Heroica: Difference between revisions

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1d4chan>Not LongPoster Again
(There's got to be a better way to have both the picture and the table of contents, but I'm not feeling inclined to experiment right now.)
1d4chan>Nathan the Mouse
m (Added the abilities for the two heroes from the fifth and final set.)
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* Thief - Melee power: Defeat an adjacent monster and take 1 gold from the store
* Thief - Melee power: Defeat an adjacent monster and take 1 gold from the store
* Knight - Ranged power: Move up to 2 spaces and defeat an adjacent monster
* Knight - Ranged power: Move up to 2 spaces and defeat an adjacent monster
* Prince - Melee power: Defeat the monster and move two spaces
* Sage - Ranged power: Pick up an item up to 4 spaces away without moving


== Monsters ==
== Monsters ==

Revision as of 00:56, 15 December 2014

Heroica is the LEGO version of HeroQuest. You can buy them in sets - they come with at least two heroes, a bunch of monsters and map tiles, and a scenario book.

Components

Each Heroica set comes with 2, 3 or 4 hero figures. They're "microfigures" rather than the typical LEGO minifigs; they're shorter, narrower, and not posable. It also comes with some monster figures, some baseplates, 'space' plates with only one nub in the center (just the right size to attach the game figures), and a LEGO die with six die tiles. Each player also gets a 2x4 plate with 4 red cones on it to represent 'hit points', and 4 unused nubs for inventory space.

The LEGO die always has these die tiles, rolled for movement and combat:

Face Move result Fight result
2 / skull move two spaces monster wins; take damage and move back 1 space
2 / skull move two spaces monster wins; take damage and move back 1 space
3 / sword move three spaces player wins; remove the monster
3 / sword move three spaces player wins; remove the monster
1 / skull&sword move one space defeat monster AND take damage AND move back 1 space
shield move 4 spaces or use ranged skill defeat monster or use melee skill

There's also a unique scenario book with each set, which instructs you on how to assemble the game map and where to put monsters & treasure.

Play

Players start where the scenario says they should start. On their turn, they roll the LEGO die and move that many spaces (or use their ranged power if they rolled the 'shield'). They may not move diagonally. If they move through a space with treasure, they automatically pick it up if there is room on their inventory plate. The four nubs used for hit points may NOT be used as inventory. If a player's move ends in a space with another hero, move that hero forward to the next available space. If a player moves into a space adjacent to a monster, they must immediately stop and roll for combat.

To fight a monster, roll the LEGO die. Players may not fight diagonally. If you are adjacent to more than one monster, choose which monster you are fighting first. Rolling a sword means you win, and may remove the monster. If you are still adjacent to monsters, pick one and roll to fight it immediately. Rolling a skull means you lose, and will remove as many 'hit points' as the monster's strength, and must move backwards one space. You do not start another fight if you are adjacent to a monster after moving backwards. Rolling the sword/skull means you defeat the monster AND you lose hit points AND move back 1 space. Defeated monsters are kept by the player next to their inventory, as some scenarios count them for victory conditions.

If you have removed your last hit point after losing a fight, the hero must recover until regaining full health again. Each turn spend recovering, roll the LEGO die for movement, but restore that many hit points instead of moving. If you roll the 'shield', restore all your hit points (but you may not use your ranged power). You may not choose to recover until you have lost all your health.

Scenarios will also have special rules, items, and map spaces like locked doors or magic portals.

Heroes

  • Barbarian - Melee power: Defeat all adjacent monsters and move 1 space
  • Wizard - Ranged power: Defeat a monster up to 4 spaces away, even around corners
  • Druid - Ranged power: Restore to full health
  • Ranger - Ranged power: Move 1 space and defeat a monster up to 5 spaces away in a straight line
  • Thief - Melee power: Defeat an adjacent monster and take 1 gold from the store
  • Knight - Ranged power: Move up to 2 spaces and defeat an adjacent monster
  • Prince - Melee power: Defeat the monster and move two spaces
  • Sage - Ranged power: Pick up an item up to 4 spaces away without moving

Monsters

  • Goblin - 1 strength
  • Spider - 1 strength
  • Bat - 1 strength
  • Werewolf - 2 strength
  • Golem - 2 strength
  • Goblin Guardian - 2 strength
  • Goblin General - 3 strength
  • Goblin King - 3 strength
  • Dark Druid - 3 strength
  • Golem Lord - 3 strength

Items

Potion items can be used at any time during your turn, but are discarded after use. Weapons can be purchased from the store during your turn for 3 gold, and sold back to the store for 2 gold. A weapon's power may be used when rolling 'shield' instead of your own power.

  • Life Potion - potion; restore 2 hit points
  • Speed Potion - potion; move up to 4 extra spaces
  • Strength Potion - potion; defeat any one adjacent monster
  • Luck Potion - potion; change the LEGO die before you use it by re-rolling it once
  • Axe - melee weapon; defeat all adjacent monsters
  • Wand - ranged weapon; defeat a monster up to 3 spaces away, even around corners
  • Staff - ranged weapon; restore up to 2 hit points
  • Bow - ranged weapon; defeat a monster up to 3 spaces away in a straight line
  • Dagger - melee weapon; defeat an adjacent monster and take 1 gold from the store
  • Sword - ranged weapon; move 1 space and defeat an adjacent monster
  • Treasure Chest - discard treasure chest and roll the LEGO die: shield = 2 gold pieces, sword = 1 gold piece, skull = trap! -1 hit point, skull/sword +1 gold -1 health.
  • Torch - You may move 1 extra space on your turn. You may have at most one torch. If you lose all your health, discard torch.
  • Chalice of Life - if you roll 'shield' you may restore 1 hit point instead of moving or using a ranged power.
  • Crystal of Deflection - a monster wearing this crystal gives it to the hero instead of being defeated the first time.
  • Sceptre of Summoning - if you roll 'shield' you may take a monster from another player's defeated monsters collection and place it on an empty space. You do not move this turn.
  • Helmet of Protection - a hero wearing the helmet has one more hit point (i.e., 4+1 = 5 hitpoints for full health)

See Also

External Links