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![[Post New]](/s/i/i.gif) 2014/10/08 19:10:49
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Fixture of Dakka
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Just saw this on BGG
Gamezone now has an EU Community Trademark for the name Heroquest Classic and their logo. There was no opposition lodged during the opposition period
https://oami.europa.eu/eSearch/#details/trademarks/012870614
Looks like that's all of the EU covered then.
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![[Post New]](/s/i/i.gif) 2014/10/08 19:11:57
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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[DCM]
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That's good news for the EU then!
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![[Post New]](/s/i/i.gif) 2014/10/08 21:15:03
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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Fantastic news.
Now they need a stratagem to deliver to US customers. I don't see Moon Design and Hasbro having the final say anywhere else.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2014/10/08 23:09:27
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Dakka Veteran
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They won't have an issue delivering the Project to US customers, they just won't be able to distribute in the US or ship for resale.
If there's enough demand, I could see them covering the name on the box with a label or printing US-only boxes for distribution.
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This message was edited 1 time. Last update was at 2014/10/08 23:10:09
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![[Post New]](/s/i/i.gif) 2014/10/08 23:15:39
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Incorporating Wet-Blending
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Trademarks aren't copyrights.
GZ has to have the trademark *and* avoid a copyright issue with Hasbro. Moon Designs has a roleplaying game that doesn't have the miniatures, rules, or boardgame that Hasbro's HeroQuest has, so Hasbro hasn't taken legal action against them.
That being said, when Hasbro took legal action against Falomir Games, it was *not* for their HeroCults game, but for other traditional family boardgames. During the time, the Falomir games were on the shelves. So, by the time any Hasbro litigation affects gamers, any alpha gamer who wants HeroQuest either through the KS or retail, should have a copy, except for those in the US because Moon Designs owns the HeroQuest trademark for their HQ RPG.
The next question, of course, is the similarities between "HeroQuest" and "HeroQuest Classic". Courts nowadays will make a judgement based on the *whole* of an IP issue, not a specific -- assuming any litigation against GZ actually goes that far. Most of the time (but not with Falomir), "Confusing similarity" *is* a test used to determine if one trademark infringes upon another.
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![[Post New]](/s/i/i.gif) 2014/10/09 15:21:55
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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I don't think US customers are in the clear, and protectionism will raise its ugly head if/when Hasbro makes a move. Hasbro is a US company, as is Moon Design, Gamezone is not. I do not trust the US legal system to be impartial, especially not in corporate cases.
I think your best shot is for US backers to have thier good in the post before an official release date so that any attempt to intercept delivery counts as a backdated action and thus illegal.
I am happy with the way Gamezone has handle this for the same reasons others are unhappy. Moon Desiogn was asking for documentation and clarification, and Gamezone stalled them. Clarification is good for Moon Designs case, but does nothing for Gamezone. Best to say nothing,
Personally I think the chances of repeat sale to the USD will be very limited, likewise Gamzone is a Spanish company operating in Spain with a Spanish license, and the Spanish are even more territorial when it comes to their industry than the Americans are. I think Hasbro will know better than to try and pursue Gamezone in the Spanish or EU courts system.
Hence why Moon Design tried scare tactics instead and threatened to come after customers, which is fething low.of them. Moon Design is not actually affected by this there have always been two families of HeroQuest products, their RPG and the totally separate boardgame. With the RPG being vapour since the 80's.
Anyway the EU licence means that UK customers are now firmly in the clear, as before only Spanish customers had tat level of protection. US customers still have cause for worry, but I am hopeful that Gamezone are savvy enough to find a way to get your product to you.
Gamezone have been accused of incompetence for their lack of material provision for their case, but they are done the corporate equivalent of pleading the fifth, and saying nothing is generally a good idea, some would say always.
It must be frustrating for Moon Design trying to sucker Gamezone into revealing info that could harm themselves, only to fail. I wonder if this is why their spokesman who appeared on BoardGameGeek threatened backers.
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This message was edited 1 time. Last update was at 2014/10/09 15:27:14
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2014/10/09 15:50:49
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Rogue Grot Kannon Gunna
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I am looking forward to this one, especially with the possible combination with Mantic's Dungeon Saga.
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Russian Rebel Grots : 6,500 points painted P: 8 W: 2 D: 5 L: 1
Death Guard 1.0: 8,500 points painted (Pics available in Gallery) P: 7 W: 1 D: 3 L: 3
Death Guard 2.0 "Plaguepigs": 4,250 points painted P:4 W:3 D:0 L: 1
Thousand Sons: 3,750 points painted P:1 W:1 D:0 L:0
Nurgle Daemons: 3,800 points painted P:2 W:1 D:1 L:0
Tyranids: 2,000 points painted
Primaris "Honoured Mastodons": 3,700 points painted
Tallarn Desert Raiders 2,000 points painted Tau 6,750 points painted |
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![[Post New]](/s/i/i.gif) 2014/10/09 20:38:49
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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I hope you are right there Orlanth. Although, speaking altruistically I hope that this game can go on beyond just the KS backers and get some kind of general release - if it really is good (and the talk so far has been very encouraging) it would be a real shame for the goods to be locked away.
Once again though many thanks DaveC for bringing the news over here.
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![[Post New]](/s/i/i.gif) 2014/10/11 01:22:11
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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I will be very surprised indeed if anyone manages to prohibit sales from/in Spain. So a general release will likely be available, if not so easily distributable.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2014/10/15 08:34:33
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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Believe HQ25 is meant to be shown this weekend coming at Essen Spiel, don't suppose anyone is attending or knows of news surrounding the event?
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![[Post New]](/s/i/i.gif) 2014/10/23 22:27:18
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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Pacific wrote:Believe HQ25 is meant to be shown this weekend coming at Essen Spiel, don't suppose anyone is attending or knows of news surrounding the event?
Done intermittent websearches over the last few days, not heard a peep.
Someone might have news to upload later, or maybe not.
It wont be long now though, I am happy to wait.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2014/10/24 15:00:11
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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Reds8n posted a link in the N&R section of photos from the event. There are some 60-odd boardgames there but HQ25 isn't featured.
I suppose it doesn't necessarily mean that they didn't show, it might just be that they had a very minimal presence or the blogger may have missed them.
Does anyone have access to the Spanish Gamezone site to see if there has been any mention on there?
