I had a good chuckle at the bespeckled remark. Made my day, thank you. For the Sapphire Skull, My understanding of this card is that, there is no activation. It seems to be worded like if your have the skull equipped you gain that +2 attack dice. Seems like it should of been an item that needed wording for players to have the clarification for the item to be equipped by a hero.
It has been officially confirmed that the skull requires an action to use. It's like an attack, but the skull isn't classed as a weapon. The wording is pretty poor.
I dunno why they don't make a HeroQuest RPG using the dice system they have for the board game. I think it could work well. Want to make a Dex save - roll 3 dice and score 2 or more shields etc. Want to make an attack roll as a barbarian roll 5 and Score 3 or more skulls or something. Obv these are just examples but could work and could increase the Heroquest lore and love for the genre ❤️
Thanks. I am gradually working my way through every quest. I did a video on the core set quest a couple of weeks ago and I do plan on making sure every adventure gets its own deep dive eventually.
I love the idea of a hero sacrificing him/herself at the end! I might just make that sacrifice mandatory... the artifacts somehow magically sense their destruction and so fuse or crystalize with the hero's hands as they prepare to cast them into the rift...
I think I would at least want to give the party a chance to pick which hero is going to be sacrificed. Or maybe also give them a chance to do it without the sacrifice for a much weaker ending, or maybe even some kind of permanent penalty to take into the future campaigns with them.
Ah dang, you're right. That's a lot of little bumbles in the design. Good thing you pointed those out, now Zargon players can prepare for that. Maybe adding some additional flavor text, or altering some of the existing dialogue.
There's certainly nothing that can't be smoothed out with a bit of preparation in advance, but as always with these deep dives, I drill into things in probably more depth than a lot of sane people would!
@@AlwaysBoardNeverBoring Oh; side note: I've tested out the new Key To The Kingdom.... It's not bad, a lot of the randomness is gone, with the ability to add or subtract items to any d8 roll you make. And each hero feel unique with distinct abilities. However both trial runs ran out of time, before the "Demon King" could be defeated. 🤔
@@AlwaysBoardNeverBoring yeah, the original felt more interesting, like I could imagine myself going to the Banshee Towers or the Ice Palace. The new art style makes everything feel too safe, too clean...
@@jeremycarnes1656 We all hate the bard. I guess you missed my joke about him towards the end of the video and his purpose for the climax of the third possible campaign ending?
My initial flip through was giving me the same feel. I can buy that the walls could be dense jungle or ruins when the text doesn't call it out. And the heroes are moving through clearings or trails. But there are just too many lack-of-information. In previous books, there were explanations of the tiles. But not here. The waterfall tile isn not what I would call a 'traditional' waterfall, but water on a slab with some rocks on it. The rift? Looks more like a spider's web or cocoon. The outdoor tile's dark side is used more than the daylight side. Including with flavor text that it's in the daylight. I like the ideas it proposes, but I really feel the serpent, Ape, and Spider figures are not being utilised to their fullest. It really feels like they released figurines and tiles for the homebrewers, and left the quest aspect at a 2nd or 3rd draft and not a final.
I think as well, because there are three possible endings the story feels quite disjointed. You are told right at the beginning why the blight is spreading, but then the adventure unfolds like you don't know the reason. And then suddenly out of nowhere you get three possible conclusions that you didn't build up to organically because the adventure couldn't seed those ideas into earlier quests.
Is that from difficulties getting your group together? My main gaming group has recently been going through a stage of playing a lot of different games, just to take a bit of a break from campaigns. We are overdue to get HeroQuest back on the table, though.
@@AlwaysBoardNeverBoring Yes, and one of the players is (shame of shames) losing interest. But it's also that HeroQuest competes with our regular RPG campaigns.
I did a whole video sharing my thoughts on the druid here ruclips.net/video/9LEtnfZSmQc/видео.html Ultimately, I think now we have so many choices people should just play the class they enjoy the most, although I am quite partial to the original team structure of fighter, trap expert, balanced, and wizard.
I am getting a few people saying they aren't getting my channel notifications anymore. You may want to make sure your notifications are still set to "all." I don't know if RUclips have changed something.
I've been waiting for this version of the video to come out! Thank you as always!
There was so much to get through, and I think I cut as much content from the video as I left in. It's such a packed campaign!
I had a good chuckle at the bespeckled remark. Made my day, thank you. For the Sapphire Skull, My understanding of this card is that, there is no activation. It seems to be worded like if your have the skull equipped you gain that +2 attack dice. Seems like it should of been an item that needed wording for players to have the clarification for the item to be equipped by a hero.
It has been officially confirmed that the skull requires an action to use. It's like an attack, but the skull isn't classed as a weapon. The wording is pretty poor.
@@AlwaysBoardNeverBoring Thank you for clearing that up. :D hoppfully that will the new prints, the wording will be changed.
