, they activate a magical trap\trigger and have a boss fight on their hands. The item would have to be real good for a reward though. It wouldn't be the first time the heroes would get something fancy from taking down a boss fight.
zug1974 here in the comments has explained a way to get a 1-12 result by using a movement dice and a combat dice. But failing that, you just have to rejig the tables either for a single D6 roll or for 2D6 (just keeping the bell curve in mind).
As I said at the top of the video, generally the most interesting way to make furniture interactive is to write special rules into your quest text. That's where you can go to town with cool ideas like your tomb-based boss fight. The random tables are really an idea for adding something to furniture that otherwise doesn't have any special quest-related features.
Never thought of utilizing these ideas for HeroQuest, thanks for this video. My all time favorite board game just got more fun
Thanks for watching. I hope some of the ideas are useful.
I'm just about to start HQ 2021 with Mythic Tier.
House rules I'm 100% using regarding furniture and treasure:
1) Can only search treasure once per furniture piece plus quest treasure if applicable, not empty rooms. Trap cards will be removed, wandering monsters will stay. I have 2 decks of treasure cards for HQ2021.
2) Each player has chance to gain second treasure card (if they wish) by rolling either 2d6 or d12 (preferred method) and scoring equal or under their current mind points.
Players need to stand adjacent to furniture to search.
*The next 2 rules I only thought about a few days ago, then this video comes up, now you got me thinking about the other furniture ;)
3) If weapon rack is in game then players can't search treasure but can take top equipment card after shuffle (remove all potion cards) plus quest treasure if any. No second chance option for weapon rack.
4) If alchemist desk is in game then players can't search treasure but can take top equipment card for potion after shuffle (remove all weapon/armour cards) plus quest treasure if any. No second chance option for alchemist desk.
5) Between quests the DM will roll 6d6 (or maybe 5d6, still deciding) and this is the amount of equipment cards available to buy, shuffle whole deck and take top X amount of cards. Players can only buy 1 item per card. They can sell anything they have for half price.
Nice stuff. A mix of all kinds of influences in there. I quite like the idea of limiting treasure searches to only those rooms that have some furniture in them. A limit on buying one item per equipment card is a throwback to the original European rules that I think is a bit better than letting people have whatever items they want. Selling items back to the store for half the amount became an official rule once the Frozen Horror came out in the US, and Hasbro retained that rule in the new edition. It's a nice way to help the wizard save up for his powerful equipment.
Excellent video. I use some similar rules for playing solo (without the app). Playing normally, I think the DM can do whatever he/she wants to adapt the quests, planned or improvised. For solo I add a table for events after Morcar’s turn. D20: low numbers bring bad things, high numbers mean good things.
It's fun having a Zargon player to keep you on your toes. Random tables can lead to interesting situations too.
I really like how you ended the video saying about more Advanced Heroquest content. Hooray!!
I've been putting it off too long. I really want to get into it more.
Awesome suggestions. Especially love the high ground concept.
Thanks. Glad you found some stuff in here you liked the sound of.
As has been said, absolutely superb content as always! I am also becoming a HeroQuest nut, as it's allowing me to get my young children into gaming and we've massively enjoyed your HQ model and game guides. I'm now in the process of building up and learning some Advanced Hero Quest so can't wait for your series/content on that. Thanks again for all the work you put into your superb channel 😎👍
Thanks for the kind words, it really means a lot. And I’m really pleased you have found some of the videos useful. HeroQuest is a great family game and it’s always nice to hear more families diving into dungeons together.
If you haven't played The Goonies board game you absolutely have to.
It's cheap it's fast and some of the mechanics are absolutely genius.
Particularly letting the GM go whole hog on the players while everybody still has fun.
I've been thinking about making a Hero Quest hybrid, with the same mechanics.
I noticed there are a few different Goonies games on the market right now but I haven't tried any of them. I take it you are referring to the "Never Say Die" game. Prospero Hall have done some really good games.
@@AlwaysBoardNeverBoring yeah the never say die.
It's my favorite D&D game and it's not a D&D game.
Just got this game for Christmas and can’t wait to play it tomorrow!
I am sure you will have a lot of fun with it. Merry Christmas!
Great commentary and points of interest.
Thank you
Thank you.
Really fun and practical suggestions to increase immersion in the game. I think tables and bookcases could be made more fun by finding hidden levers or buttons in them that reveal other hidden items such as doors or wall safes. These could require a second search to find (or not to speed the game) and be either simple finds or trapped if containing special items. Fireplaces could have objects/weapons hidden up the chimney. Just having furniture for decoration is rather pointless. More videos and play throughs please! 👍😁
Thanks. Yeah, there are loads of cool things to do with furniture. A few of the pre-made adventures have special events or rules associated with pieces of furniture in certain rooms, but I think it's something Zargon players can really lean into when they start making their own dungeons.
I’ve just bought a copy of Adv HQ. I’m already thinking about tweaking the rules to make it a bit more streamlined (and fun!), especially with the random dungeon generation. From what I can tell it can go on for ages and you easily run out of the floor tiles. I’ll try and make it so you always get to the quest room before you can run out of tiles, maybe a bit like how WHQ does it where each tile has its own card, and the cards generate the dungeon.
