@@patricladubla5251 I'll see how things go, I have painting tutorials and LotR game plays to try and film first. The good thing is my Hero Quest set is fully painted and detailed.
I know what you mean. HeroQuest has such a great aesthetic. While I do like a lot of modern game art as well, there's something very special about the old Games Workshop artwork for games like Talisman, DungeonQuest, HeroQuest and the like. Thanks for watching!
I bet loads of people do. I have to figure out what I'm going to do about a playthrough. It might have to wait until I can get my D&D boys together to film them playing.
great campaign, I played it when I was 10😁. curiously on the back of my booklet (Italian version) there's an artwork displaying a horde of skeletons instead of the old world map
That's not a miscut secret door, that's the very hard to find double extra secret door supreme who's rarity is only exceeded by the turbo extreme X edition, which has three doors on it.
Most dungeon masters can only dream of owning a turbo extreme x edition. Do you know how many bundles of 100GP you have to save up in randomly distributed treasure chests around your dungeon to be able to afford one of those?
Unfortunately those aren't part of my collection. As much as I would love to own Against the Ogre Horde and Wizards of Morcar, I might have to wait until that lottery win comes in. The adventure design kit would be nice for the collection, but isn't something I would be interested in spending a lot of money on (which I would have to to get a mint copy).
Would love a quest by quest review of HeroQuest. I know you're trying not to spoil things in this review but as someone who played them all when I was young it'd be nice to get your opinion on what are the bests quests if for example I wanted to do a replay but not of the whole thing.
That's certainly something I could look into doing. I don't mind doing spoilers if it's the point of the video, because it's easy for people to skip if they don't want to see it.
Great content as always. If you get the spare time I have a suggestion for content if you're open to ideas. There are a lot of differences between the American and European versions of Heroquest. Wouldn't it be cool if you made a video discussing the differences? You've already mentioned them a couple of times so far. What do you reckon of that?
Thanks. I did a video on buying a copy of the core game on eBay last year, and ran through a lot of the differences between the European and American versions there.
@@catholicphoenix7969 No worries. It still doesn't go into every difference. There are actually so many differences, they're almost like two different games.
@@AlwaysBoardNeverBoring I watched the video and noticed the brief explanation of the differences. They do really appear to be different games. If you reckon with your professional (yes I'm using that term, it fits) opinion that there's enough difference to make a video out of it then I would love to see what you can do with that idea.
Great stuff. I wonder if there's room for a conversation about price. What's it worth? Obviously whatever anyone is willing to pay for it (in market capitalism terms), but can we be more definite than that?
In the UK prices vary considerably. You can get good complete copies for around £50, and it can creep up to £100 for sealed copies in boxes. But with patience it’s possible to get copies for less than that. Prices seem higher in the US.
@@AlwaysBoardNeverBoring yes, I'm UK too (Somerset) and there's a hot bidding scenario on ebay at the moment for some near mint copies of each. Already beyond what I could pay for them. I'll be waiting for some rougher copies.
@@stuffandnonsense8528 It seems to be the case that the price for copies without the box drop of quite quickly. I was fine with copies that weren't boxed as I intend to get the Feldherr cases, and I never would have stored the expansions in the flimsy tuck boxes anyway.
@@AlwaysBoardNeverBoring yes, I'm not a fan of the flimsy boxes and I'd certainly aim for something with good partitions (although, I confess, I haven't done so for my core game yet).
Forgive me if its already been asked. Did the additional tokens in the EU expansions come on cardboard/chip board similar to the original? In the US, we got cheap card stock for the additional tokens. They were thin and much flimsier and didn't match up with the core set. I used to hate them, but most recently I have actually grown to prefer their low profile especially for things like overlapping the doors over wall panels and such. As we all know, things cant get quite over-flowy when you've got a door and multiple monsters and a tile all fighting for space.
In this video the token with the black back is from the core game and the token with the white back is from the expansion. The general quality is about the same. I haven't been able to determine if the American core game had better quality tokens, which made the expansions look inferior, or if the expansions are of lower quality anyway.
@@AlwaysBoardNeverBoring I can vouch to say the american version had lower quality tokens based on this. The tokens in the two expansions were like playing card material rather than cardboard.
The overlay tiles really do add flavour to the game. In my own "home brew" modules, I built my own using the GW Dungeon Floor Tiles accessory, and sometimes used them to combine multiple rooms and corridors into a single room. I kept the top face of the "box" from my expansions, just to retain the art.
On the last page, inside was an big black and white picture of a mumie. Outside the skeleton army in colour. As a kid i cut the last page out and went to a print shop in town to get the skeleton army pic printed on a shirt.
Cool! I never got vintage copy's of the expansions due to costs. The core game was overpriced when I got it (nostalgia bites) & the prices are far worse today. However, I'm glad you left out the spolers as I'm getting the new Hasbro edition of both expansions this fall & I'm hoping to try the them for the first time with my new copy.
No worries. HeroQuest is really one of those games where you don't want to see even a hint of the maps if you're going to play as one of the heroes. I hope you enjoy the Hasbro edition when it arrives.
