Saturday, January 21, 2023

Expanding HeroQuest: My Homebrew Heroes

Here's a bunch of custom heroes I've designed for HeroQuest, based on the minis I have. As you can see, I love simplicity, and I hate to have extra cards.

I'd love some feedback especially regarding balance when compared to the four basic heroes.

All the minis, with the basic game heroes for size comparison


Archer [bowgirl from the Legend of Drizzt board game]

Move 2

AD 2

DD 2

BP 6

MP 4

Starting gear: short sword, bow (2 AD)

Special rules: monsters and heroes don't block line of sight. Cannot use shields.

Armory: I've added to the armory a 4AD long bow she can buy (500 coins).


Cleric [from the 2001 D&D adventure board game]

Move 2

AD 2

DD 3

BP 6

MP 4

Starting gear: mace (2 AD), shield

Special rules: +1 AD vs undead. Once per game, at any time make all heroes recover 1 lost BP. Can only use blunt weapons.

Armory: I've added to the armory a 3AD warhammer he can buy (250 coins).


Druid [elf wizard girl (?) from the 2001 D&D adventure board game]

Move 2

AD 1

DD 2

BP 5

MP 3

Starting gear: staff

Special rule: At the beginning of each quest, choose one animal companion to accompany her. Cannot use helmet, heavy body armor such as chain or plate.

Animal Companion: shares the same statistics as the druid (gear included), and plays immediately before or after the druid.

The bonus applies to both the beast and the druid.


Duelist [various guys from the Wrath of Ashardalon board game]

Move 2

AD 3

DD 2

BP 7

MP 3

Starting gear: broadsword

Special rule: +1 AD vs monsters without adjacent heroes.


Knave (my simplified version of the Rogue) [two-daggers guy from the Castle Ravenloft board game]

Move 2

AD 1

DD 2

BP 6

MP 4

Starting gear: dagger

Special rules: +1 AD vs monsters who are adjacent to other heroes. +1 AD when using dagger or short sword. Cannot use shield, helmet, heavy body armor such as chain or plate.


Warrior [fighter (?) from the 2001 D&D adventure board game]

Move 2

AD 2

DD 3

BP 7

MP 3

Starting gear: short sword, shield

Special rules: His movement is never hindered by any type of heavy armor.


Scout [thief girl (?) from the 2001 D&D adventure board game]

Move 2

AD 2

DD 2

BP 6

MP 4

Starting gear: short sword, bow (2 AD), tool kit

Special rules: Once per turn, when in front of a closed door, he may roll a combat die. Skull: the content of the room behind the door is placed on the board but the door stays closed. White shield: nothing happens. Black shield: the door is immediately opened. This skill doesn't count as an action. Cannot use shields.


Halfling [from  the Legend of Drizzt board game]

Move 2

AD 1

DD 2

BP 6

MP 4

Starting gear: dagger, sling (1 AD)

Special rules: opponents attack him with -1 AD (minimum 1). Can move through enemies and heroes. When searches, draws 2 cards and picks 1. No shield, no two-handed weapons.


The druid and the halfling are the two that I feel might be unbalanced: the druid might be too strong (it's like you're playing 2 heroes, and the gear you buy for one works for the other too), the halfling too weak.

Thanks in advance to anyone who'll want to chime in with some feedback!

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Into HeroQuest? Check out my other HeroQuest posts!


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