It’s been ages since I’ve tried to knock one of these out, but now seems as good as any a time to start again. Having spent the first half of the weekend sulking and having woken this morning with the desire to tickle a lion’s chin (not a metaphor, literally – it’s all to do with my curtains) this seems the next best thing. Well, not really. The next best would be a tiger’s. This would probably come fairly low on the list, but the lack of giant felids in the area, particularly ones which would allow chin tickling without a subsequent mauling, means that this is as good as the day is likely to get. With it being so long since the previous part, I would put some sort of lengthy explanation here, were it not for the fact that I doubt anyone new has started reading this guff in the past six months. Frankly who can blame them? Hey, there’s an archive. Use it! Onward.
Following my slow move away from Action Force, there was a large toy shaped hole in my collecting habits. This didn’t last for very long though. I forget where I first came across what was to become my new obsession. An advert in a comic, the televisual marketing campaign, seeing it on a shelf, word of mouth, it could have been any of these things. But at some point ‘Hero Quest’ entered my consciousness and became something that I needed to possess. This was uncharacteristic for me, having never been much of a fan of board games at any point before. Long rain soaked caravan holidays would often be punctuated with the odd game of Cluedo or Monopoly, but these were unusual occurrences at best. The year I received Yahtzee as a (I think) birthday present and promptly spent the day sulking is testament to the lack of appeal that games with dice had for me. I was an ungrateful child.
Nevertheless, obsessed I was, and duly demanded it for the next upcoming celebration of me – presumably Christmas though I can’t say for certain. I suppose it was the fantasy elements that intrigued me about it most. Though fantasy had always held some interest for me, it had never truly had me in its thrall and to be honest the game didn’t really change this. What had really won me over were the figures. Akin to the top hats and boots of Monopoly, ‘Hero Quest’s’ box came with playing pieces appropriate to it’s genre. Most barely an inch tall, but surprisingly well crafted pieces of molded plastic which in all the hype I had seen looked spectacular. Especially the villainous goblins, orcs and such like, not to mention the craft that had gone into the board. Little doors standing up in three dimensions, intricately painted stone floors, movable hazards. The adverts made you believe it looked spectacular. That year I tore into the wrapping around the box and expectantly opened it up. Indeed the board did look impressive, as did the little cardboard vortices; even the doors had character to them. The only disappointing things were the figures themselves. Rather than the vibrantly coloured miniatures I had been expecting, these were all a single uniform tone. Admittedly, the different characters were different hues – the goblins a sickly green, the barbarian a dull crimson – but they were only this single colour. Obviously, I thought, there was no way to rectify this and, uncharacteristically for my highly strung youth, went about enjoying the game.
And enjoy it I did. Unlike my anal tendencies with previous figures, I wasn’t adverse to people handling my new babies. The presence of a proper set of rules to govern the game playing was the main motivating force. The fact that the fun was to be derived from experiencing the game in a social context (with more than one person playing a figure or two) led me to playing it in such a way. Thus many hours were wiled away with Neill (with two Ls), my brother and occasionally others, happily taking our characters on various adventures, amusing one another with chance cards and rolling dice. But these weren’t dice in the Yahtzee mode. Oh no, that would still have been terrible. But the fact that they were red, wooden, and had skulls and lightning bolts instead of numbers made them seem unbelievably cooler.
I seem to remember that the board game itself was manufactured by MB Games, a company whose name I had seen many times before on countless other kid’s toys. But there was something in one of the rule books that intrigued me. These fascinated me, with their dark sword and sorcery paintings, the like of which I’d only seen on fantastical book covers in libraries, but had never really owned myself. But it was a statement at the end of one these, amongst the copyright indicia, which intrigued me. The fact that MB hadn’t originated the game itself, but in conjunction with another company. I thought nothing of this for almost a year, until it came to my attention that the partnership were offering a second collaboration. That game was Space Crusade. The company? Games Workshop. I shudder at its name now, but it was to become an obsession of mine for nigh on three years . . .