It’s good to see the HQ furniture rules from Adv HQ, I’ll definitely be using all my HQ bits to make the dungeons look better. And I like your ideas for adding in furniture rules to HQ, especially your ones for the torture rack and crypt.
As others have said, I’d also like to see you do a playthrough of Adv HQ when you can. I find your playthroughs to be the best on CZcams, and they’ve helped me understand the rules for HQ, Dungeonquest and Space Crusade before I’d even read the rules myself! And they’re just fun to watch.
Thank you for the generous praise. Saying anything I do is the best on CZcams is incredibly kind of you, considering how much great content is out there. I have been motivated to move forwards with Advanced Heroquest coverage sooner than I was going to, so hopefully some more should start cropping up relatively soon. I would say before December seems quite likely.
I love that table rule!
I've seen a few ideas for tables over the years, including flipping them, pushing them, and eating food off them (not keen on eating what the goblins are eating), but climbing on them seems to be the most common idea. It might be a bit OP for your fighter-type to control the high ground in the room, but it's a fun idea.
Your videos inspired me to track down my own copy of Hero Quest. It's on the way from eBay for a reasonable price because it's only missing a few pieces of furniture and some doors.
That’s great. It’s not too hard to source extra bits and pieces like doors.
Excellent video!
Thanks. Glad you liked it.
I think it's cool that AHQ had optional rules for using the HQ assets. you could do it in reverse too though at base AHQ was mostly cardboard it seems... (though it did have skaven and mercenaries, famously). if it wasn't so expensive now I might try tracking down a set
When you're homebrewing there's definitely plenty of ways to make use of all the Advanced Heroquest content. It's an amazing game, and a great toolbox to play around with. Well worth it.
If players want to interact with furniture they can do it from anywhere in the room, but they have to move but it's also a free move.
This is intended to be "abused".
In Adventure 7 in the original book, I think, there is a whole fake half of a dungeon and only by finding a secret door you can escape this loop and reveal the actual dungeon. The fake dungeon half has several rooms covering half of the board, but what it doesn't have, not in a single room, is furniture. Dead giveaway for the heroes, that something is wrong.
There are a couple of missions where "incorrect" routes are more sparsely furnished. I think it's subtle enough that a lot of players wouldn't pick up on it, and a good trick for Zargon/Morcar players making their own levels.
6:19 I'll be that guy and make a d12 out of the stuff you have in Heroquest...
Roll a red movement die and a white combat die: If you roll a skull on the Combat die, add 6 to your red die result. That will give you a result of 1-12 with a flat distribution of all the results.
You don't have to tell me, I already know that I'm fun at parties. 😄
Nicely done. You've told me how to do it, and I still can't work it out.
@@AlwaysBoardNeverBoring
Charts aren't CZcams's strong suit but i'll try:
Roll a d6 and a Combat die:
---------------------------------------
1 and any shield result=1
2 and any shield result=2
3 and any shield result=3
4 and any shield result=4
5 and any shield result=5
6 and any shield result=6
1 and a skull result= 7
2 and a skull result= 8
3 and a skull result= 9
4 and a skull result= 10
5 and a skull result= 11
6 and a skull result= 12
--------------------------------------------
This makes it look a LOT harder than it actually is.
Sorry, I was kidding in my response - really just making a point that it was a clever way to work it out that I wouldn't have thought of. So, sorry for making you type all that out, but thanks for doing it!
Great vid mate, enjoyed it :D
Thanks. I'm happy you liked it.
You’ve probably answered this question in another video, but do the US/UK rule differences from the OG heroquest remain in the new heroquest? Are there still 2 different rule versions based on where you buy it in the world, Or did they cherry pick the most popular rules from each for new edition and make a type of hybrid of the two?
There's no localisation this time around. Hasbro just used the original NA rules set. They did add cards for equipment, which was an idea from the original Euro version of the game, but other than that, it's pretty much a straight remake of the version that Americans grew up with.
Can I ask a question? I was trying to find the video where you recommended a company that printed off the advanced hero quest rulebook for you from a PDF format.?
I can’t find the video now.
I’m looking to do the same thing just printing off the rules ….
Sure, it wasn't for Advanced Heroquest rules it was for the Terror in the Dark expansion. Here's the link: czcams.com/video/UsACJVErZYw/video.html Company link is in the video description.
@@AlwaysBoardNeverBoring
Ahhh thank you!
AHQ had some interesting functions, but it always disappointed me how often empty dungeons are generated... But it does offer some sweet Gary Chalk art from the LoneWolf books 😍
Gary Chalk is one of my favourite illustrators, and I'm especially fond of his work on HeroQuest, Advanced Heroquest, Talisman, and Burrows and Badgers. He did all the boards and tokens for Advanced Heroquest, and I think they are just about the perfect blend of functionality and aesthetics.
I have a question. Can i use New Hero quest expansions with classic one? Is the new Board bigger?
