18th August 2022 Broadsword! It's a Thursday and we're in Aldershot for some gaming fun! According to Wikipedia, HeroQuest was originally published in 1989, which makes me feel very old. The version that we are playing though, is the 21st iteration. So grab your staff and pull on your loincloth as we set into vaguely generic fantasy world of HeroQuest in search of treasure. Alternatively, take on the role of Zargon and oppose the heroes. What's in a game?
HeroQuest's components are all generally good. The board, tiles and cards are of an acceptable quality. The dice are also fine and in a move that pays homage to the original HeroQuest, there still aren't enough of them to split conveniently between the hero players and Zargon player! The game really could do with a few more combat dice! Probably the biggest components are the miniatures. All the heroes and monsters miniatures come in single colour plastic according to type, heroes are red, goblinoids are green, undead are beige and so on. I'm pretty certain the sculpts are all new as well, the games has undergone cosmetic changes due to licensing issues regarding the original. Speaking of sculpts, I found their quality to be... OK. If I were assessing the miniatures exclusive of the game, they wouldn't be good but since they are meant to be part of a game; and in that context they're pretty cool. Especially since I feel that they're designed to hark back to the original style and design, which I think they do a good job of doing. The scenery and dressing is also a bit of a mixed bag. The scenery in this version is all made of plastic and is much more durable than the original scenery which in part was made of cardboard. However, that cardboard scenery with its printed artwork was a lot more colourful. The modern scenery in comparison is a just drab, monochrome, grey plastic. HeroQuest's art is good wherever it appears, mostly on cards and has a brash, chunky cartoony aesthetic that suitably fits the style of the game. There are a few icons in the game that are easily learned, the Zargon player has to learn a bit more due to having to comprehend the scenarios in the quest book but again, it's not an obstacle. How's it play? Setup Before any play can begin, one player must decide to take the role of Zargon who is essentially the 'Games Master' in RPG parlance and controls all the enemy forces that oppose the players. Whoever plays Zargon will probably be doing so for all 14 quests presented in the quest book. Up to 4 other players will assume the role of heroes adventuring through the campaign. Generally, once players have chosen a hero, they will stick with that hero until the end of the campaign. Having said that, there's nothing to stop players swapping or switching around heroes if they so desire.
On to play In HeroQuest, all the hero players will each take their individual turns and then the Zargon player will finally take their turn. Generally this is done with the player to the left of the Zargon player going first with turns progressing to the left until eventually the Zargon player goes last. The general flow of play will involve the heroes exploring the dungeon game board (Which is unpopulated at the game start.) and in response, Zargon revealing what the heroes encounter, be it doors, dead ends, traps or monsters and so on. Once the heroes have had their turns, Zargon can act. This means they can move any visible monsters to attack the heroes. Thus if no monsters are visible on the board, Zargon basically does nothing.
Endgame Play continues until the hero players complete quest objective, in which case, they collectively win! Otherwise, if all the heroes are instead killed, then the Zargon player wins. Additionally, if the hero players retreat (By returning to the stairs tile.) for whatever reason then they also lose. That's not the end! Once a quest has ended, players can spend their hard won loot and cash to buy equipment. Weapons can increase a hero's attack score and armour can increases defence scores, while daggers and crossbows offer ranged attacks and so on. When buying equipment, the player who will use it takes possession of the card. Furthermore, once all copies of a certain item are bought from the equipment deck , then that item can no longer be bought. Conversely, consumable items such as potions and daggers are returned to the equipment deck when used. End Endgame! If the hero players manage to succeed at all 14 quests, they have won the campaign. Overall
There's quite a lot to write about here and my thoughts will probably wander, so please indulge me - and let's get started! HeroQuest was a pretty ground-breaking game in 1989. Published by a mainstream games producer, it offered people who had never played an RPG an accessible slice of the RPG experience and introduced some game concepts to people who had never encountered them before. It's also a window into how games played 35 years ago and what player expectations were like back then. For example, a modern game with similar themes to HeroQuest probably wouldn't employ a roll-and-move mechanic. Another example are rewards and the game's equivalent of levelling up: As explained below, HeroQuest rarely rewards to players - which come in the form of equipment upgrades. These upgrades occur quite infrequently but are quite significant statistically, i.e., going from 2 combat dice to 3 is a big jump. A modern game would try and find a way to do the opposite and drip-feed players constant but low-impact rewards in what would be called a gameplay loop or moment-to-moment engagement. HeroQuest occasionally also trolls player, forcing them to deal with multiple traps and putting no reward on the other side. Mechanically, HeroQuest is actually a fairly straightforward game. While heroes have 6 actions they can perform, 3 of those are almost identical actions and 1 is very situational. Players will find themselves moving and