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jcb231
August 16th, 2006, 06:40 PM
So I've been kicking around some ideas for a "Heroscape Dungeons" master set/expansion game.

Basically it would be a product that could be played on its own OR work with a regular HS collection....100% compatible and balanced.

Here's a run-down of the basic concepts I'm thinking of:

1. TERRAIN
There would be three main types of terrain in the set: dungeon floor, dungeon walls, ladders, and portals. Dungeon floor would just be rocky, dingy dungeon floor pieces, maybe like darker colored rock terrain. No real special rules. Alternatively, some road tiles could be mixed in if they were made to look a little nastier....this could speed movement here and there.
Dungeon walls would define the edges of chambers and corridors....they would have a cut-away, cross-section sort of effect....as if one had ripped the roof off of the underground dungeon world. LOS would be totally blocked and we would imagine that flight is impossible due to low ceilings. Wall pieces would be configured in such a way that it would be easy to make right angle passageways.
Ladders would be included to build little transitions if one wanted to make little raised areas in the dungeon.
Portals would be the passages between the underground and the surface world....if one were to use regular HS stuff with the Dungeon set, these would be the way to do it. If someone entered Portal Alpha on the surface, the figure would emerge from Portal Alpha underground. If they then exited Portal Beta in the dungeon, they'd emerge on the surface by Portal Beta's exit point. Get it?

2. TREASURE
HS Dungeons would be it's own game....the standard scenario would involve each character picking a hero, prepping him for battle, and then fighting his or her way through the dungeon to get as much treasure as possible. Treasure would be contained in small, single-hex lidded boxes. Each box would be capable of holding a treasure hex chip. These chips would have varying amounts of treasure points printed on them....a variant might allow the points to be used in a draft. Some chests could also contain traps or equipment items. Imagine opening a chest and having a poison gas attack come out. Or finding a +1 defense shield.

3. EQUIPMENT
When beginning a game, each player would choose their hero or heroes, drafting up to the point limit for the game. Perhaps a 100 point hero could be boosted with up to 50 points worth of equipment.
Equipment would be like a permanent glyph that is attached to the unit....it could give defense or attack boosts, add to movement or range, or perhaps be cashed in to heal a wound. Maybe certain items could provide a power like stealth armor 18 or other small bonuses. Some equipment would be added at the start of the game, others could be found. Equipment would have small cards that plug into the main hero card geometrically.
Heroes that can use equipment would have a power like "Equippable" that let's you know the types of equipment they can use or so on. Maybe an elf hero could use any bow or cloak. Or a knight could use any armor or shield or sword. This concept would be adjusted to work in the regular game too, but equipment could never be connected to a hero without the equippable ability.

4. HERO FIGURES
About 8-12 unique hero figures from Einar, Jandar, and Ullar would be playable. The game could have standard characters like a Jandar Knight or Viking, an Einar Dwarf Berserker, Minotaur Champion, Dreadgul Warlord, or Barbarian, or maybe an Ullar Elf Sorceress or Ranger. Characters from regular HS would be playable in the system as well.
Small helper characters like a Squire or a Sorcerer's Apprentice or a Halfling Scout could help use up points instead of equipment. Most heroes would be formed in the 100-150 point range I think.

5. MONSTER FIGURES & DANGERS
Utgar and Vydar would wield horrible beasts and monsters and dangers to battle our heroes. Giant Spiders, Trolls, Hydras, Sphinxes, Ogres, etc. Add in traps and other dangers and the dungeon is not a fun place to be. Monsters could move by several methods...one could be having each player control a certain number of monsters and use them to attack opponents. Another would be to have a GM move the monsters. Another would be to introduce an auto-play neutral rule sytem (my favorite) that automatically plays the beasts. I would include anywhere from 6-12 scary monsters in the box.

So that's the gist of it.....what do you think? Do you think something like this could ever be a viable product? It's been running through my brain since I saw this great dungeon miniature set at Gencon.

Filbey
August 16th, 2006, 06:46 PM
You could use the old Heroquest as a good start. :wink:

jcb231
August 16th, 2006, 09:56 PM
It's not quite Heroscapey enough. I want something truly compatible.

Rhydderch
August 18th, 2006, 11:32 PM
Have you taken a look at previous HS dungeon projects? Gbob made a game called dungeonation where you played against another player to find treasure in a hex-dungeon. I think his rules might be in the downloads section. Otherwise you can find it in the 2nd or 3rd HS Codex. I'm not sure which one off the top of my head.

Imax also created a team-oriented dungeon project. It basically uses cards to randomly create the dungeon. You can find the discussion and downloads here:

http://heroscapers.com/community/showthread.php?t=398

Gabbi
August 20th, 2006, 07:21 PM
also, take a look at MageKnight Dungeons, rules ar freely downloadable from HERE (http://www.wizkidsgames.com/mkdungeons/article.asp?cid=36913&frame=howtoplay).

