Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
mainat wrote:That is a polar opposite.
Playing as Zargon/Morcar, I generally don't like to "win", especially when it means wiping out all of the hero's. It's demoralizing for them losing all of their equipment (granted this was only the 2nd quest), and if they don't have fun they are less likely to want to play again. And they're really is no benefit for Zargon to win, it's not like he gets a money reward. So I like to make it challenging, maybe kill a hero or two, but I am always rooting for the hero's to succeed.
el_flesh wrote:Well, if you can add a monster at the beginning of every turn assuming you roll a monster skull, it upsets the game dynamic. Making everyone split up isn't a good idea - players die alot more easily that way. In fact, I'm not crazy for the 'wandering monster' treasure deck draw, either. I would probably replace it with the die roll, and make the wandering monster cards into "you find nothing."
Users browsing this forum: No registered users and 2 guests