how amaising that we have a pet class for HQ! never thought of that as being a part of the game! the card next to the Raptor card talks about it being an animal ally
I honestly think it’s necessary with how tough some quests can be. I think the more pets the better and maybe we’ll get an aquatic expansion with a shark ally or something.
17:34 I love how thematic and consistent these skills are. They feel like a very natural evolution from the barbarian and dwarf characters that fit what was already established. Bravo Avalon Hill!
Great video! I love your channel Ash! The text for "Story mode" reads: Story - In story mode, heroes become incapacitated as in heroic mode, but they do not take the skull tile. Incapacitated heroes gain 1 body point if Zargon has no monsters active and at least one other hero is not incapacitated. If all heroes are incapacitated, then they've died in their attempt to complete the quest, and rules proceed as in the Game System rulebook.
@@AshQuest I guess its good news for the future however, if it keeps selling out, they will keep making it one would think as long as they are profitable which you'd hope they would.
@AshQuest Here's your missing Story Mode text and a bit more info about the Goblin Warlock: Story - In story mode, heroes become incapacitated as in Heroic mode, but they do not take the skull tile. Incapacitated heroes gain 1 Body Point if Zargon has no monsters active to complete the quest, and rules proceed as written in the Game System rulebook. The Goblin Warlock actually is more like a Dread Sorcerer mini. It's a generic figure that is used a couple times in the quest to represent a named Goblin caster for multiple enemies. If we see CoPD get a physical release, I imagine we could see this mini republished there as well!
One possible alternative rule, which I will use with my custom cards, is that when a Hero is poisoned, at the end of each of his turns, he must roll 1 Combat dice. If the result is a Black Shield, it loses 1 Body point. The next time he gets a Black Shield result this way, he will lose 1 Mind point. And so they will alternate the loss of vitality, until the Hero takes an antidote.
The text on the Explorer card actually says he can disarm traps in the same way as the Dwarf - and that he is restricted to only using non-metal armour - so I think the armour restriction does let the Dwarf keep their place as a secondary frontline fighter. Although I can see arguments that the hero options / roles now break down as - Barbarian / Guardian Knight / Beserker (front line fighters - trading BP for 3 one use skills if you don't pick the Barbarian). Dwarf / Rogue Heir / Explorer (secondary fighter & trap specialist - with the Rogue & Explorer both trading BP & Metal Armour use for 3 "always on" skills & abilities). Elf / Bard / Druid (secondary fighter & secondary spell caster - if not using the Elf, you trade Metal Armour use / some weapon restrictions & spell choice flexibility for the ability to recycle one of your 3 Spells). Wizard / Warlock / Monk (main spell caster - with the Warlock trading extra spells / spell choice flexibility for a permanent ranged attack ability & ability to recycle one specific spell of their 3 - I think the Monk fits here due to their ability to continually recycle all of their powers, and the "big nuke" Fire abilities that are roughly equivalent to the Genie - and they retain the flexibility of the Wizard due to the double sided powers / utility powers they can access - and instead loses some of the Wizards magic item defence options by way of trying to balance things). Although I think most would argue that the Monk is an Elf replacement, I think the range of abilities they have (not just attack and healing) and extreme equipment restrictions making them something of a glass cannon the rest of the party needs to protect and support, push them much closer to taking up the Wizards role in the party - all 3 of these heroes (Wizard, Warlock & Monk) have difficulty with scaling to higher level encounters due to their powers & equipment staying pretty static - they are all strongest as starting characters, but start to fall behind later on when everyone else hits 4/5 attack and defence dice.
Are there tiles for the grasping vine trap in the box ? Or are they handled like the swinging blades dem the ogre hordes ? Because in the quest book it says that zargon points on the square but doesn’t place a tile
Great Video as always Ash. So much Homebrew stuff, going to break out my kids dinosaur set. 😊 Wonder how the Spider would fair in the pit against Ogre Champion?
I also think they will reuse the sabre tooth miniature as an enemy in the wizard quest pack. My idea was always to have it played as a tower that you climb up and the board gets smaller and smaller as you progress meaning in quest 1-4 you use the whole board, only the inner rooms for quests 5-8 and 9 and 10 just the very centre plus surroundings. And each floor has another mage that you need to defend like apprentice first, then beast master, etc 👍
Awesome! Been looking for as much info as I could find. Just trying to get an equipment breakdown now I plan to let the player pick barbarian or one of the berserkers, all three use the same skills. Same for the dwarf and two explorers
This is what I think Avalon Hill intended, to get people to use the skills with their classics. It's olthe idea of the player, but AH had to know that we'd think of it 😜
Considering most of us have played the original 14 quests multiple times, it would be nice to start a party of new hero's some place else. Especially with 2 new heros.