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![[Post New]](/s/i/i.gif) 2014/10/26 02:28:33
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Incorporating Wet-Blending
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And what about the September / October alpha (?) rules?
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![[Post New]](/s/i/i.gif) 2014/10/26 09:58:50
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Mighty Brass Scorpion of Khorne
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According to DaveC's post in the last page, they won't be able to to the rules beta because they're pushed for time and want to do everything they can to still hit the December deadline.
There still hasn't been any official message from GZ about it (or anything else) though
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![[Post New]](/s/i/i.gif) 2014/10/28 14:42:06
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Haemonculi Flesh Apprentice
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I can't wait to get this on xmas!
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![[Post New]](/s/i/i.gif) 2014/11/06 19:17:41
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Fixture of Dakka
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Small bit of news originally from heroquest.es
GZ say that the production is almost finished and they expect to get the final components around the middle of december.
They will start to pack and send the game to backers after this. Shipping end of December but more likely January. Even if they start shipping before Christmas they will break for Christmas.
They say that they will send first to the foreign backers in order to compensate traveling time so everyone get their game around the same time.
About the rules GZ say that they will post a video no later than 14 november. The video will include finished miniatures.
From Werty on heroquest.es
Beta rules have provided video shows the beta of the rules. The idea is to make short videos (a couple of minutes or as appropriate) to address a specific issue of the rules. They planned to take about 20 chapters published (ideally) weekly.
There will be a "Heroic Rules" which include (without expansion)
Heroic / dire Letters
Primordial Magic
Rear of modular board
Others
In the videos
DISPLAYED IS FINISHED MINIATURES and how the dice and boards.
On the box: The idea is that the box is high, very high, so that it fits ALL that includes the game, extras included. Since everyone has called different things, they have chosen to put protective foam in the box so that each element is in place. The foam will (unless alternative plans that may be) of the top of this photo: Apparently the box will take you a shrink seal, even that was a vague reference and I can not confirm 100%, would not be nothing illogical.
About the time: some items are waiting in mid-December, but are likely to be able to ship to packing and then. Obviously they will stop during the holidays and will resume after these IF HAVE NOT FINISH BEFORE PROCESSING SHIPMENTS .
On shipments: If logistically may, intend sent first to the farthest points (abroad), then the people and finally to large populations. Thus those who take longer if I will receive packets in transit before delivery so that, ideally, more simultaneous reception possible and whatever that large populations receive it first. courier services often make the evening collection and delivery in the morning, it would be logical to think that every day in the afternoon were to pick them up packages that have closed this morning and late in the previous afternoon. Shipping will be prioritized founders rather than stores. Do not care about delay Christmas season. It argues that the shops have closed and orders for these dates and they are out, that even the HQ25 late for stores to be bought as a gift, an important part of your target audience sees increased buying power at that time and can spend it on subsequent months. recepcionado Store still have not developed a list of stores likely to offer this service and admit failure on their part about it. They are planning the possibility that store pickup NOT assume SAVING THE FOUNDER, which will also have to pay the postage, but some compensation in the form of a gift (card, miniature, etc.), so that the founder compensate you navigate the home. All this is in the planning stage, there is nothing definitive.
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This message was edited 7 times. Last update was at 2014/11/06 19:34:34
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![[Post New]](/s/i/i.gif) 2014/11/06 20:18:32
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Longtime Dakkanaut
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I want to believe!
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![[Post New]](/s/i/i.gif) 2014/11/06 21:14:00
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Lieutenant Colonel
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Im confused...
does this mean I can buy heroquest at somepoint?
do you *have* to do the kickstarter thing to get it, or can you buy it after the fact and not worry about losing your money if it doesnt go through?
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![[Post New]](/s/i/i.gif) 2014/11/07 12:18:53
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Mighty Brass Scorpion of Khorne
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Their plan seems to be that another version of the game will go to retail, although as far as I can see, the only difference between these versions is the names ("Heroquest 25th anniversary edition" and "Heroquest classic" iirc). There seems to be a massive question mark over where this will be able to be sold though, due to several different parties having different copyrights and trademarks in different regions. But if everything DOES goes according to Gamezone's plan, I imagine you'd be able to ship a copy over from a retailer in Spain even if it doesn't go on sale in the Americas.
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This message was edited 1 time. Last update was at 2014/11/07 12:21:40
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![[Post New]](/s/i/i.gif) 2014/11/19 09:36:16
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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Not really any updates, but have done some reading on the Heroquest.es forum
- No mention of the video DaveC has talked about above
- There were some rules leaked online a few weeks ago on Scribd, immediately removed. No idea at all if they are genuine (although most people on the forum there seem to think so)
- Some members of the forum there have started a change.org petition to have GZ communicate officially on the status of the project. There have been some comments from people related to GZ on FB pages and the like, but nothing official.
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![[Post New]](/s/i/i.gif) 2014/11/19 21:05:58
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Fixture of Dakka
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No great surprise that the 14th came and went without an update. I saw the rules leak the other day and I downloaded a copy but as they are in Spanish and the status and source is unknown I figured I'd just leave it be.
Not sure the petition will do much good but better than nothing I guess.
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![[Post New]](/s/i/i.gif) 2014/11/20 04:21:45
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Incorporating Wet-Blending
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After skimming the rules, I'm confident that you're not buying HeroQuest.
http://boardgamegeek.com/thread/1271407/rules-draft-leaked
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![[Post New]](/s/i/i.gif) 2014/11/20 08:44:27
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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You can't just write that and walk away, you coy little devil you
Please explain?
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![[Post New]](/s/i/i.gif) 2014/11/20 09:16:13
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Smokin' Skorcha Driver
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Wow, is this still going on? Thought this had been kicked in to touch a long time ago. Colour me surprised.
