Saturday, 31 January 2026

HeroQuest Skirmish???

I finally got HeroQuest for Christmas after many a year of wondering whether or not this legendary boardgame would be good. As I read through the rules and watched Guerilla Miniature Games Heroquest playlist on YouTube, I took the plunge. I was impressed by its simplicity to learn yet adaptability. And it got me thinking dear reader...

Can HeroQuest be used as a skirmish game?

Well, let's find out, shall we? In the most outrageous way of course.

Meet the Bristol Crew, better known as The Young Ones, from Hayland Terrain.

Vyvyan Bastard starts with a Cricket Bat

SPG (Special Patrol Group) the Hamster, is so small, that attacks suffer a -1 Attack Die roll. I.e. remove one attack die when attacking SPG.

Mike, the de facto leader of The Young Ones, gets a double-barrelled shotgun

Neil, the Hippy, starts with a very hot pot of Lentils. This can be used as both a healing potion, melee weapon and also has the chance to set a hit target on fire due to it being "Wow, this is really amazingly hot...heavy!"

And Rick, The Peoples Poet, starts with a pistol and his poetry book (which grants him both terrible poetry and spells to cast)

Vyvyan and SPG feature in the first test game for what I'm calling HeroQuest Skirmish. This is basically because I haven't painted the other lads as yet.

Vyv starts with a Cricket Bat. The Equipment Card for that is below.

Vyv's Cricket Bat

Vyv's Cricket Bat grants him 3 extra Attack Dice, for a total of six attack dice, which is brutal! But then, he's a "vicious bastard."

Hero Team two will be the Security Guards for the mission I have in mind. Their cards are below.

The Security Sergent leads the second Hero Team

Security Troopers, the grunts of the Security Hero Team

The Security Team is a de facto second group of Heros. They are equipped with blasters that grant a ranged attack of 12" at 3 Attack Dice. So, whether in melee, or ranged, the Security Team have 3 Attack Dice in combat.

You can't really see it too well, but their movement rate is also 2 Red Dice.

And the Monsters they will be facing off against?

The Zombie Runner has 2 Red Dice movement. I had to use a Hero Card for this one.

The dangerous Zombie Brute is not to be trifled within in melee

Zombie Shufflers form the hoard and become most dangerous when in groups

So, the rules will be simple. The Bristol Crew Hero Team moves and acts first. Then the Security Team and then finally the Monsters.

Zombies move towards the closest non-Zombie that is in line of sight. If none is visible, then they move towards the loudest noise.

Movement is in inches, as per HeroQuest and is in any direction desired, as measured from the edge of the base of the miniature.

All models can both Move and Act in either order. But they can't split their movement.

Apart from the Zombie Runner, who gets 2 Red Movement Dice, the other zombies all move 5 inches per movement.

That's the basic rules variations. Nothing departing very much from the HeroQuest Rulebook as you can see. As for the scenario, that's for another post.