I wish instead of making another expansion, they made a second core set... One-based one-outside woods, paths between trees, clearings with ruins, and camps for all these new enemies, but also works well with orcs, goblins, undead, etc. Maybe make one end have an entrance to a cave with two or three rooms. with 2 more hero upgrades, maybe an un-elemental caster like Necromancer or Cleric, and an Elf Ranger or Beast Master. Could make rock or tree tokens to block paths.
I actually kind of had a similar idea for a 2nd core set. The main difference from your idea is it would be focused on being budget friendly so families on a budget who might not want to spend $100 on the classic core set could at least try the game in some form. I was thinking it should be kept in the size of KK or ROTWL so the game board would be smaller. Plus door & furniture would likely get new tile makers to save cost. It would have a minimal size treasure & equipment decks. I dunno if I'd bother with artifacts given the need to save space & cost. Then of course a new quest book (with new starter quests) & rule book. The idea is we want them monster miniatures to stand out in the box. However to keep people who already have the original core set interested, it should feel expansion like. I was thinking 4 new heros (perhap a Dwarven Troll Slayer like hero or a cleric) & a small pool of new monsters (Maybe rat men who are totally not skaven 😜).
Looks like another good expansion by AH. The Berserker skill cards are kinds similar to some of my Barbarian skill cards. I actually have a Barb skill card called Berserk, it's very powerful. But you can only have skill cards equal to their mind points for the Barb and Dwarf in my house rules. And I agree the Berserker should have been 6 BP. The Explorer skill cards will be semi useless in my house rules as I remove all hazard cards (except poison) because there's less opportunity to search for treasure. I also reduce the amount of Wandering Monster cards because the DM has chance to bring in a WM or WM Party. Also have slower character progression as I have random shop/armoury, you're not guaranteed to be able to buy what you want regardless of how much gold you have. Not all equipment cards will be available and each equipment card = 1 purchasable item. Yeah the order of play optional rule is something I've been using lately but only with my optional initiative order rule. I've made Initiative Cards for this rule. Here's my initiative order rules: When Monsters appear on the board for the first time, play stops immediately. The DM will shuffle the 24 initiative cards numbered 1 to 5 (3x1s, 4x2s, 5x3s, 5x4s, 7x5s) and then takes the top 14 cards to be used as the "Initiative Stack". The DM draws the top card of the initiative stack to determine the DMs combat order. If the DM draws a 2, the DM moves/action all monsters 2nd that round, the Heroes can choose any order they wish. After each combat round the DM draws a new initiative card providing there's still enemies on board. When all 14 cards have been used, re-shuffle all 24 cards and repeat process. If the DM draws the 5 card, the DM moves/action all monsters last as per normal rules for that round. If for example the 2nd turn Hero reveals monsters, the DM draws initiative card to determine DM's turn within the remaining 2 Heroes ignoring any “5” cards revealed. A 3 or 4 card in this case means DM is last. The Hero that revealed the Monsters will then finish their turn before remaining Heroes and DM take their turn.
Aside from Druid forms, I'd like a to see a Ranger or Spelunker class that can have an animal companions. For the spawnlings, I plan on using the Warhammer Quest spiders. I'll probably use the snake from the Epic Encounters box set. To recover the Berserker skills, how about requires 3 mind points, and if they are at full mind and body points at the end of Zargon`s turn, then recover their skills. On the gems, I say no about adding gold, however on a white shield there are two gems instead of one.
So the pool of water can only be used once by each hero to restore 1BP? Because you have to search for treasures and each hero can search one room right?
😂 IF A GAME MAKES YOU LAUGH, GET IT! 😂 I was on the fence about this one (Jungle? Really?) But, Ash's review presented some really funny (to me) ideas like a more intuitive rule set and the demise of a hero via swarming creepy crawlees. 😂
I'm really thinking of house ruling that if there is not an Explorer or Berserker in the party a Dwarf/Barbarian player may choose ONE of the Explorer/Berserker ability cards to use. Might even print some out so they can choose one regardless if there is one of the new heroes.
If l would houserule explorer dwarf, l'd give him 2 abilities and one ability to vanilla dwarf, chosen randomly if there are both of them at the same time on table.
Would love to see a video with your thoughts on which expansions are worth buying, or at least which ones are top of the list. This game passed me by in the 90s, so am new to it now. Have the core game, but wondering which to go for next.