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![[Post New]](/s/i/i.gif) 2014/11/20 10:04:54
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Mighty Brass Scorpion of Khorne
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Here's the google translation for anyone thats interested, sorry for the massive wall of text. Now to try and make sense of it all BASIC RULES (draft very very comp) * FOREWORD AND INTRODUCTION TO THE BACKGROUND. [The first letter of Mentor and by way of background unused until now] * PRESENTATION. - [Explain briefly, in two sentences, what Heroquest, like when you have to explain to someone you do not know what]. - We recommend using only the twenty sections of the Basic Rules if in your game new players. It is only advisable to add Heroic Rules when all players are familiar with the basic rules. If the item has mix of players novice and veteran harken to facilitate as far as possible the experience of game players less experience. If you play around veteran players feel alone, then add ye obviad prudence and the Heroic Rules for a more complete gaming experience. - Welcome blah blah blah ... 1. COMPONENTS. [What breakdown too?] 1.1 Given. [of each type and why they are so] The symbols of the side faces of the dice have combat the following meaning: A skull indicates an impact on offense. They use all the figures of the game. A shield with the symbol of a lion rampant indicates a blockage in defense of an impact. the use heroes. An oblong / rounded shield indicates a blockage in defense of an impact. The antagonists used. An HQ result indicates a successful impact on attack, you can not block with a result shield in defense. One result indicates a fumble on offense, which will give you a free attack as antagonist. [need to do a simple little board with all the options, which mean in attack or defense and if they have any effect or no effect] 1.2 Letters. 1.2.a- Spells 1.2.b- Team 1.2.c- Artifact Treasury 1.2.d- Other letters 1.2.e- 1.3- Furniture and scenery. 1.4- Thumbnails. 1.5- Adventure Book. 1.6- separator. 1.7- Board. Character Sheet Tab 1.8- [have called tab, card and letter ... among other things, blade is very rolero] 2. INTRODUCTION TO THE GAME. 2.1 How to start playing. One player should act as Wicked Witch, narrator will when requested adventure, you have the secret information of each adventure and make other antagonist players, which we call adventurous. The MB will handle all the figures are not the players call antagonists figures.[There you go changing for adventurers and antagonists All other words used throughout the regulation to unify] 2.2 Placement of the board. · Side A or B of the board will be used as indicated by the choice to play adventure, with the HQ symbol has the corner of each board to the right of the Wicked Witch and the letter A or B on the left. 2.3 Replacing the separator. · Wicked Witch player separator placed in front of him play, prepending the board, with tables helps the game for the MB facing him. 2.4 Choosing character. · If there is a group of players who regularly play together, then proceed the choice of the hero that everyone will. Each player secretly written on a piece of paper (or mobile) the hero you decide to choose for every adventure at the beginning of it. The writing is will reveal and put together all at once. If something written is invalid, that person will choose the latter, Once all players have been assigned a hero. · There are two heroes available for each archetype in the box, if two players choose the same type of hero who has shared lots male and female, if not agree. If three or more players choose the same character, equally randomly decide which two players divided male and female version, the discarded players choose which character to lead adventure after all other players have already committed their heroes. · There will be no possibility of changing hero once assigned. · Once assigned the heroes who will each proceed to determine how they are placed around the board. 2.5 How to put around the board. · It will shoot a given by each player and these will stack in descending to the right of Wicked Witch. This roll of the dice and the resulting random placement of players will repeat the beginning of each adventure. · Avoid actively by the Wicked Witch meet the placement preferences by the players, who tend to choose their situation for tactical reasons. must be Random placement at the table, remember that you are your opponent. · There will be no possibility of changing location once assigned. [When players get some experience may add addends to "roll placement chairs "to activate your hero and get earlier] 2.6 Distribute spells. · Only those spells may receive characters with magical ability, as indicated in your profile control. · All placement and cast spells be made secretly, face down. · Spells are grouped by type, separating them from others by drawing back of the cards. Each type of spells are shuffled and placed above board regardless. · The magic spells are divided into rounds. Each magical round allows each player magical ability to take three cards of the same type. The catch was not looking they are. · The order to hand spell cards are made considering the position in the table, and They will be distributed / choose spells first the first magician to the right of the Wicked Witch. the player will choose only one type of knowledge and, without seeing or choose not teach letters, it will take three cards are available at the top of the mini-deck accordingly. Then he will do the same character with magical ability to be located on the right and so on until each player with magical ability has obtained letters that corresponds to that magical round. · Then proceed to the second round magic, where magicians defined as heroes or similar may choose another round of cards again, with the same procedure but without repeat the same who already have knowledge of letters. · There will be a third round magic only for characters that are wizards or told to do so the tab control. · Remember that the entire process of allocation is done with the cards face down. Once longer appropriate share more letters, the Evil Witch withdraw the remaining cards without looking at them or teach them. Players can now proceed to look at the cards that have corresponded to them. · No player is required to show their cards to anyone, until the moment you decide to use each, at which time will become public. 2.7 Choosing the adventure. · The Evil Sorcerer adventure elect to make pre-process the entire cast of heroes, positions, ... We write letters and not shared with other players the title of the fair adventure up before starting. To start the adventure wicked shall read the introduction to all of them, time will be officially launched by the adventure from which. 3. GAME TURN. 3.1- Each turn of the game each player can activate your miniature hero and the Evil Witch may activate all the figures that correspond antagonists as well as special effects and traps to be activated for game development. 3.2- The players are activated one at a time, from right to left, starting with the one that is seated at the right of the Wicked Witch. Each player can perform actions with their character, until they can not do or decide that you do not want to do more. At that moment tags the next player and so on. 3.3- Once players have finished playing the Wicked Witch will perform the actions you can with the figures under his charge. 3.4- The evil Sorcerer activate your figures in the order you want, taking all possible actions with each figure before moving to the next. 3.5 No player may reserve shares for use at another time (even the Wicked Witch). 3.6 Each player will have two actions per turn. 3.7 The types of actions available to the players are: ● move action, limited to one per turn. ● attack action, may be used up to twice per turn. ● shooting action, they can be used up to two per turn. ● magic action, may be used up to two per turn. ● search action, may be used up to twice per turn. ● special action, limited to one per turn. 3.8 Each player will decide what action you want to perform each turn and in what order. 4. ACTION MOVEMENT. 4.1 To move your character through the squares of the board must use a move action. 4.2 To move two dice are rolled motion, each result of one of the sides of given motion will indicate the legal move for that turn motion in that action, the sum of the product of the two is the number of boxes that can voluntarily move the figure that turn. 4.3 The number of cells obtained may be used to move to full or partially. They will not be save movement points not used for later. 