It was the end of the Easter holidays so what better to do than break out the dungeon tiles and the Heroquest box and have a game with the kids!
I've simplified and adapted the Heroquest rules to better suit my 10, 8 and 5 year old kids with these rules to also make it more of an RPG game:
- A character can move up to 4 squares. 4 squares is considered a sprint and no other actions can take place.
- Characters gain an action point for every square they don't move; ie a character moving 2 squares gets two actions, a character not moving gets 4 actions.
- Possible actions:
- Fight (2 action points)
- Cast a spell (2 action points)
- Search, Pick up, Interact, Jump, Disable etc (all 1 action point)
- Characters can move and fight diagonally
- GM decides how hard a task is, some tasks happen automatically some will require a 2D6 roll above a certain number depending upon the difficulty of a task. I.e jumping up to a great height may be 9+, charging down a stiff door might be a 4+. Picking up a potion would be automatic.
- The spellcaster has a range of spells (created from previous games - and new ones can be also be created)- they must rhyme (so she actually has to say the spell) and have a variety of difficulties rolled against 2D6. She gets 1 attack dice and 2 defence
- The boy warrior can use his flail to attack all enemies around him. He gets 3 attack dice and 3 defence
- The girl assassin can throw a knife from 3 squares away. She can also use sneak (tested against 2D6 - usually a 5+) to attempt to go unnoticed. She gets 2 attack and defence dice.
- The sequence of player turns is randomly selected; Tom the Cat is controlled by the first player each turn. He gets 1 attack and defence dice.
- The kids should be thoughtful about their actions and the consequences they may bring!
The children had been left home alone by their slightly neglectful parents(!) and decided to play with their new pets, the gerbils named Jeff, Joe and Larry. The gerbils were happily playing in their spheres, running around and smashing into the furniture when out of nowhere Tom the Cat appeared and leapt onto Larry's ball. Pandemonium ensued as somehow there was a multiple collision and all the ball's lids popped open and the Gerbils scarpered for it, running underneath the kitchen cupboards before Tom could strike.
The kids were incredibly upset but decided to have a good look for their pets (once Tom was safely moved away). During their search they found a secret trapdoor under a rug in the dining room and carefully lifted up the door to see where it led; they slowly descended the stairs into the gloom. Tom running down with them...
|Lily the Sorceress this time comes to her little brother's rescue, dispatching the zombie with ease. No one got hurt (apart from the zombie).|
|Exploring further into the depths of the dungeon, Sebastian the boy warrior encounters a room with stairs, a crow, some barrels and a ghost in front of the only exit.|
|All the adventurers charge in (including Peter, Bob and Tom the Cat), but cannot do enough to stop the witch's spell. Three armoured skeletons are raised to do her bidding.|
|The foes are vanquished - great teamwork!|
|Some gems (jelly beans) are discovered amongst the treasure, but they also awake a Werewolf!|
|And so the adventurers, full of confidence cautiously approach the final room. They see an executioner in front of his rack, two female prisoners and the evil wizard (who looks suspiciously like me - the GM). All the adventurers eat their magical eggs and receive a random gift. Magical armour for the boy warrior, protective shield for the girl assassin and courage spell for the sorceress.|