Depends what you want. Kellars Keep & Return of the Witch Lord carry on the story from the core game (which end on something of a cliff hanger) - but they only give duplicate models of monsters already in the core game, some new card tiles and some new magic items. The Prophecy of Telor & Spirit Queens Torment give 2 extra campaigns with alternate sculpts of monsters from the core game, but in translucent plastic instead of their usual colours (some of quests in each campaign have specific reasons you might want to use translucent versions of certain monsters instead of the normal models), and you also get a few extra cards and a new Hero in each (Halfling Warlock & Orc Bard), you also get some extra cards / magic items - the general feeling is that these heroes don't really fit the theme of the core game setting, it's the disappointing they don't include any new card tiles despite each having quests that could use them, Spirit Queens Torment feels like a pretty standalone campaign from a story point of view (so can be eadily skipped) but Prophecy of Telor has a very well regarded campaign that calls back to the original core box & was written by the original game designer. All of the large box expansions give a better mix of components (cards, card tiles, furniture, new monsters) than the small, but their campaign stories are all more standalone and often have you travelling to new realms. Frozen Horror & Mage of the Mirror have balance issues (very hard campaigns) due to being largely unchanged from the original releases of those packs in the 90's (they weren't playtested properly back in the day) - and they don't give you any new heroes (just an alternate gender version of a hero already in the core game) - Frozen Horror introduced mercenaries the heroes can hire, Mage of the Mirror added a new deck of Elf Only Spells. Against the Ogre Horde is also largely based on a 90's quest pack but they added a new Hero (Halfling Druid) and animal companion (Wolf), and a "Arena Mode" - plus 3 extra quests based around the arena mode - and the quests in this campaign were already pretty balanced, so is easier to recommend than the other 2 large quest packs from back then. It includes ranged Orcs, Goblins & Skeletons (along with rules for adding these into other quests from the core game or other expansions). It includes Ogres as the main enemy (but with different sculpts and stats to those in the Mage of the Mirror expansion). The next 2 big boxes are brand new releases - Rise of the Dread Moon is technically a sequel to Mage of the Mirror, but the story connection to that pack is pretty weak and it works just as well as a standalone campaign, although if you have played the other pack first there are certain plot idea's that link back (and it does also link back to the core campaign in certain story elements too). It includes a Guardian Knight hero, and introduced the Alchemy deck for crafting potions, as well as duplicating some of the Elf enemies from Mage of the Mirror, it also includes Elf Mercenaries the heroes can hire (which are essentially the same, but are less numerous, than the mercenaries from Frozen Horror). The Jungles of Delthrak is detailed in this video - it has some very loose lore connection back to the Kellars Keep expansion, 2 new heroes, 2 new animal companions, new Alchemy cards, the ranged Goblins & Skeletons from Against the Ogre Horde, a Goblin Warlock (that works like the Chaos Sorcerer from the vore game) and various other models (both Jungles of Delthrak & Rise of the Dread Moon include "Cultist" models that are duplicate poses in different colours and only very slight different rules). The Rogue Heir & Wandering Monk "hero packs" just add new heroes and each has an extra component that "sets up" one of the big box expansions (Rogue Heir has a letter leading into Mage of the Mirror - the Wandering Monk has a flier for the "Worlds End Tournament", setting up Against the Ogre Horde) - both are interesting additions, but most feel the Monk is overpowered - the Rogue is better balanced but possibly has trouble scaling due to equipment restrictions. I'd recommend Kellars Keep & Return of the Witch Lord if you care about continuing / concluding part of the main story. And either Against the Ogre Horde or Rise of the Dread Moon for something that feels more like a proper expansion. After those 4 packs it would probably be either Prophecy of Telor or Jungles of Delthrak (depending on if you want another big meaty expansion, or something smaller that you're getting mainly for the quests). Frozen Horror and Mage of the Mirror rank last due to balance issues - Spirit Queens Torment is an easy skip. In fact you can download the quest books for each expansion, from the Hasbro support website, to get an idea of what each one offers - and both Prophecy of Telor/Spirit Queens Torment can almost (barring a few magic items you won't have and maybe one or two encounters that use a certain mix of miniatures, that can easily be tweaked) be played using just the core box - you aren't missing much by not having the new heroes those boxes include and the extra models have no new rules, so maybe have a look there before making any decisions on where to spend money.
It feels more like the difficulty should be labeled as 3 Death rule options instead. These new rules don't change the difficulty of the quest itself, no monsters are removed or stats changed, it only applies to situations when a hero dies. I understand that changing the death rules can perhaps make it easier to complete the quest within a single session, but a group of hero's who don't die will never see any impact by these rules.