4.4 The move action must terminate before taking further action. You can moviento split action, partially displacing the figure, performing another action recapturing the movement that is left remaining. 4.5 The movement will be from the box that occupies an adjacent figure it, fair and square other than diagonally. 4.6 A passable box is one that is empty. A box is impassable which is occupied by another figure (hero or antagonist) or a piece of scenery. 4.7 You can spend a square occupied by another hero if that gives right of way. But it can not be end the movement in a square occupied by another figure. 4.8 A box set can not contain two figures at once. 4.9 There are elements that do not occupy a square, but are located at the intersection of squares. Unable to get through a locked box game to another door. Neither can through a wall drawing on the board to reach another adjacent square. 4.10 There may occupy a square that contains a marker of rubble. Neither can pass jumping over. 4.11 The hexagonal bases given not provide a numerical result thus can not be added movement. Their behavior is different and is explained below. 4.12 One result of HQ can get to figure their maximum movement allowed. If the another as a result of a lateral face is not the result of the total movement obtained is added. 4.13 If the result is double HQ then the player gets the maximum movement allowed for hero and also get a "fancy stuff". Which, during that turn, may mean the possibility of avoid the first trap that is free to ignore or attack an enemy of your choice to move adjacent to it. A result of 4.14? is considered a blunder or uncertain result of movement. If you get one? and in the other as the result of movement of 1 to 3, then you will push once; if the result is 4 to 6 You will push twice. 4.15 Pushing means if you spend another friendly figure adjacent to the Wicked Witch can move a box that hero. If you pass adjacent simultaneously to more than one friend, decide on what MB figure applies the push. If you push twice, the above rule is applied twice in different boxes motion or it can use the MB on the same box if more than one adjacent friend. 4.16 A dual result? ? It will make your figure does not move, but the action is considered used. Yes you still have to use an action that turn, you can not choose momiviento again. 5. SHARE SEARCH. 5.1 When you decide to use a search action, you must choose which type you choose and ask the MB. He will will answer what is the result of your search. 5.2 You may not use a single action to perform more than one simultaneous search. 5.3 You can choose to perform search actions: traps, secret doors and hidden treasures. 5.4 MB If the answer to your query is yes, then proceed to place the MB items hidden or secret concerning your search in the appropriate board. 5.5 A search will effectively delimited area, if the character is in a room the Search results will only affect that room. If the search action is performed in a corridor the results affect the boxes in line of sight and at most eight squares away from the figure. 6. ACTION ATTACK. 6.1 To attack another figure melee you must use an attack action. You must be box adjacent to the target of the attack figure, but not diagonally. 6.2 To perform an attack action combat dice are used. 6.3 The process of an attack action consists of two parts, the first of your dice roll fight, which will be your ATTACK, then the dice roll combat Fig attacked, which be their DEFENSE. 6.4 The attacker rolls a number of combat dice and strike capability indicated in the data sheet Control your figure. 6.5 The defender throws attacked or fought as many dice indicate its defense capability. 6.6 tab control each character drawn there are two types of combat dice: Black and whites. A release effects are the same, the color difference is only indicates where obtained. 6.7 The black colored dice are fighting intrinsic character himself, obtained either by their strength or fighting ability. These dice are used in combat even if the character does not wield no weapon. 6.8 The dice are white combat dice obtained when using certain weapons. Each weapon will indicate how many dice brings to attack / fight. Only one weapon used by each attack action. 6.9 Combat dice used in an attack action will be the sum of the black dice plus white dice gun is used at all times. 6.10 When making an attack action against a target and throw the dice combat Match each result of a skull indicate a possible impact on the contrary. these results skull can be blocked by the defender with a score of shield corresponding. Each result of the dice indicates that HQ is a direct impact without a defense by defense. 6.11 Once the attacker has thrown the dice and see their results, otherwise proceed to perform combat dice roll that corresponds to its ability to defend tab control. Both black and white. The results obtained from a shield block each result skull attacker. Each void shield obtained a score of skull. 6.12 Each hit removes one life point of the attacked figure. If the attack has a higher number of impacts unblocked points than life point, surplus impacts or may not save or reallocate. 6.13 If the dice roll combat some face appears with a?, That attack is a blunder and failure. If only one result is out?, The opponent has the chance to throw that since this time against their starting pitcher. This extra die counterattacking You can lock in turn also throwing a single die. But if the initial result of the launch dice two or more?, then the enemy can use all those dice for a “counterattack" possible given without launching defense response. [explain easier] 6.14 On Life Points. 6.14.a The elimination of the figures can be given as a result of the attack and shooting Also the effect of magic and traps. A figure 6.14.b henchman managed by the MB will retire from the board as their point of life reach 0. 6.14.c If it is a hero or antagonist have 0 Life Points will knock Figure on the board, indicating that it is severely battered but not yet removed. In this situation you can do anything. It really can not do anything. You can earn points through life some effect granted by another player in the same turn that falls or immediately following. If it is not will be permanently removed. The fallen figure can not be addressed herself to any manner. 6.14.d If the figure of the hero or antagonist receives impacts to localise their life points negative / red then directly eliminated, it may not serve in any way to to recover life points. [If you get placed in impacts that equal amount of negatives that the points of initial life then that figure has been blown, dismembered ...] 7. ACTION SHOOTING. 7.1 To attack another figure remotely have an action shot against a figure that does not is adjacent and is in line of sight. And whenever you do a weapon to these ranged attacks. 7.2 To shoot dice exclusively launches fighter on the card indicating the weapon distance that you want to use. Remember that you can not add to the roll of dice black tab control character. 7.4 The purpose of the figure shot defend an action only trigger opposing dice roll defense that give items like shields, armor and shields that expressly indicated. 7.5 The results of skulls are possible impacts that may be blocked by the defense of Figure target shooting. The HQ results are direct impacts, without a defense for launch dice, which each remove a life point. The results? indicate a blunder, if there any friendly figure adjacent to the target figure, then the action of shooting and the result of Dice are used against it as if it were the goal. If no friendly figure that since then has no effect. If it takes more than one result? MB choose any figure in the line of sight pitcher and applies the dice roll against it. In either of these cases are interpreted the results like a skull in order to resolve the shot. 7.6 You can not use a trigger action against a figure remotely if you have an enemy in an adjacent square, their presence hinders you and leaves you to concentrate properly. 