Rhydderch
August 21st, 2006, 12:27 AM
also, take a look at MageKnight Dungeons, rules ar freely downloadable from HERE (http://www.wizkidsgames.com/mkdungeons/article.asp?cid=36913&frame=howtoplay).

Actually the Dungeonation game I mentioned earlier was inspired by MK Dungeons. In fact the dynamics and gameplay are almost the same since GB pretty much designed Dungeonation to be MK Dungeons for Heroscape.

Anyway both of them are good references. MK Dungeons can give you an idea of how other companies have handled the dungeon-side of things while Dungeonation can show you an example of what a dungeon game looks like with HS.

jcb231
August 22nd, 2006, 04:47 PM
Well....I guess I'm not getting across what I'd want from the game.

I don't want this to be a co-op thing....at all.

I want the basic rules of HS to still apply....no real changes to the gameplay we all know and love, just some new sorts of objectives like collecting treasure and some new concepts like neutral monster movement. Players would still control their personal heroes like a normal HS piece.

Hendal
August 27th, 2006, 10:08 PM
I love the idea, and can't wait to see what you come up with.

I like the tresure and magic, and the equipment stuff!!!

Rhydderch
August 28th, 2006, 07:24 PM
Well....I guess I'm not getting across what I'd want from the game.

Hrm. Or maybe I'm failing to get my point across... Let me try again :D

GB's Heroscape Underground is not co-op and maintains most of the rules of regular HS. The main change is the addition of neutral monsters and treasure objective rules which sounds a lot like:

I don't want this to be a co-op thing....at all.

I want the basic rules of HS to still apply....no real changes to the gameplay we all know and love, just some new sorts of objectives like collecting treasure and some new concepts like neutral monster movement. Players would still control their personal heroes like a normal HS piece.

Basically players choose their team and place doors wandering monsters tokens on the map. Each player has his/her own exit and the objective is to collect as much treasure (represented with glyphs) as possible and get out alive.

Wandering monsters are represented by tokens which the players can place order markers on in order to take a turn with the token. When any token moves into LOS with a hero you choose a random card from the pre-assembled monster deck composed of Utgar cards and replace the token with the chosen figures.

That is the basic gist of the game. GB did allow players to choose squad and also added some specific rules to cover abilities such as the DROP ability since it does not make sense for the Airborne Elite to parachute into the dungeon! =P

Anyway hopefully that gives you a better feel for what GB did with his HS variant. I think it sounds quite similar to what you want to do. You can find his rules on Pg 20-21 in Heroscape Codex #2.

Grungebob
August 28th, 2006, 08:36 PM
Well....I guess I'm not getting across what I'd want from the game.

Hrm. Or maybe I'm failing to get my point across... Let me try again :D

GB's Heroscape Underground is not co-op and maintains most of the rules of regular HS. The main change is the addition of neutral monsters and treasure objective rules which sounds a lot like:

I don't want this to be a co-op thing....at all.

I want the basic rules of HS to still apply....no real changes to the gameplay we all know and love, just some new sorts of objectives like collecting treasure and some new concepts like neutral monster movement. Players would still control their personal heroes like a normal HS piece.

Basically players choose their team and place doors wandering monsters tokens on the map. Each player has his/her own exit and the objective is to collect as much treasure (represented with glyphs) as possible and get out alive.

Wandering monsters are represented by tokens which the players can place order markers on in order to take a turn with the token. When any token moves into LOS with a hero you choose a random card from the pre-assembled monster deck composed of Utgar cards and replace the token with the chosen figures.

That is the basic gist of the game. GB did allow players to choose squad and also added some specific rules to cover abilities such as the DROP ability since it does not make sense for the Airborne Elite to parachute into the dungeon! =P

Anyway hopefully that gives you a better feel for what GB did with his HS variant. I think it sounds quite similar to what you want to do. You can find his rules on Pg 20-21 in Heroscape Codex #2.Wow!! That is a great description of my game mod Rhydderch!! Yes it is fun to play and it would be cool if anybody who did play it and liked it would want to work to expand it a bit. I did have some ideas for creating characters for it and for advancing those characters. Again the idea is simple and really not veering away from traditional Heroscape too much at all.

LilNewbie
August 28th, 2006, 09:14 PM
GB, your dungeon rules were great! We still joke and talk about those games and some day I'll throw the map back together and run it again.

Here are some pics of those games:

http://i26.photobucket.com/albums/c110/LilNewbie/Dungeons/100_1991.jpg

http://i26.photobucket.com/albums/c110/LilNewbie/Dungeons/100_1992.jpg

http://i26.photobucket.com/albums/c110/LilNewbie/Dungeons/100_1981.jpg

http://i26.photobucket.com/albums/c110/LilNewbie/Dungeons/100_1969.jpg

Newb.

Point Blanks
September 12th, 2006, 10:25 AM
Nice...

A while ago I made up a game that had heroscape at it's core. I had a mage, (morsbane) a knight, (dendrick) and an archer (syvarris) that had stats that increased as the game went on. I also had powerup abilities that were based on points. You got one point per level that you went up in. Later on I'll find the paper that I wrote everything in.