So during September I've got Jungles of Delthrak and Fighting Fantasy: The Dungeon on Blood Island coming. My poor wife is going to be a gaming widow until at least the beginning of October.
Thanks for the video, although it is not my favourite theme, i will get it, and everything else they produce labelled as heroquest. I would like to see a more dark expansion.
You know what I just realized. With the animal companions, they've just gone through most of the common house pets. Ogre Horde gave us a puppy that is the Wolf, this one includes the sabre kitty and a raptor.... chameleon? Just missing the hamster!
Could be but given the multiple ending style of this campaign, I get the impression that each large boss monster (🕷️, 🐍, 🦍, & Goblin Warlock) could each be a final boss promoting you to play it multiple times in order to face everything.
@@yodaflyz my thinking is that we see the gobbo in multiple quests, clearly the one dreadening up the wildlife. Then he is the final boss with the demon form having multiple phases.
Definitely getting more. First Light is the next expansion- perhaps a character or a completely new kind of expac - and the investment and interest in Talisman (and even a radical new way to play the game) really suggests to me that they're still going strong. But yes, I'm hoping it stays that way!
That's a good question actually. Someone may have already photographed the intro text or saw it, but I don't know - it's possible this entire adventure system is, by virtue of it being multiple path, just outside of the "suggested quest order" altogether.
Not a fan of the raptor. I think they are all over the place with the monsters. I would have liked a more focused theme, we have, snakes and spiders (can work both in dungeons and jungles) then we have the ape and raptors (seems very outdoors focused) then we have the blightweavers and skull blights, some sort of evil jungle magic. Remove the raptors (we already got a reptile monster here) and give us some spiderling minis similar to goblins in stats, that would be fun for dungeon themed quests, or as subs for goblins in the OG quests. All that said the varied, unfocused monster themes might be cause the different quests paths. Maybe, depending on the playthrough the heroes won't encounter one of the monster themes cause they belong to a different 'choose your own adventure path.' That would require more playthroughs. Imagine playing through this expansion and not seeing the ape... now the players will want to replay the expansion making different choices.
@PearlJamaholic Definitely share your view, Spiders and snakes are great, even the ape is quite acceptable for jungle theme, dinosaur raptors are way too much of a stretch. Do not have an idea how they will bd justified thematically with a dungeon crawler game, but the expansion is here to stay and the colors are beautiful
I wished they kept the cultist gray its oke to say these cultist have other spells without changing the colour . And i wanted more spiders🥲 but pet raptor made it all up and i love the feel and choose your own adventure
Appreciate all the videos, HQ or otherwise. Can't always comment but your channel but I watch all of the videos. Thanks!
Thank you so much for the very generous Super!! Your support is very much appreciated!
@@AshQuest ABNB revealed that the Berserker can not use ranged weapons
I saw! This definitely keeps the Barbarian relevant, which makes me happy 😊
how amaising that we have a pet class for HQ! never thought of that as being a part of the game! the card next to the Raptor card talks about it being an animal ally
I honestly think it’s necessary with how tough some quests can be. I think the more pets the better and maybe we’ll get an aquatic expansion with a shark ally or something.
17:34 I love how thematic and consistent these skills are. They feel like a very natural evolution from the barbarian and dwarf characters that fit what was already established. Bravo Avalon Hill!
Great video! I love your channel Ash! The text for "Story mode" reads: Story - In story mode, heroes become incapacitated as in heroic mode, but they do not take the skull tile. Incapacitated heroes gain 1 body point if Zargon has no monsters active and at least one other hero is not incapacitated. If all heroes are incapacitated, then they've died in their attempt to complete the quest, and rules proceed as in the Game System rulebook.
Hasbro, Amazon and stores with it listed are all sold out in the UK.. I'm hoping we will see another wave of options for purchasing it soon.
Definitely will, I'm confident! These always seem to sell out immediately anymore!
@@AshQuest I guess its good news for the future however, if it keeps selling out, they will keep making it one would think as long as they are profitable which you'd hope they would.
That's my line of thinking! I do hope the Monk gets a reprint soon though =[
Yes they will be restocked of course, same happened with dread moo and the ogre hordes so don’t pay overpriced boxes at eBay
Already sold out? I was right on time then...
The goblin Warlock is a Boss on a mission :). He even has a name.
