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.
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 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?
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.