I dunno why they don't make a HeroQuest RPG using the dice system they have for the board game. I think it could work well.
Want to make a Dex save - roll 3 dice and score 2 or more shields etc. Want to make an attack roll as a barbarian roll 5 and Score 3 or more skulls or something. Obv these are just examples but could work and could increase the Heroquest lore and love for the genre ❤️
You can easily expand HQ to that on your own.
GREAT STUFF! I've said it before, but I wish you would do breakdowns of each expansion!
Thanks. I am gradually working my way through every quest. I did a video on the core set quest a couple of weeks ago and I do plan on making sure every adventure gets its own deep dive eventually.
I love the idea of a hero sacrificing him/herself at the end! I might just make that sacrifice mandatory... the artifacts somehow magically sense their destruction and so fuse or crystalize with the hero's hands as they prepare to cast them into the rift...
I think I would at least want to give the party a chance to pick which hero is going to be sacrificed. Or maybe also give them a chance to do it without the sacrifice for a much weaker ending, or maybe even some kind of permanent penalty to take into the future campaigns with them.
Seems a worthwhile purchase for any Zargon player with a bit of role-playing experience. Bravo for the run-down, good sir
Thanks for watching. There's definitely a lot of scope to flesh things out and iron out some of the little blips.
Ah dang, you're right. That's a lot of little bumbles in the design. Good thing you pointed those out, now Zargon players can prepare for that. Maybe adding some additional flavor text, or altering some of the existing dialogue.
There's certainly nothing that can't be smoothed out with a bit of preparation in advance, but as always with these deep dives, I drill into things in probably more depth than a lot of sane people would!
@@AlwaysBoardNeverBoring Oh; side note: I've tested out the new Key To The Kingdom....
It's not bad, a lot of the randomness is gone, with the ability to add or subtract items to any d8 roll you make. And each hero feel unique with distinct abilities. However both trial runs ran out of time, before the "Demon King" could be defeated. 🤔
Sounds like they have "modernised" it a bit, which might go down better with your group. I am really not a fan of the new board art though
@@AlwaysBoardNeverBoring yeah, the original felt more interesting, like I could imagine myself going to the Banshee Towers or the Ice Palace. The new art style makes everything feel too safe, too clean...
I'm so glad the Bard finally found his purpose.
Everything happens for a reason.
He has one? I hate that mini and card. I took the card out of circulation and the mini is at my paint station as a test piece.
@@jeremycarnes1656 We all hate the bard. I guess you missed my joke about him towards the end of the video and his purpose for the climax of the third possible campaign ending?
My initial flip through was giving me the same feel. I can buy that the walls could be dense jungle or ruins when the text doesn't call it out. And the heroes are moving through clearings or trails. But there are just too many lack-of-information. In previous books, there were explanations of the tiles. But not here. The waterfall tile isn not what I would call a 'traditional' waterfall, but water on a slab with some rocks on it. The rift? Looks more like a spider's web or cocoon. The outdoor tile's dark side is used more than the daylight side. Including with flavor text that it's in the daylight. I like the ideas it proposes, but I really feel the serpent, Ape, and Spider figures are not being utilised to their fullest. It really feels like they released figurines and tiles for the homebrewers, and left the quest aspect at a 2nd or 3rd draft and not a final.
I think as well, because there are three possible endings the story feels quite disjointed. You are told right at the beginning why the blight is spreading, but then the adventure unfolds like you don't know the reason. And then suddenly out of nowhere you get three possible conclusions that you didn't build up to organically because the adventure couldn't seed those ideas into earlier quests.
My HeroQuest campaign has rather ground to a halt, sadly. Still, I'll probably be getting this.
Thank you for these reviews!
Is that from difficulties getting your group together? My main gaming group has recently been going through a stage of playing a lot of different games, just to take a bit of a break from campaigns. We are overdue to get HeroQuest back on the table, though.
@@AlwaysBoardNeverBoring Yes, and one of the players is (shame of shames) losing interest. But it's also that HeroQuest competes with our regular RPG campaigns.
My HeroQuest group is my D&D group too. It does tend to conflict in the schedule!
Do you recommend a player using the Druid in this game?
I did a whole video sharing my thoughts on the druid here ruclips.net/video/9LEtnfZSmQc/видео.html Ultimately, I think now we have so many choices people should just play the class they enjoy the most, although I am quite partial to the original team structure of fighter, trap expert, balanced, and wizard.
My algorithm must be off, I missed that one.
I am getting a few people saying they aren't getting my channel notifications anymore. You may want to make sure your notifications are still set to "all." I don't know if RUclips have changed something.
Watch the film Ator: The Fighting Eagle you don't need a plot just a sword 😅
Ha. Do we think the blightweavers are part of the Spider Cult?
@@AlwaysBoardNeverBoring could be a home brew idea