7.7 Line of Sight. For line of sight should be no obstacle in any figure or box between the box that holds the box and throwing the target. Figure A friend or foe present an obstacle. A closed door or wall collapse constitute a barrier. a figure behind a corner you can not be objective as appropriate (see diagram). An element of not very high scenery but not preclude remove a given release. One can draw line of sight through a barred door, but also removes a given combat release. [On the maximum shooting distance. The scope. Every 10 boxes 1 die is removed from combat they were going to shoot.] [Those who are not very skilled with weapons firing may use if not says otherwise but using half the dice ataqque of the gun and unused supuersto no because of his strength or some kind of editing.] 8. ACTION MAGIC. 8.1 An action of magic allows you to make only one of the following: use a letter spells, a spell or use the effect of a magic item. 8.2 To use, the corresponding card face up throws over the board, declared of living voice use. The corresponding effect will be described in the letter itself, and the procedure to follow. 8.3 Within the letters of elementary / element spells are normal spells and primordial also spells. (The normal spells have a casting cost indicating own letter. The primary spells usually have no charge.) 8.4 When used spell card paramount, regardless of whether it is successful or not, is removed adventure, not going to be available in the course of it. 8.5 Spell cards that are not primary can order a launch cost as points in mind I indicated in the letter in the lower right corner. When using a card with cost Release you remove points from your record of mind control. The letter points used to mind not discarded from your hand once you use it. You can use it whenever you want while you can pay the cost requirements to request release. 8.6 The purpose and requirements of each card are described therein. (You can try it using a card without paying its casting cost, but is discarded after use immediately for the remainder of the game. In addition, the spell will be less likely to go out and becoming more miscue.) 8.7 All spell cards become available at the beginning of the next adventure, for proceed to their distribution in the manner explained at the beginning of the rules. 8.8 About the Points of Mind. 8.8.a If points of mind of an enemy goes to zero, the figure is eliminated. 8.8.b If the counter mind points for character or an antagonist reaches zero, then go into shock. 8.8.c A figure in shock performs all actions of attack, defense, or magic shot with Dice half normally have available. You can not use any other type of action. 8.8.d If the points of mind are placed with negative indicator / red, then the figure is dumps, indicating that it is unconscious. By itself the figure does not recover consciousness in the rest of adventure. 8.8.e An unconscious figure is eliminated by any figure adjacent to the attack and outcome for a skull, no possible defense. [Explain the letters, which clearly indicated that the primary are used once and discarded, yes can be strengthened if the spell allows mind spending points. Normal spells can be used several times while its cost is paid, if used without paying the casting cost and lost options are huge blunder, can be strengthened. Spells can not be strengthened, needless casting cost of mind points, but if used the possible blunders are minimized. For example, normal spells, summon one family, if used without their corresponding points mind You can invoke a pig, a kiwi, a kitten ... Explain spell casting Points of Mind shock The other magic cards (runes, scrolls ...) and who may use them] 9. ACTION SEARCH. 9.1 To perform a search action is declared out loud and say what type is chosen, since There are several available. Only you can do a search by type of measure employed. the different searches you can do are: ● 9.1.a Find Traps: Use this action to declare your intention aloud, the MB will tell immediately if the search is successful or not and what you find. The search is effective only in the room is occupied and if a corridor to four boxes distance. It will not be effective if there is an antagonist in the search area. Friends do not obstruct the search. Find Hidden Treasures 9.1.b: To use this action declaring your intention aloud, the MB will tell immediately if the search is successful or not and what you find. The search is effective only if you're in an area adjacent to the subject of scenery in the box you are looking for. Will not be effective if there is an adjacent antagonist at the figure looking piece of terrain or search object. Friends do not obstruct the search. ● 9.1.c Find Secret Doors: To use this action declaring your intention aloud MB will tell you immediately if the search is successful or not and what you find. The search is effective only in the room is occupied and if a corridor to four boxes distance. It will not be effective if there is an antagonist in the search area. Friends do not obstruct the search. Finding a secret door opens also means that because of this search action. 10. SPECIAL ACTION. 10.1 are shares that are permitted to be made only once per turn. if you can make two different special actions per turn, so it can not repeat any of them two times in the same turn. ● 10.2 Disable Device: Figure it will disarm traps and must be adjacent to the trap to be deactivated in order to use this action. They may only use this action characters that are expressly stated in your tab control. You can not use this action if an opponent is adjacent to the figure that you want to use. ● 10.3 magical traps Search: To use this action declaring your intention aloud MB will tell you immediately if the search is successful or not and what you find. The search is effective only in the room is occupied and if a corridor to four boxes distance. It will not be effective if there is an antagonist in the search area. Friends do not obstruct the search. This action can make characters with magical ability or who hold some object that allows to do it. Can only be used once per turn. ● 10.4 Exchange team: use this action to declare your intention aloud to her You can give and take objects with only one partner, with whom you will be adjacent. You can not use this action if any of those involved in the exchange is adjacent to a antagonist. Can only be used once per turn. ● 10.5 Use / take potion or elixir: To use this action declaring your intention out loud and sets the corresponding card face up on the board. The effects described in the letter will be immediate. You can not use this action if an opponent is adjacent figure that wants to use. ● 10.6 Aiming: You can use an action point to improve the result of a possible trigger action. To be effective you must use the action point before the shot on the turn. Aim lets you reroll halfway Dice you have launched fighter in action shooting, provided they are not results ??. ● Detect ambush 10.7 [potential material for extended version?] ● 10.8 Dig companion with this action and being adjacent to it may remove a mate under a rock trap. ● 10.9 Stealing: [best to leave this special action to expand] ● 10.10 Save companion [expansion] 11. PLACEMENT OF ELEMENTS. ● 11.1 MB sets and scenery elements that are the antagonists players as a result of their actions, both when opening a room or within the line unlimited viewing boxes. ● 11.2 adventure elements indicate that they are not hidden or secret place. ● 11.3 MB placed elements visible to the players and the scenery corresponding antagonists as indicated adventure. 11.4 ● The doors are always placed closed. To open them a player must place his figure adjacent (not diagonally) to the door and invest at least one point of movement. If the effect a move action a figure stands in front of a door but no remaining movement points, so you can not open it. Once a door is opened it will remain open, changing the item for a door frame. ● 11.5 Only players can open doors. 12. TRAPS. Each adventure indicates what type of traps and where they are. Such information is often secret and is only available to the MB. Antagonists will move around boxes containing traps without activating them or affect them. Heroes traps activated at the same time entering or break through a square containing an intersection, performing the relevant effect before proceeding with any other action or movement below. Once a trap is activated for the first time or your situation is disclosed by a search, its effect will affect any figure on the board. 