@AshQuest Here's your missing Story Mode text and a bit more info about the Goblin Warlock:
Story - In story mode, heroes become incapacitated as in Heroic mode, but they do not take the skull tile. Incapacitated heroes gain 1 Body Point if Zargon has no monsters active to complete the quest, and rules proceed as written in the Game System rulebook.
The Goblin Warlock actually is more like a Dread Sorcerer mini. It's a generic figure that is used a couple times in the quest to represent a named Goblin caster for multiple enemies. If we see CoPD get a physical release, I imagine we could see this mini republished there as well!
Ooops. Sorry I just saw too late you already posted the story mode before. Sorry for spamming the comments. The goblin warlock looks really cool. 😊
Looking forward to watching this!
This looks absolutely amazing and am very excited to get this when it comes out. Well done Avalon Hill and Hasbro!
One possible alternative rule, which I will use with my custom cards, is that when a Hero is poisoned, at the end of each of his turns, he must roll 1 Combat dice. If the result is a Black Shield, it loses 1 Body point. The next time he gets a Black Shield result this way, he will lose 1 Mind point. And so they will alternate the loss of vitality, until the Hero takes an antidote.
Thanks Ash, been waiting for your awsome reveal of this expansion. Keep up the good work.
Been dying for your thoughts on this. I'm so excited! It's exactly what I had hoped for. Pulp fantasy and adventure tropes galore!
The text on the Explorer card actually says he can disarm traps in the same way as the Dwarf - and that he is restricted to only using non-metal armour - so I think the armour restriction does let the Dwarf keep their place as a secondary frontline fighter.
Although I can see arguments that the hero options / roles now break down as -
Barbarian / Guardian Knight / Beserker (front line fighters - trading BP for 3 one use skills if you don't pick the Barbarian).
Dwarf / Rogue Heir / Explorer (secondary fighter & trap specialist - with the Rogue & Explorer both trading BP & Metal Armour use for 3 "always on" skills & abilities).
Elf / Bard / Druid (secondary fighter & secondary spell caster - if not using the Elf, you trade Metal Armour use / some weapon restrictions & spell choice flexibility for the ability to recycle one of your 3 Spells).
Wizard / Warlock / Monk (main spell caster - with the Warlock trading extra spells / spell choice flexibility for a permanent ranged attack ability & ability to recycle one specific spell of their 3 - I think the Monk fits here due to their ability to continually recycle all of their powers, and the "big nuke" Fire abilities that are roughly equivalent to the Genie - and they retain the flexibility of the Wizard due to the double sided powers / utility powers they can access - and instead loses some of the Wizards magic item defence options by way of trying to balance things).
Although I think most would argue that the Monk is an Elf replacement, I think the range of abilities they have (not just attack and healing) and extreme equipment restrictions making them something of a glass cannon the rest of the party needs to protect and support, push them much closer to taking up the Wizards role in the party - all 3 of these heroes (Wizard, Warlock & Monk) have difficulty with scaling to higher level encounters due to their powers & equipment staying pretty static - they are all strongest as starting characters, but start to fall behind later on when everyone else hits 4/5 attack and defence dice.
Are there tiles for the grasping vine trap in the box ? Or are they handled like the swinging blades dem the ogre hordes ? Because in the quest book it says that zargon points on the square but doesn’t place a tile
Thanks for keeping us updated. You are a hero sir.
Great Video as always Ash. So much Homebrew stuff, going to break out my kids dinosaur set. 😊 Wonder how the Spider would fair in the pit against Ogre Champion?
I also think they will reuse the sabre tooth miniature as an enemy in the wizard quest pack. My idea was always to have it played as a tower that you climb up and the board gets smaller and smaller as you progress meaning in quest 1-4 you use the whole board, only the inner rooms for quests 5-8 and 9 and 10 just the very centre plus surroundings. And each floor has another mage that you need to defend like apprentice first, then beast master, etc 👍
Awesome!
Been looking for as much info as I could find.
Just trying to get an equipment breakdown now
I plan to let the player pick barbarian or one of the berserkers, all three use the same skills.
Same for the dwarf and two explorers
This is what I think Avalon Hill intended, to get people to use the skills with their classics. It's olthe idea of the player, but AH had to know that we'd think of it 😜
Considering most of us have played the original 14 quests multiple times, it would be nice to start a party of new hero's some place else. Especially with 2 new heros.
Indeed!
Try Axianquest Infinite Dungeon. Uses base game assets, and you can farm for gold in randomly generated dungeons. Excellent little module.