2:53 - Thank you for showing that in a video. I've seen some fools arguing that the Monk is "out of place" in HeroQuest. The thing is that HeroQuest was set in the Warhammer world - as your video clearly demonstrate - and Monks (as well as Samurai) exists as playable options since the publication of Warhammer 1st Edition - Forces of Fantasy - Volume 1 (1983) as part of the "Men of the Orient". It's totally fine that some people may not like the Monk, because that's a matter of personal preference. But the argument that they are "out of place" or don't "fit" in HeroQuest can be demonstrated as false by the publication history of Warhammer. Not to mention that Monks were available as playable options in dungeon crawling games like d&d since 1975 (and d&d was first published in 1974). So even if they weren't present in Warhammer, they would still fit the new Warhammer-free HeroQuest, as they are a hero archetype for almost half a century.
I don't personally think there's a lot of weight in trying to reference back to the Old World. HeroQuest was clearly intended to be in that setting, but the connections were minimal, as evidenced by how easy it was for Avalon Hill to transpose it to another setting. But I myself have said the monk feels narratively disjointed to me at the moment, although that could change once I've read the background fluff for the character. By that I mean, I don't think a monk is out of place in a fantasy setting - the wandering stranger from the Mystic East is a classic trope - but it feels a bit "plopped in" right now. Avalon Hill are trying to make all these connections between expansions to create this overarching plot with Ragnar, and Skulmar, and the two part Elethorn mission and it's starting to feel a bit more cohesive (although there may be trouble ahead on that front), but then they say "and a monk appears." I'm hoping they have an interesting way to tie that character into the narrative in a way that feels relevant, because every other hero is connected to the adventure and the monk should feel like they have a purpose - a reason to fight. For me, it really will depend on how they have written the character into the plot. But, as I have also said elsewhere, now is the time for Avalon Hill to be pushing the envelope and doing some new things. I know some people aren't happy with the monk character, and I do have my own misgivings about it, but HeroQuest will need to evolve and expand if it wants to thrive. And it's time Avalon Hill gave us a proper map of the world too.
@@AlwaysBoardNeverBoring The problem is that some people have a hard time distinguishing their personal preference from facts. It's beyond any doubt that HeroQuest was set in the Warhammer world. Perhaps it wasn't deeply rooted, but it was there nonetheless. So when people claim that a Monk is "out of place"/"doesn't fit" in HeroQuest, I find it's quite easy to refute that claim by pointing to the references, as well as to present how long Monks have been adventuring in dungeon crawling fantasy games, dating back to the early period of d&d. Sure, Hasbro can flesh out their backstory if they want. But their goals can be as simple as to test and hone his/her skills while exploring the world, similar to Ryu from Street Fighter. The explorer's spirit of someone who decide to live his small world behind - whether it's a tribe in the frozen lands of the North or a monastery in the far East - out of the desire of adventuring in a larger world is a theme that is not unheard of.
There's definitely no reason we can't have a monk. One of my favourite characters in my favourite game ever is the ninja from DungeonQuest. So much fun to use. I fully agree that there is a storied history of these types of characters. But it does feel a little strange at a time when Avalon Hill seem to be tying off loose ends and drawing various story elements into a cohesive narrative that they throw in a bit of a curve ball with a character that comes from "another world." I can understand why some people feel it's outside of what they expect from HeroQuest; but that's mainly the people who are very rooted in their ideas for HeroQuest and they don't want to see change at all. They are the people who say Rise of the Dread Moon doesn't feel like HeroQuest because it has too many new rules. My hope is that the monk could be the first step in heightening the drama by making it evident that the threat of Zargon stretches beyond the land we know to every corner of the world, forcing disparate heroes from all over to ride out. Wouldn't it be cool if the monk was seeking aid so that the heroes could return with them to fight in a completely new type of environment?
@@AlwaysBoardNeverBoringExactly!! It's very easy to refute the "Monks don't fit HeroQuest" argument, but the fact that Avalon Hill is further developing the lore and narrative of the world only makes the said argument even more silly. And as if it wasn't silly enough, The Frozen Horror quest book has the following text as a guide for Zargon players at page 11 : *Remember that you are the ultimate authority in your HeroQuest world!* So you don't like a specific hero? You don't like a specific rule? Then just don't use them! People ignore or change HeroQuest rules since always. But additional rules can be a bless for those who want a more "advanced" HeroQuest because some might think that HeroQuest is excessively simple to the point of being boring. Depending on how far Avalon Hill is willing to go, we could see in a near future not only unpublished new quest campaigns (like the Rise of the Dread Moon), but new boards with completely new environments. And perhaps even evolving into a new, full-fledged tabletop RPG system that could make optional use of all the miniatures and the board(s) as complements for a HeroQuest RPG (there was a HeroQuest RPG, but the publisher, Moon Design, sold the trademark to Hasbro and renamed their RPG as QuestWorlds). And thank you for the DungeonQuest reference, which is another example of old school dungeon crawling game with oriental characters! I will check out
That's interesting. I've seen unpunched sheets on Ye Olde Inn for the American version that shows just wall tiles and no rock piles. I've also checked listings for the American version on eBay and they all show just the wall sections, as far as I can see. Oh - and just to clarify I’m not talking about the base game here, just the Witch Lord expansion.