Avalon Hill scaled up the new edition so miniatures, boards, and tiles are bigger. I did a video on this subject here so you can see exactly how much bigger the components are: czcams.com/video/WWGbc_pNb5Q/video.html
I’d like to see an Advanced hero quest play through!
That will definitely happen at some point.
@@AlwaysBoardNeverBoring thanks in advance this is s game I’ve always wanted & could never find or get my hands on! 😓
In all these years, I don't think I've ever used the furniture from Heroquest in AHQ. I even have a full spare set of it that I bought years ago just to do that. I also bought lots of the Mage Knight Dungeons traps and dungeon decor sets for that reason. It always ends up being more trouble that it's worth for me.
I've used the furniture, as I think an Advanced Heroquest dungeon can seem a bit empty sometimes (although that's probably more realistic than being fully furnished - where the heck do they put the chimneys in underground dungeons?), but I've never used the rules for exploring the HeroQuest board as a maze. That always seemed a step too far.
@@AlwaysBoardNeverBoring Yeah, I've never done the maze board thing either.
I don't mind empty rooms as they make gameplay with minis easier. Maybe it's all the Space Hulk that makes empty tiles cool with me.
I think I told you once that replaced all the doors with cool opening ones from that Mage Knight line as well. I actually have a full set of non-broken originals that came with my foam Mighty Fortress
Space Hulk really needs those empty rooms. The game is so much about that almost chess-like movement, cluttered rooms would be awful.
Those Mage Knight doors were awesome. I am very lucky to have lots of the Advanced Heroquest doors, and I'm in two minds about them. I really like using original components when I play old games, and I want to use these. I just know how bloody fragile they are. I keep thinking about redoing them with magnets so I can just pop the doors on and off during games.
@@AlwaysBoardNeverBoring The door frames themselves can break off at the hinge areas and at the base. They really are a mess to worry about in a game anymore.
Space Hulk gets crates and rubble piles in Deathwing and they are great. They become absolutely critical with the three square wide corridors of the Genestealer expac and avoiding hybrid heavy weapons. It's almost a subgame during setup to place them, as both sides get to alternate, generally as they are not featured on the maps in a specific layout.
@@johnmiddleton4291 Oh I know about those doors all too well. I think the set I had as a kid disintegrated the first time I held them! Of course the obvious solution is just to turn them sideways during a game rather than opening them, but it's just not the same, is it?
Yeah I made house rules for all that, lol, I don't know if I gave you the PDF on Reddit
I'm not on Reddit, so it wouldn't have been me you shared it with.
Still have nightmares about being trapped alone in a room full of monsters with a portcullis that my GM didn’t allow to be raised by my fellow players because we were ‘in combat’ and the rules stated that raising the portcullis took a full exploration turn. 🙄
And I hated that Choke spell that somehow always meant using a fate point.
I'm trying to imagine the situation where the portcullis triggered during a combat. Trap tokens are only played during exploration turns.
Regardless, in that situation not letting the other heroes help you out was ridiculous.
@@AlwaysBoardNeverBoring he hadn’t heard about the power of yes back then 😁
Thank you for mentioning the rules. I’ve got a copy of those and they indeed say you can only play a trap in exploration. Will talk to him about it as we are still playing games together, but I guess he won’t be taken to prison for his foul play as this crime happened thirty years ago 😉
Ha. You can probably forgive and forget after that long... Or just take a turn as the dungeon master. Thirty years is plenty of time for that revenge to get nice and cold.
Furniture = immersion ! Cmon!
As first priority….
Yes, I think furniture makes for more immersive environments. I consider table presence and providing visual clues to what's going on as part of immersion, which is all stuff I covered in the video.
@@AlwaysBoardNeverBoring
I agree with you it also changes the layout of the room. As having a table between you and an Ogre, could be a good thing.
But I never thought about furniture being a visual clue to the heroes that they’re might just be something in that room..
I’m working on a new game that’s inspired by heroquest please let me know if you’d like to collabrate
Thanks, but I don't have as much time to work on my channel as I would like as it is, so I'm just too busy. Best of luck with it.
@@AlwaysBoardNeverBoring sounds good. Time is valuable. Keep posting the HeroQuest stuff. I can’t get enough.
i say flip the table as an attack or something lol (i just want to flip the table)
I bet you play the barbarian.
yes lol my rouge pack came yesterday gona try that hero out today
Oh nice. I believe my rogue must have got lost at sea as he hasn't arrived yet. It will be interesting to give him a shot as it will be the first time I have used a character that isn't one of the four classics.
Wait... you DON'T have to stand next to a treasure chest to open it!?! 😯
In HeroQuest, no you don't. In Advanced Heroquest, you do.
@@AlwaysBoardNeverBoring somehow I *completely* missed that (referring to HQ, as I don't own AHQ). I always just defaulted to, "there's a treasure chest over there. If you want the treasure you have to stand next to it." I guess I'm just too sensible that way. lol.
I bet there are loads of people who worked on the assumption you had to be next to a chest to open it and have always played that way.