I wish instead of making another expansion, they made a second core set... One-based one-outside woods, paths between trees, clearings with ruins, and camps for all these new enemies, but also works well with orcs, goblins, undead, etc. Maybe make one end have an entrance to a cave with two or three rooms. with 2 more hero upgrades, maybe an un-elemental caster like Necromancer or Cleric, and an Elf Ranger or Beast Master. Could make rock or tree tokens to block paths.
I actually kind of had a similar idea for a 2nd core set. The main difference from your idea is it would be focused on being budget friendly so families on a budget who might not want to spend $100 on the classic core set could at least try the game in some form. I was thinking it should be kept in the size of KK or ROTWL so the game board would be smaller. Plus door & furniture would likely get new tile makers to save cost. It would have a minimal size treasure & equipment decks. I dunno if I'd bother with artifacts given the need to save space & cost. Then of course a new quest book (with new starter quests) & rule book. The idea is we want them monster miniatures to stand out in the box.
However to keep people who already have the original core set interested, it should feel expansion like. I was thinking 4 new heros (perhap a Dwarven Troll Slayer like hero or a cleric) & a small pool of new monsters (Maybe rat men who are totally not skaven 😜).
Definitely not Skaven. No way. No-no. 🐁
Captain Rubbish! another great name for another great reporter... awesome stuff 15:20
26:44 Can’t wait to see who/what these npc characters are so we can start printing proxies! 😁
Very nice video once again. At this stage my rage went like a mage on age.
Thanks!
Thank you for your generous Super! 😊
Thank you for this update and even a shoutout to my other favorite heroquest youtuber, always board never boring.b
Looks like another good expansion by AH.
The Berserker skill cards are kinds similar to some of my Barbarian skill cards. I actually have a Barb skill card called Berserk, it's very powerful.
But you can only have skill cards equal to their mind points for the Barb and Dwarf in my house rules.
And I agree the Berserker should have been 6 BP.
The Explorer skill cards will be semi useless in my house rules as I remove all hazard cards (except poison) because there's less opportunity to search for treasure.
I also reduce the amount of Wandering Monster cards because the DM has chance to bring in a WM or WM Party.
Also have slower character progression as I have random shop/armoury, you're not guaranteed to be able to buy what you want regardless of how much gold you have.
Not all equipment cards will be available and each equipment card = 1 purchasable item.
Yeah the order of play optional rule is something I've been using lately but only with my optional initiative order rule. I've made Initiative Cards for this rule.
Here's my initiative order rules:
When Monsters appear on the board for the first time, play stops immediately.
The DM will shuffle the 24 initiative cards numbered 1 to 5 (3x1s, 4x2s, 5x3s, 5x4s, 7x5s)
and then takes the top 14 cards to be used as the "Initiative Stack".
The DM draws the top card of the initiative stack to determine the DMs combat order.
If the DM draws a 2, the DM moves/action all monsters 2nd that round, the Heroes can choose any order they wish.
After each combat round the DM draws a new initiative card providing there's still enemies on board.
When all 14 cards have been used, re-shuffle all 24 cards and repeat process.
If the DM draws the 5 card, the DM moves/action all monsters last as per normal rules for that round.
If for example the 2nd turn Hero reveals monsters, the DM draws initiative card to determine DM's turn within the remaining 2 Heroes ignoring any “5” cards revealed.
A 3 or 4 card in this case means DM is last. The Hero that revealed the Monsters will then finish their turn before remaining Heroes and DM take their turn.
Aside from Druid forms, I'd like a to see a Ranger or Spelunker class that can have an animal companions.
For the spawnlings, I plan on using the Warhammer Quest spiders.
I'll probably use the snake from the Epic Encounters box set.
To recover the Berserker skills, how about requires 3 mind points, and if they are at full mind and body points at the end of Zargon`s turn, then recover their skills.
On the gems, I say no about adding gold, however on a white shield there are two gems instead of one.
Great Video and breakdown of the game as always
Thanks - been waiting all weekend for t
So the pool of water can only be used once by each hero to restore 1BP? Because you have to search for treasures and each hero can search one room right?
We literally only use two hazard cards and monster cards per session. we even go six heroes deep. "We do what we want."
😂 IF A GAME MAKES YOU LAUGH, GET IT! 😂
I was on the fence about this one (Jungle? Really?) But, Ash's review presented some really funny (to me) ideas like a more intuitive rule set and the demise of a hero via swarming creepy crawlees. 😂
I'm really thinking of house ruling that if there is not an Explorer or Berserker in the party a Dwarf/Barbarian player may choose ONE of the Explorer/Berserker ability cards to use. Might even print some out so they can choose one regardless if there is one of the new heroes.