12.1 Trench. The figure falls to the bottom and roll a die to combat impact mode, without a defense. If a stock falls while moving it just right then performed. The player can exit and move using a moving action, but only by pulling a given motion. This trap can not be disabled. 12.2 Deep Pit. The figure falls to the bottom and combat dice showing the impact adventure mode without possible defense banging. If a stock falls while moving it just right then performed. The player can exit and move using a moving action, but only by pulling a given movement and whenever any friendly figure adjacent to the trap. The friend to help you figure out you can not have an adjacent opponent. This trap can not be disabled. 12.3 Rocks. In the box that is the trap rocks fall from the ceiling to blind the box. The figure in this box to receive a variable number (indicated in the adventure) combat dice to represent the impacts suffered. There is no possible defense as a dice roll of combat the impacts received in this way. Although you must throw two dice movement to determine what happens next: any outcome other than a base hit? you will let you move to an adjacent (and fair) empty box to the trap. Each will result HQ allows you to block any of the skulls obtained by falling rocks. If the figure you get any? then you can not avoid the trap and is trapped. You may only leave if it helps one companion. You will have to use a special action. This trap is switched off [not sure this]. The square where the rocks have fallen becomes impassable. 12.4 Detachment (is double rock, but differs just as well) 12.5 Arrows. It is a trap that is placed at the intersection of two squares. It is activated and acts figure against puncturing the intersection at which it is located. The number of combat dice Using this trap is variable and is indicated in each adventure. The same restrictions apply that a shot when fending off their attacks. It is deactivated. 12.6 Spears ... axes ... It's a trap that is placed at the intersection of two squares. It is activated and Figure acts against that goes beyond the intersection at which it is located. The amount of dice Battle using this trap is variable and is indicated in each adventure. If the attack is not surprising no defense, if you were already detected then the same options apply to defence in a normal attack. Are deactivated. 12.7 Disable Device. Only those traps are deactivated expressly directed. To deactivate a trap has to be adjacent thereto. Only they can perform heroes who have that skill in your tab control or to carry an object that will promote about deactivation. 13. SKIP. You can jump over a box using a move action, for which you must be adjacent to that box before moving. A move action and is declared is also loudly indicates that wanna jump. A given pulling movement only, if the result obtained lets you reach the other side, counting the box jump, then you jumped smoothly. If the jump is successful, does all the movement you want the result, counting the box has tripped. If the movement score obtained will not let you get to the other side or get a result? then you place yourself above the box you tried to jump. If it's a trap you fall into it. If it is aabyss ... goodbye to your character. You can try to jump more than one box at a time. If a move action just before jumping is employed, it is considered that you have taken a run and You can add +1 to the roll jump to do with a given movement. You can not skip a square is occupied by another figure, unless it is a pit. Nor You can skip a square occupied by a piece of scenery. 14. Between missions. 14. 1. A mission ends when the conditions which it is indicated in the book are met corresponding adventures. After completing all the characters recover points and mind lost during the previous game. The letters were obtained by partitioning the beginning of previous adventure and which still retained upon its completion, will be discarded and returned to their decks corresponding. 14. 2 gold obtained by the characters in each adventure is not lost at the end of them. It will stored along with their possessions. 15. EQUIPPED. [and unequipping or desequipen you ??] Characters can add equipment to their belongings during both adventures as between games. In the course of an adventure is performed as indicated in the special action ... .. Among mission and mission characters can freely exchange their team, defined as the need own letter. They may also sell to other characters or even the MB, pretending that they have sold in a market or store. If sold to MB value is obtained in gold coins the letter stated. If some other person, the amount depends on the adventurers. A character can also buy equipment to gold held. The MB have to tell you what your available in the markets between adventure treks. The gold used to buy will be subtracted from the total the adventurer has. 16. CHALLENGES OR ASSIGNMENT. 1. Is the MB decides what adventure play, keeping it secret until it begins [or no =] Specific information on each adventure is only available to the MB. 2. A game ends when there are adventurers who can carry it out, or when no longer remains on the board any useful player or have already left the adventurers of the board. 3. When some missions are chained, they are treated as if they were the same adventure that still It's not over, so that the points of life and mind will not recover and there will be new delivery of letters. 1. THE [move here] RULE 18. "THE ERROR ALSO PLAYING" 18.1 "The error also plays" means several things. For starters if you state that you do not like something You can roll back, you must. If you could not do it or you get nothing, then, the error also plays. 18.2 If you move your figure to a square and allowed desdecirte passable and can not change your movement. Is not rectified, the error also plays. 18.3 If you throw the dice combat without declaring who shall be the Wicked Witch to decide who will led the attack, the error also plays. 18.4 If you do something and it goes wrong or you can not, you can not turn back, the error also plays. 18.5 If you declare an action that can not be made with an antagonist that is adjacent to and the case, as you lose the action, you were wrong, the error also plays. 18.6 If at the beginning of an adventure hero carries more items than its capacity allows load, the MB can decide which removed and set aside (to the next venture) for the ability of load become functional. 18.7 In case of any complaint on your part, the Wicked Witch will say "error also plays" and no more discussion. 18.8 And yes, of course the error rule applies also plays the MB. 18.9 Whenever the regulations mention half of the movement dice or half done or the like refers to the exact middle and if not calculated to fulfill downward. 19. WICKED WITCH. ● 19.1 MB not choose for yourself spell cards at the beginning of the adventure. If during of it, the figure of an antagonist character with magical ability are placed right in MB catch that moment the letters that correspond to the same manner as is done in magical rounds, shuffling them face down ● 19.2 You should check at the beginning of each adventure adventurers do not carry more items their capacity allows. If you carry more, "the error also plays" and will be the MB decide what to cut away the excess. 20. Finally, if a strange situation that could not be occurred in the course of the game resolved with these rules, apelad to your common sense and give a simple, logical solution consensus as possible. Remember: this is a game and is done for fun. So that's the end of the basic rules. As far as I can see they aren't too different from the US rules from the original game. A little more complexity around attack and defence (although that may just be because of the translation). And I think the ranged attacking rules are different, but I can't recall the original rules off the top of my head. So these are the extra rules that (as far as I can tell) require the "heroic" and "fateful" cards that were stretch goals. As advised in the first part, they add to the complexity so are suggested only for people that have played before. RULES heroic R. H. 1 CAPACITY. R. H. 1.1 Objects and equipment are purchased, are granted by the MB or obtained in the development of the adventures, they will always carry that you can physically carry. to represent this, each character has a load capacity in your character sheet, determined by a number Symbol inside a backpack. In turn, each object has a cost of loading stated in his letter, being also a figure in a backpack. R. H. 1.2 If the capacity of