searching, opening doors and defeating monsters behind them, searching, then moving on. Rinse and repeat. While there are definitely some tactics that players can adopt and repeatedly employ, the random placement of challenges - particularly monsters who form the majority of heroes' encounters - means that players will need to adapt to situations and respond effectively. There's also some randomness to player actions - the roll-and-move mechanic means that heroes may not reach their opponent when they need to and also may not be able to escape enemies when they need to. The combat system is also straightforward and runs smoothly enough, it does feel quite swingy and unpredictable though but that might just be me grumbling about dice rolls! We found that the tougher monsters are very hard to wound. Once their defence is high enough, they're generally guaranteed being able to absorb 1 wound from an attack. This means the heroes will need to rely on luck to get 2 wounds in an attack or use at least 4 dice to attack and have a passable chance of getting 2 wounds. How do the heroes get higher attack scores? This brings me to equipment. Generally, we ended up equipping the 2 front line fighters (Primarily the barbarian but to a lesser extent also the dwarf.) with weapons above anyone else as well as providing the elf with a crossbow. Getting an attack stat up to 4 and gaining ranged attacks were real game changers. Getting the right equipment or getting equipment and using it the right way can enhance or change tactics, improve the odds of surviving, winning fights and so on. What's also interesting is that at the end of a quest, the hero players have the opportunity to buy equipment. However, because the cost is so high, in practice it means they will only get to buy something once after every 2 or 3 quests. It means that the heroes will get maybe 6 or 7 pieces of equipment throughout the entire campaign and will need to choose wisely. Some equipment such as consumables seem very expensive for what they provide. During our playthroughs, we never seriously considered buying things like throwing daggers or holy water. Thematically, HeroQuest is a bit of a strange beast. It has obvious elements derived from tabletop RPGs such as having a games master, combat screen, dungeons to explore, character classes and stats, scenarios, campaigns and narratives, rolling dice for combat etc but there are also some key differences. There's no experience points or levelling, instead character improvements happen via buying better equipment. Also, a key difference for me is the role the Zargon player has, they are part games master but also part antagonist and opponent to the heroes which is different to the majority of RPGs. Why is this significant? Let me explain. The HeroQuest campaign has 14 quests, it took us a total of 15 attempts to complete all of them, in other words we only failed 1 of the quests, the other 13 were completed successfully at the first try. I think that in part this is due to the fact that we're all experienced gamers and it feels the game is targeted at the early teenage market so we mostly breezed through it. (A little more about this below.) I also think this because the game utilises a 'one vs many' system and I've always felt that it's very hard to balance this type of game fairly, 3 or 4 human brains will always have the advantage over 1 human brain. This is compounded by the fact that HeroQuest has a campaign. It means that if the heroes fail a quest, they will invariably have to repeat it again, why is this significant? The purpose of a campaign is to advance through the multitude of quests until the final one can be completed and it can be tedious repeating failed quests, especially if more than once. When the surprise of knowing what is behind a door is gone, the game can become an exercise in rolling dice over strategy. Returning to difficulty: I read that it was originally envisioned that the hero players would behave competitively and cooperation between them would make the game too easy. This of course contradicts the RPG nature of the game and it contradicts the rule book too, which states the players should cooperate and they will collectively win or lose. Finally, it also contradicts player sensibilities; without cooperation, the wizard in particular for example, has a fairly low chance of surviving a dungeon. All of this leads me to suspect that either deliberately or accidentally, the game is skewed in favour of the players. It sort of makes sense because it gives the campaign momentum and keeps events moving forward. The problem though, is that it can become a frustrating experience for the Zargon player, who in essence has to lose over and over. It may have been better to do away with having a antagonistic games master role and have a more traditional games master. I get the feeling though that it was done that way to make HeroQuest seem a little more like a 'traditional' board game. It would have been even better if the game master role could have been automated entirely. I imagine though, that it would've increased the game's difficulty significantly. Ultimately, I found HeroQuest just about engaging enough to keep my attention, you could never afford to become complacent. Not paying attention was a sure-fire way to get your hero into trouble. The campaign does have a narrative, however it's fairly generic and also fairly forgettable. For me, the pleasure I think, came from the opportunity to play a game cooperatively along with friends. If you want a light and accessible RPG adjacent experience that's easy to manage without much prep time, you could do a lot worse than HeroQuest. If you're a parent or adult looking for a way to introduce youngsters to some more elaborate game mechanics and concepts or introduce them to a beginner RPG, then HeroQuest is definitely worth a look in.
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