Heroquest "Basic" Larp/Lrp Rules
Rule 1 - Role-Playing
Heroquest is a Live Action Role-Playing Game (LARP). The Rules are there to act as a framework to enable you to role-play your character's adventures. Whilst playing you should not need to worry about the rules as that is what the referees for the weekend are there for. The only thing you need to focus on is playing your character as you have decided they will be.
If at any point you are unsure about a particular rule, not sure what a spell does when a monster casts it on you or have no idea what the black thing meant when it pointed at you and shouted "Power Drain" then react. It doesn't matter how. Just react. Stagger backwards screaming in pain whilst trying to get the attention of the Player Ref (who should be close by) and they will help you out. If you don't know something then assume your character doesn't either and ask another character who may be more knowledgeable, you may have to wait for an appropriate moment to do so. Stay in character. Whatever you do, don't stop in the middle of a fight and ask the monster what "Dark Bolt" does, that's for the Player Ref to sort out at the battleboard after the fight. Most things in Heroquest LARP are reasonably self explanatory (Cause Wounds hurts you, Freeze makes you stand still and Bind sticks you to the floor) and should give you some idea of an appropriate reaction.
If you never learn any of the other LARP rules always remember Rule 1.
Like all games it is unlikely the first time you play them that you will know the rules. All players will start their first LARP event as a Basic character. This a character with an easy to grasp set of skills which will allow you to experience what live role playing is all about, without having to be distracted by too many rules. Playing as a raw adventurer gives you the chance to play your character for the first time unencumbered by the need to remember what you can do.
Safety in Larp
Heroquest Larp is what you would describe to people as a contact sport. The game, at times, will involve you killing and being killed by your opponents. This is achieved by striking each other with latex weapons. In the interests of safety, blows from weapons should be pulled to avoid hurting each other. The acting out of the combat is more important than how many times your strike a blow. Before your first adventure starts the referee will instruct you how to fight safely.
Although blows to the head do actually count we encourage both players and monsters to avoid head hits whenever possible. If you intend to use a shield either as a player or a monster then we warn you that blows to your head will more common and some form of Larp head armour is suggested.
When you are killed, as either a monster or player, you should fall over and remain on the ground as still as possible until a "Time Out" is called. Because falling over in the middle of a fighting line could result in you getting kicked in the head, or trampled on, it is best to stagger a short distance, whilst role-playing your injuries, before collapsing dramatically in a safe looking spot. It is also a good idea to take a quick glance at the ground before falling to make sure there are no rocks, sharp spikes or dog poo to land in.
Time Out
At various points throughout every Larp game a referee may wish a temporary pause, to achieve this they will out Time Out. At this point all players and monsters should cease their activity and remain where they are stood until the referee instructs them further. Similarly when the game is about to recommence the referee will call Time In and the game will resume from the point at which it stopped. If players have moved during time out then the Referee will call "positions" before time in and give everyone a chance to move back to where they were before time out was called (it is a good idea to leave your weapons or something else on the ground to remind yourself where you were).
Time Freeze
If the Referee calls "Time Freeze" then all players should immediately stand perfectly still, close their eyes and begin to hum loudly. When "Time in" is called again the action continues as if no time had passed. This well known Larp call is most often used to facilitate creatures suddenly appearing or disappearing.
The Larp System
Heroquest Larp is a live action role-playing game and players are free to interact with the people they meet on their adventures in any way they feel is appropriate to their characters. Some characters will wish to talk first, learning more about the people they meet and seeking diplomatic solutions to problems they may encounter. That said Orin Rakatha is a dangerous place and Larp combat occurs frequently amongst the various inhabitants of the world.
Larp Combat
The body is divided into 6 hit locations: head, torso, left and right arms, left and right legs. The body as a whole begins with 30 total life points and 10 locational life points to each of the hit locations, except the torso that has 20 locational life points. Weapons inflict damage as follows:
Physical | Magical | Power | Damage |
Single | Magic 1 | Power 1 | 4 points |
Double | Magic 2 | Power 2 | 8 points |
Triple | Magic 3 | Power 3 | 12 points |
Quad | Magic 4 | Power 4 | 16 points |
A weapon may inflict physical damage alone (based upon skill and strength) or one of physical and magical or physical and power damage. Magical and power damage may be added by casting the appropriate spells or invocations on a weapon or hand, a character or monster will shout the relevant multiple of damage each time a blow is struck. The exception is that a 'single' need not be shouted.
For example. "Quad power 2" inflicts the greater of 16 points of physical damage or 8 points of power damage in the same blow. Basic characters can inflict single physical damage with any weapon.
To make things simpler for basic characters and to allow them to get on and enjoy the game without wondering how much damage they have taken, we have made a slight change to the normal rules. When being struck for damage, Basic characters only take one point of damage regardless of the blow being called; this also applies to damaging spells and invocations. To counter this Basics cannot receive any form of curing and may only restore lost life by applying First Aid to themselves.
Rules for Armour, which will protect you from damage, are included in the low level Larp rules but are not used on basic events.
We try to encourage realistic combat and as such all blows with weapons must have a minimum swing of 2 feet. You should always attempt to go for a different location with each blow - whenever struck you should act as if you have just been hit with an axe/sword etc. The Live action role-playing of the fights is as least as important as actually winning.
Larp Spells and Invocations
You may be the target of spells, invocations or other effects during the course of your adventures. All spells, invocations and effects are indicated by a call, in a similar way to damage. If you are unsure what a particular spell or invocation does please see Rule 1. Most effects are reasonably self explanatory (Sleep makes you fall to sleep, Freeze makes you stand still as if frozen solid, paralysis means you cannot move etc.) but for more complicated effects Rule 1 always applies.
Adjudicating a Larp Fight
If a combat breaks out, the fight is continued until all monsters are dead or until a referee calls time-out. During time-out your referee will perform a 'battleboard'. This involves asking each character what blows they received during the fight and if any spells or invocations were cast at them. The referee will also use this time to explain any effects which were directed at the party which may be new to them.
Damage Death and Dying
At the battleboard you will have told the Referee what you were struck with during the fight and what spells you were hit with. If you have taken too much damage you may be suffering from the effects of your battle; your limbs may not be working, you may be unconscious or even dying.