an adventurous equals load the costs of the objects leads, all actions are performed by half, all dice that are available can have half of them. R. H. 1.3 If the objects that leads an adventurous add twice the amount of capacity, then it does not move, and can not use any dice. R. H. 2 GUNS TWO HANDS. A two-handed weapon does not allow use of any other weapon at a time or any kind of shield or utility has to wield or in connection with active hands. The great weapon allows you to attack any adjacent figure, including those that are in diagonal. Sweeping. Once chosen the figure attacked if any HQ result occurs, it can be exchanged for a new attack (unless given) to an adjacent turn attacked both the figure and the figure attacker. Collateral Damage. If a result occurs? scanning the same effect would be produced, but in this only chance against a friendly figure adjacent to at least the figure performing the scan. the figure is chosen by the MB. R. H. 3 DEVELOPMENT / EXPERIENCE. Pros vs Cons, defects vs virtues. [This should be a rule optional and perhaps more here it should be as a rule the fatal letters and heroic, how obtained, how they play and what they do] [eye, experience is not the same as knowledge or training] [This section should profoundly revise] The different experiences of the characters and their adventures will progress option to obtain: ● Benefits and Impediments. ● Given Exceptional (almost like training, given the will and other physically colour, you can not use more than one shot) ● Letters Heroic, random at the beginning of each adventure, cards used and discarded. A player will gain experience and knowledge as well as perform missions by situations experienced. This will translate into resources available to them, either in ballast to his regret, that will play a role in the games, represented by different effects. Each time a player takes twice ?? HQ or twice in a movement roll, this will force to make a run at the "table" PROS CONS DISABILITY BENEFITS or at the end of item, for each double result, and apply the result to your tab control before start the next adventure. [acquire benefits and impediments, which are permanent, as opposed to the heroic letters or dire that are chosen randomly at the beginning of each adventure] IMPAIRED TARE: ● COWARDICE: receiving the 1st wound may flee or seek disengage instead of staying in the combat, is overcome and forced to flee if the player does not like it or you will go wrong. ● TRUE cowardice to receive the 2nd wound may flee or seek instead unlocked remain in combat, is overcome and forced to flee if the player does not want or will come evil. ● CHARLATAN: stops to tell war or insult the enemy in combat or worse situations it should lose by sloppy defense dice. ● GRESCA / animus: [Make it some kind of rule that they can not be adjacent barbarous and barbaric because otherwise they would be fighting? And another, if this becomes impairment must be some kind of standard to establish to what or whom, including other heroes] FEAR: ADVANTAGES VIRTUES / SKILL: ● COLD BLOOD: FEAR will not. ● FIRM PULSE: You can use a trigger action even if an enemy in box adjacent. ● ACCURATE: adds a given combat action shooting. ● THROWING DEADLY: each point of life that otherwise dispose of doubles. ● ELUSIVE projectile: ● HARD TARGET: you can use half your natural defense points (in black) in the missile defense. ● REFLECTIONS: Can defend given by the first attack accoutrements when granting leave a blunder. ● ELUSIVE / FINTA: Applies defense dice against the first enemy HQ as melee, no missile. ● AGUANTE: allows discarding the first result directly adverse skull [review name] ● MULTIPLE ATTACK: If wielding two weapons may use both, one after the other, in a same attack action. You can not use two-handed weapons with this advantage. ● ONSLAUGHT: during movement, when entering the combat zone of an enemy can deciding embestirle, whereby upon movement a match occurs, that regardless of the outcome thereof, it will displace the enemy figure a box in the figure opposite direction attacking him. The figure will occupy attacks Anyway the box is empty. ● GUERRERO: allow you to go through various combat zones without having the obligation to stop. Though he will receive the appropriate accoutrements against attack by leaving each zone combat. BENEFITS OF MOVEMENT ● fancy stuff +1 to a dice roll motion. ● real magic +2 to roll dice to move. ● You can choose to start the first inning. MOVEMENT IMPAIRED ● Injury, -1 to all rolls move in the next game. ● Serious injury, -2 to all rolls movement in his next game. Regarding combat dice, each time a player takes a score of double or triple? you must make a roll on the table LASTRES / IMPAIRED. Similarly a player obtaining a result of double or triple HQ must make a roll on the table ADVANTAGES. Both groups may be temporary or permanent. [look over] If a character reaches 0 points of life as a result of an attack, it will acquire an aversion to the type creature that put him in that situation, becoming an almost permanent impairment. Another possible option is that [review] R. H. 4 PRIMARY SPELLS. At the beginning of the adventure, a character with magical ability may decide to redeem 2 cards spell elementary that correspond to 1 letter primordial spell, three cards must be the same element. This decision is made before stealing the two decide to exchange letters. R. H. 5 COMBAT ZONE. Adjacent squares of a figure which can attack are considered the combat zone. Yes while moving a figure enters a combat zone of another enemy model, then must stop, even if you remain still points that move action available. R. H. 6 UNLOCK. If the start of the turn and you're in a combat zone of an enemy, you can leave a move action, but destrabarte receive an extra attack against a single die combat, you can not oppose a free-defense. This extra attack against it will receive for each enemy figure to project their combat zone to a square. R. H. LETTERS July heroic and deadly. If in the course of an adventure a player gets a score on a double roll HQ, then You can steal a random Heroic Charter. You have the option to use it immediately or save for later use. This card can only be saved until the end of the adventure underway. At any time a player adventure may use a Heroic Charter already in your Always able to get on a roll at least one HQ result. If you choose to use the card, the die with HQ result has allowed this use is lost, ie, will have no effect because its use is redeemed by the effect of the letter. When players take out a roll of the dice in a double ?? then draws a random MB Funesta Charter. He can use immediately or save it for later use only in the During that same adventure. The MB can play one Funesta Charter already in his possession when in one of his runs for at least one HQ (is exchanged in the same manner as that cited above). You can also play immediately fatal letter when one player wins at least one result? in one of his runs. The effects of the Heroic and Dire cards are immediate and once you play must apply If any inconsistency occurs because you can not perform its effect at the time of departure, therefore we refer to Rule 18. [if no cards in the deck heroic unused, then names the letter you want loud and player who has the need to give it] [access to heroic it should also have letters from them to get certain achievement in an adventure, or overcoming combat, a game without blunders and more. EVEN more like this criteria to also obtain advantages or impediments]] LETTERS heroic: ● PRODIGIOUS JUMP: ● TE BLIND BLOOD (BERSERK): ● AIM EXCELSA: ● ELUSIVE DESPERATE: ● stroke: ● ULTRA COLLECTION: ● STABILITY ...: ● Haste ...: ● Reflexes ...: ● CHIRIPA MONUMENTAL: ● ...: ● ...: LETTERS dire: ● DO IT AGAIN: ● SLAMMED: ● ABRACAPLUF: ● Countermagic: ● cluelessness: ● ACCURATE SHOOTING: ● CURRENT / DELIVERY: ● SLIP: ● looted !: ● SE TE FUE LA MANO: R. H. 8 O. EVIL Witch If a game is no more than four players, the MB randomly draws an ominous letter to top game by each player over four. R. H. September
I like the limits they've put on the amount of gear each character can carry, it will mean more decision making and forward planning for the hero players. The combat zone thing sounds like it could be brutal, being forced to fight if you go near an enemy and having to take an undefendable hit if you want to try and flee. Beyond that I'm struggling to make sense of the translation and the layout isn't too clear.
