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ADVANCED HEROICA
Basic Changes to the Heroica System
1. XP and Spawn Points
In Advanced Heroica, the gold cones that represent gold instead represent Exprience Points (xp). When they
are present on the board, they also act as monster spawning points.
2. Class abilities
Disregard the basic class abilities from the Heroica rulebooks. Instead substitute these basic abilities:
Thief - roll two dice and choose result for doors and chests.
Knight - The Knight requires one fewer sword to kill a monster, but takes damage and is pushed back as usual.
Therefore the knight will always kill a Toughness one monster, but still has to roll to see if he takes damage.
Barbarian - move one space after defeating a monster. If you end up next to another monster, another MELEE round
is triggered.
Alchemist - At the start of your turn you may take one available potion from the supply. Note that you can have a
significant effect on the Alchemist's scalability in setup - all potions being set up at start makes for a slower game for
the Alchemist, leaving a few off the board makes him very powerful!
Ranger - move 1 space at the start of your turn. This takes place before the die is rolled and before a ranged power is
nominated. This movement is not increased by holding a torch.
Druid - may spend 1 hp to generate a sword result after rolling a combat roll. Note this does not convert a skull to a
sword, so you still take damage/are pushed back as usual from the roll.
3. Weapon abilities
The weapon abilities are in some cases unchanged from the basic Heroica rules. Note that if a hero buys their classappropriate weapon, they get a bonus over and above the weapon's power. That bonus and the hero it applies to is
listed in brackets after the weapon ability. Weapons cost 3 xp.
RANGED abilities may only be used instead of rolling the dice for movement, or by spending XP during movement.
MELEE powers may be used instead of making a Melee roll, or in the case of the sword, to initiate melee when not
adjacent to a monster.
Dagger - RANGED: pay 1xp during movement to continue moving when adjacent to a monster, and to move through
monsters as though they were players (Thief: in melee this turn, ignore damage from skulls rolled on attacks, but get
pushed back as usual).
Sword - MELEE: pay 1xp to move adjacent to an enemy one square away, and attack that enemy at -1 Toughness.
Note that if you end up adjacent to two enemies, you only get the -1 Toughness against ONE adjacent enemy. If there
is another enemy within one square, you may spend a second XP to attack that enemy at -1 Toughness. You can keep
spending XP and making extra attacks until you take damage or are pushed back. (Knight: may target an enemy up
to 2 spaces away).
Axe - MELEE: pay 1xp to attack all adjacent enemies at -1 Toughness (Barbarian: gain 1 hp after defeating a monster
when you use the axe. This HP gain takes place after HP loss, and can prevent death).
Wand - RANGED: instead of moving, attack an enemy up to 3 spaces away, including around corners. You ignore any
skulls rolled on this attack, and are never pushed back as a result of this roll. Note this means that the first shot is
free, but it is always taken at full monster Toughness. You may take as many additional shots as you like, but must
pay 1 xp per additional shot (Alchemist: increase range to 4 spaces).
Bow - RANGED: instead of moving, attack an enemy up to 5 spaces away in a straight line. Like the wand, the player
ignores any skulls rolled on the attack roll and is never pushed back. Like the wand, shots are takena t full monster
Toughness. You may pay 1xp per additional shot (Ranger: may move 1 space after firing each shot).
Staff - RANGED: pay 1xp during movement to recover two HP (Druid: spend 1xp to gain any number of hp).
5. Magic Doors
In the interest of speeding up play, magic door placement is governed by the following rules:
- Magic doors can only be placed on a tile with a GREEN baseplate (except during setup).
- once a magic door has been moved by a player, place the triggering tile (the blue transparent circle) in the space
vacated by the magic door (it helps to put the trans blue dishes on spare 1x1 circular plates - they are hard to get off
the board tiles).
5. Torches
Players drop torches on death, not on taking damage.
6. Healing
If you are reduced to 0 health, you heal as per the healing rules in basic Heroica. Notice, however, the following:
- you cannot move, and you do not have either a RANGED or MELEE Part to your turn. Thus you cannot use the staff's
healing power, or the Chalice of Life. You also do not cause monsters to spawn or move. You DO gain xp through the
roll of Heroica however.
- if a monster moves adjacent to you, you resolve the combat as usual - a normal melee round is triggered, and you
can spend XP to trigger effects as usual.
- you MAY use potions as usual during your healing turn(s).
7. Potions
Potions work as per the normal Heroica rules, but with the following clarifications:
- you may use a potion at ANY TIME during your turn, to IMMEDIATELY gain the following effects:
HEALING: gain two hit points. You MAY NOT use a healing potion in response to being reduced to 0 hit points.
LUCK: Re-roll a single die
TOUGHNESS: reduce a monster's Toughness by one for one combat roll. This is cumulative with other effects.
SPEED: Immediately move up to four spaces (note you may move in this way AFTER combat).
8. Rubble
Rubble works as per normal Heroica, except on a Shield/Heroica result you clear the rubble and gain an XP - you DO
NOT leave it on the board.
monster, so the number of monsters on the board is always kept to a maximum, and the board reacts to the players'
presence.
2. Melee (optional)
If a players piece ends its move orthogonally adjacent to a monster, or a monster moves adjacent to a player as a
result of monster movement, immediately resolve combat. First, you may opt to use a melee power. Then, check the
Toughness of the monster (text in brackets indicates monster special ability, see section after this one):