If l would houserule explorer dwarf, l'd give him 2 abilities and one ability to vanilla dwarf, chosen randomly if there are both of them at the same time on table.
Undead plant creatures, awesome
Would love to see a video with your thoughts on which expansions are worth buying, or at least which ones are top of the list. This game passed me by in the 90s, so am new to it now. Have the core game, but wondering which to go for next.
Depends what you want.
Kellars Keep & Return of the Witch Lord carry on the story from the core game (which end on something of a cliff hanger) - but they only give duplicate models of monsters already in the core game, some new card tiles and some new magic items.
The Prophecy of Telor & Spirit Queens Torment give 2 extra campaigns with alternate sculpts of monsters from the core game, but in translucent plastic instead of their usual colours (some of quests in each campaign have specific reasons you might want to use translucent versions of certain monsters instead of the normal models), and you also get a few extra cards and a new Hero in each (Halfling Warlock & Orc Bard), you also get some extra cards / magic items - the general feeling is that these heroes don't really fit the theme of the core game setting, it's the disappointing they don't include any new card tiles despite each having quests that could use them, Spirit Queens Torment feels like a pretty standalone campaign from a story point of view (so can be eadily skipped) but Prophecy of Telor has a very well regarded campaign that calls back to the original core box & was written by the original game designer.
All of the large box expansions give a better mix of components (cards, card tiles, furniture, new monsters) than the small, but their campaign stories are all more standalone and often have you travelling to new realms.
Frozen Horror & Mage of the Mirror have balance issues (very hard campaigns) due to being largely unchanged from the original releases of those packs in the 90's (they weren't playtested properly back in the day) - and they don't give you any new heroes (just an alternate gender version of a hero already in the core game) - Frozen Horror introduced mercenaries the heroes can hire, Mage of the Mirror added a new deck of Elf Only Spells.
Against the Ogre Horde is also largely based on a 90's quest pack but they added a new Hero (Halfling Druid) and animal companion (Wolf), and a "Arena Mode" - plus 3 extra quests based around the arena mode - and the quests in this campaign were already pretty balanced, so is easier to recommend than the other 2 large quest packs from back then. It includes ranged Orcs, Goblins & Skeletons (along with rules for adding these into other quests from the core game or other expansions). It includes Ogres as the main enemy (but with different sculpts and stats to those in the Mage of the Mirror expansion).
The next 2 big boxes are brand new releases - Rise of the Dread Moon is technically a sequel to Mage of the Mirror, but the story connection to that pack is pretty weak and it works just as well as a standalone campaign, although if you have played the other pack first there are certain plot idea's that link back (and it does also link back to the core campaign in certain story elements too). It includes a Guardian Knight hero, and introduced the Alchemy deck for crafting potions, as well as duplicating some of the Elf enemies from Mage of the Mirror, it also includes Elf Mercenaries the heroes can hire (which are essentially the same, but are less numerous, than the mercenaries from Frozen Horror).
The Jungles of Delthrak is detailed in this video - it has some very loose lore connection back to the Kellars Keep expansion, 2 new heroes, 2 new animal companions, new Alchemy cards, the ranged Goblins & Skeletons from Against the Ogre Horde, a Goblin Warlock (that works like the Chaos Sorcerer from the vore game) and various other models (both Jungles of Delthrak & Rise of the Dread Moon include "Cultist" models that are duplicate poses in different colours and only very slight different rules).
The Rogue Heir & Wandering Monk "hero packs" just add new heroes and each has an extra component that "sets up" one of the big box expansions (Rogue Heir has a letter leading into Mage of the Mirror - the Wandering Monk has a flier for the "Worlds End Tournament", setting up Against the Ogre Horde) - both are interesting additions, but most feel the Monk is overpowered - the Rogue is better balanced but possibly has trouble scaling due to equipment restrictions.
I'd recommend Kellars Keep & Return of the Witch Lord if you care about continuing / concluding part of the main story.
And either Against the Ogre Horde or Rise of the Dread Moon for something that feels more like a proper expansion.
After those 4 packs it would probably be either Prophecy of Telor or Jungles of Delthrak (depending on if you want another big meaty expansion, or something smaller that you're getting mainly for the quests).
Frozen Horror and Mage of the Mirror rank last due to balance issues - Spirit Queens Torment is an easy skip.
