Miniature Games Construction Yard

In this blog I'll talk about various miniature games. Custom miniatures and minor conversions are my favorite pastime. I'll cover scenery making and painting too. The WIP you'll see here is all about Necromunda, Epic 40,000, Warhammer Fantasy 5th Edition, Warmaster and Warhammer 40K 3rd Edition.
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Modern HeroQuest with Retro Feeling

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Past week I've been showing some of my older paintjobs. You've seen some of my HeroQuest. But I have more.

Please allow me to present you my game system "Allied HeroQuest". It is not a new game. It is a "mod" that tries to put the vintage HeroQuest in 2014. Over 25 years a lot has changed for boardgames. New systems, new ideas,... And the old HeroQuest lagged behind. Allied HeroQuest fixes this. I took refreshing ideas from modern dungeon crawlers and matched them with HeroQuest. But one design goal was very important: reuse everything from the original set and don't make people print tokens, cards, rooms, etc...

The final result was a mixture of HeroQuest and Advanced Heroquest with added flavors from Descent: Journeys in the Dark. This guaranteed the retro feeling and added modern boardgame ideas. And no PnP required, only the basic sets HeroQuest and Advanced HeroQuest. (Yes I know, they are expensive on the second hand market, but they're worth it, unlike others...)

To continue my painting-retrospective you'll find some painted miniatures in following game report. The Wizard and Knight and also some undead and orcs.

What follows is a game report of Allied HeroQuest.

After two preliminary miniquests, four of the eight Heroes remain. Cautiously they descent the stairs... (Note: each quest is designed to play as a one-off game for a game night. Campaigns are possible but not necessary.)

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The dungeon parts visible to the Heroes are placed on the table. One spawn point for monsters is ahead. Here the gamemaster will release a horde of wandering monsters if he has the appropriate threat token.

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The Heroes advance. The Barbarian searches for secret doors and finds none. This gives the GM an extra threat token. Now it is the GM's turn, he starts by drawing one threat token and decides to use it immediately since it is "Wandering Monsters".

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The Denizens book states that 4 orcs should be used for Wandering Monsters tokens.

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After the first skirmish, the Knight takes one damage for there is one unsaved skull result from the attacking orc. The Wizard takes a peek in the first room and discovers undead problems. He quickly eliminates the threat by casting a wall of stone.

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The Elf ventures deeper into the dungeon. This was a risky mistake. In his turn, the Gamemaster summons an ambush party with a threat token. The ambushers are put on the table one boardsection away (out of range of the Torch), but just in range to charge and attack.

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The orcs are dealt with, but not without wounds to the Heroes. When advancing deeper into the corridors, the Elf stumbles into a put trap (indicated in the Questbook, and triggered by a threat token).

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It appears the Heroes were lagging too much. More and more enemies antered the dungeon and finally managed to swarm the brave adventurers. The last stand of the Barbarian is the last action in this dark corridor...

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Each original quest is redesigned for Allied HeroQuest and has great replayability.

From gallery of tocoking

If you want to know more of my Allied HeroQuest project then please go to the website .
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