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This message was edited 1 time. Last update was at 2014/11/20 12:15:44
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![[Post New]](/s/i/i.gif) 2014/11/20 13:18:18
Subject: Re:Hero Quest 25th Anniversary - Finished 675,940€
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Incorporating Wet-Blending
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The GZ ruleset basic rules is similar to Hasbro's HeroQuest, but not the same. The GZ heroic rules are not the same. GZ uses different dice than Hasbro.
Aside from the barbarian, elf, wizard, dwarf, and generic monsters, GZ has changed or added NPCs and monsters.
Miniatures are different sculpts. The boardgame dungeon has a slightly different layout. While the quests are not known, stretch goal figures suggest different quests.
The least flameworthy definition I would call GZ's HQ is an "unofficial sequel". I personally think there are enough changes to avoid copyright issues, and Hasbro let the trademark expire. If HQ25 uses the same box cover and logo in the packaging that they showed in the KS, they still risk trade dress infringement.
Thanks to Gorechild for the reformatting.
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![[Post New]](/s/i/i.gif) 2014/11/20 15:01:52
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Mighty Brass Scorpion of Khorne
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No problem
I wouldn't go as far as to say people won't be getting HeroQuest. As far as I can see, despite being astheticly different, the dice serve the exact same purpose.
The updating of all of the minatures is to be expected, as cool as the original game is, I wouldn't shell out for new copies of 25 year old minatures I already have. And (assuming they look half as good as the renders irl) the new ones are beautifully designed. The same with the quests, the board is so similar that you'll be easily able to play the old missions on the new board, so repeating them would be redundant.
As long as the rules are recognisable, which in my opinion (assuming this leak is legit) these are, I'd still see it as being the same game. And if the worst comes to the worst you could still use all the new stuff with the old rules. It just gives you (more than) double the number of options. And if you don't get on with the heroic rules, it seems to have been designed to be completely optional.
In my eyes, being made by hasbro and games workshop isn't what defines HeroQuest, The asthetics of the game and the style of play do. Using the small amount of info we have, it looks like that is what Gamezone will be providing. Ymmv though obviously :p
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This message was edited 3 times. Last update was at 2014/11/20 16:57:41
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![[Post New]](/s/i/i.gif) 2014/11/21 15:01:57
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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I would be happier if the rules were no the same as Heroquest frankly. That game was grossly simplified for a kids market. I would be hoping for more game substance to go with the miniatures we are forking out for.
The inclusion of advanced rules provide that promise, and I have 0% problem with their being as basic version accessible to all. That being said they could ship without rules, I am still buying, the miniatures are awesome and will restock me for D&D 5e, with help from some stuff from Mantic. Automatically Appended Next Post: Ok, got a problem
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I paid the shipping used the voucher etc. All some time ago.
However a check up on my account just now to look at what add-ons I might buy revealed this:
Home>My account>Order history
Order history
Here are the orders you have placed since the creation of your account.
You have not placed any orders.
Now the order was logged on the order history before, just jkust not showing now. No emails, no nothing.
I sent an email to Gamezone asking for clarification, but with the company not being ones to respond (I sent an earlier question at the time I ordered, with no reply received) I am not happy until I find an alternate measn of contacting them.
It would also help to know if anyone else has a similar experience. Do your orders still show up on order history? It might be wise to check for your own purposes.
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This message was edited 1 time. Last update was at 2014/11/21 15:16:16
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2014/11/21 15:50:39
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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Mighty Brass Scorpion of Khorne
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Orlanth, I just checked my order history and its still showing up. I screen shotted it as well just incase it goes AWOL, thanks for the heads up though. I've contacted them before and did eventually get a response, it took a long time though (2 weeks + if I remember correctly). just trawled through my inbox and their reply was sent from: heroesqu@frost.nocdirect.com on behalf of Gamezone Miniatures ( comercial@gamezoneminiatures.com ) Try hitting up either of those addresses??? Good luck
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This message was edited 2 times. Last update was at 2014/11/21 15:52:15
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![[Post New]](/s/i/i.gif) 2014/11/21 15:57:55
Subject: Hero Quest 25th Anniversary - Finished 675,940€
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[DCM]
Dankhold Troggoth
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You got a shout out on the BGG thread, Gorechild
Freelance Police wrote:Thanks to Gorechild on the Dakka forums for the formatting!
http://boardgamegeek.com/thread/1271407/rules-draft-leaked/page/2
Thanks for doing this! I'm not much for critiquing rulesets, but interested to see others take on them.
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