In fact you can download the quest books for each expansion, from the Hasbro support website, to get an idea of what each one offers - and both Prophecy of Telor/Spirit Queens Torment can almost (barring a few magic items you won't have and maybe one or two encounters that use a certain mix of miniatures, that can easily be tweaked) be played using just the core box - you aren't missing much by not having the new heroes those boxes include and the extra models have no new rules, so maybe have a look there before making any decisions on where to spend money.
What about the jungles tiles
Amazon has already shipped my copy with a delivery date of Monday. I havent even had the chance to play Ogre Hoard yet, jeez.
It feels more like the difficulty should be labeled as 3 Death rule options instead. These new rules don't change the difficulty of the quest itself, no monsters are removed or stats changed, it only applies to situations when a hero dies.
I understand that changing the death rules can perhaps make it easier to complete the quest within a single session, but a group of hero's who don't die will never see any impact by these rules.
Agreed, it's super simple to implement and nice to have options at least, but it's left a little more to be desired
Best expac yet!!
Can’t wait to get this
Turns out I've been playing all my games in Heroic mode (almost rules as written) all along! :D
So during September I've got Jungles of Delthrak and Fighting Fantasy: The Dungeon on Blood Island coming. My poor wife is going to be a gaming widow until at least the beginning of October.
Thanks for the video, although it is not my favourite theme, i will get it, and everything else they produce labelled as heroquest. I would like to see a more dark expansion.
You know what I just realized. With the animal companions, they've just gone through most of the common house pets. Ogre Horde gave us a puppy that is the Wolf, this one includes the sabre kitty and a raptor.... chameleon? Just missing the hamster!
it could open the door down the road for an elementalist or necromancer! would be fun to see
If we get hamsterkin before we get rats, imma be so mad.
I want to try really bad this game but i don't know hasbro can ship to Puerto Rico😢
go Ash go!
I bet the gobbo warlock is the big bad and we will use the gargoyle for his demon form
Could be but given the multiple ending style of this campaign, I get the impression that each large boss monster (🕷️, 🐍, 🦍, & Goblin Warlock) could each be a final boss promoting you to play it multiple times in order to face everything.
@@yodaflyz my thinking is that we see the gobbo in multiple quests, clearly the one dreadening up the wildlife. Then he is the final boss with the demon form having multiple phases.
very exciting. let's hope we get more original content and this isn't something that was finished pre layoffs with no intent to continue
Definitely getting more. First Light is the next expansion- perhaps a character or a completely new kind of expac - and the investment and interest in Talisman (and even a radical new way to play the game) really suggests to me that they're still going strong. But yes, I'm hoping it stays that way!
Yeah a hope that next it's wizards of morcar then the original Avalon hill backers add on with the wyvern. Then the wizard add-on we never got
Maybe the goblin warlock can, oficially, be used as a mini for the regular warlock...
Sure, why not? It is gray after all!
Will this be a Zargon and Mentor free expansion?
That's a good question actually. Someone may have already photographed the intro text or saw it, but I don't know - it's possible this entire adventure system is, by virtue of it being multiple path, just outside of the "suggested quest order" altogether.
People will complain and even be outraged. But I’ve read complaints about Frozen Horror for 30 years.
Not a fan of the raptor. I think they are all over the place with the monsters. I would have liked a more focused theme, we have, snakes and spiders (can work both in dungeons and jungles) then we have the ape and raptors (seems very outdoors focused) then we have the blightweavers and skull blights, some sort of evil jungle magic. Remove the raptors (we already got a reptile monster here) and give us some spiderling minis similar to goblins in stats, that would be fun for dungeon themed quests, or as subs for goblins in the OG quests.
All that said the varied, unfocused monster themes might be cause the different quests paths. Maybe, depending on the playthrough the heroes won't encounter one of the monster themes cause they belong to a different 'choose your own adventure path.' That would require more playthroughs. Imagine playing through this expansion and not seeing the ape... now the players will want to replay the expansion making different choices.
@PearlJamaholic
Definitely share your view, Spiders and snakes are great, even the ape is quite acceptable for jungle theme, dinosaur raptors are way too much of a stretch. Do not have an idea how they will bd justified thematically with a dungeon crawler game, but the expansion is here to stay and the colors are beautiful
I would use the cards every turn instead of once per quest. Get more use out of it
I let my Dwarf player start with a hand axe. Just feels dwarfy.
:O
Raptors are just non avian theropods
So why not
Who are these people who are like I hate fun boo fun
Because Avalon Hill got cultural sensative instead of cultural accurate the game became so much better... 🤔
I wished they kept the cultist gray its oke to say these cultist have other spells without changing the colour . And i wanted more spiders🥲 but pet raptor made it all up and i love the feel and choose your own adventure