You're making me want to play through Hero Quest and possibly film my adventures.
Yes plz do it....:) I have 3 sets of hero quest and Im 3d printing a hero quest board from Dragons rest....:)
@@patricladubla5251 I'll see how things go, I have painting tutorials and LotR game plays to try and film first. The good thing is my Hero Quest set is fully painted and detailed.
There is not nearly enough HeroQuest on RUclips, so I say go for it!
@@knghtbrd thank you that's inspiring. :)
Do it!
I wish they would be creating games now with such graphics! Thanks for the video!
I know what you mean. HeroQuest has such a great aesthetic. While I do like a lot of modern game art as well, there's something very special about the old Games Workshop artwork for games like Talisman, DungeonQuest, HeroQuest and the like. Thanks for watching!
@@AlwaysBoardNeverBoring Oh you named all of my favourite. You sir are a legend!
I’ve got mis-matched tokens as well, so you were right on with that observation! 👍 can’t wait for the play though video. 😁
I bet loads of people do. I have to figure out what I'm going to do about a playthrough. It might have to wait until I can get my D&D boys together to film them playing.
great campaign, I played it when I was 10😁. curiously on the back of my booklet (Italian version) there's an artwork displaying a horde of skeletons instead of the old world map
That's interesting. Do you still get the cool mummy illustration on the inside back cover?
Yes the mummy is there
As always a nice video about the best game ;)
Thanks for the kind words.
That's not a miscut secret door, that's the very hard to find double extra secret door supreme who's rarity is only exceeded by the turbo extreme X edition, which has three doors on it.
Most dungeon masters can only dream of owning a turbo extreme x edition. Do you know how many bundles of 100GP you have to save up in randomly distributed treasure chests around your dungeon to be able to afford one of those?
Next up is the Adventure Design Kit then Against the Ogre Horde then Wizards of Morcar!
Unfortunately those aren't part of my collection. As much as I would love to own Against the Ogre Horde and Wizards of Morcar, I might have to wait until that lottery win comes in. The adventure design kit would be nice for the collection, but isn't something I would be interested in spending a lot of money on (which I would have to to get a mint copy).
Would love a quest by quest review of HeroQuest. I know you're trying not to spoil things in this review but as someone who played them all when I was young it'd be nice to get your opinion on what are the bests quests if for example I wanted to do a replay but not of the whole thing.
That's certainly something I could look into doing. I don't mind doing spoilers if it's the point of the video, because it's easy for people to skip if they don't want to see it.
That would be awesome!
Great content as always.
If you get the spare time I have a suggestion for content if you're open to ideas.
There are a lot of differences between the American and European versions of Heroquest. Wouldn't it be cool if you made a video discussing the differences? You've already mentioned them a couple of times so far. What do you reckon of that?
Thanks. I did a video on buying a copy of the core game on eBay last year, and ran through a lot of the differences between the European and American versions there.
@@AlwaysBoardNeverBoring Imma go have a good look at that video. Thanks a bunch.
@@catholicphoenix7969 No worries. It still doesn't go into every difference. There are actually so many differences, they're almost like two different games.
@@AlwaysBoardNeverBoring I watched the video and noticed the brief explanation of the differences. They do really appear to be different games. If you reckon with your professional (yes I'm using that term, it fits) opinion that there's enough difference to make a video out of it then I would love to see what you can do with that idea.
@@catholicphoenix7969 Never been referred to as a professional before! I'll have a think about it.
Great stuff. I wonder if there's room for a conversation about price. What's it worth? Obviously whatever anyone is willing to pay for it (in market capitalism terms), but can we be more definite than that?
In the UK prices vary considerably. You can get good complete copies for around £50, and it can creep up to £100 for sealed copies in boxes. But with patience it’s possible to get copies for less than that. Prices seem higher in the US.
@@AlwaysBoardNeverBoring yes, I'm UK too (Somerset) and there's a hot bidding scenario on ebay at the moment for some near mint copies of each. Already beyond what I could pay for them. I'll be waiting for some rougher copies.
@@stuffandnonsense8528 It seems to be the case that the price for copies without the box drop of quite quickly. I was fine with copies that weren't boxed as I intend to get the Feldherr cases, and I never would have stored the expansions in the flimsy tuck boxes anyway.
@@AlwaysBoardNeverBoring yes, I'm not a fan of the flimsy boxes and I'd certainly aim for something with good partitions (although, I confess, I haven't done so for my core game yet).
Forgive me if its already been asked. Did the additional tokens in the EU expansions come on cardboard/chip board similar to the original? In the US, we got cheap card stock for the additional tokens. They were thin and much flimsier and didn't match up with the core set. I used to hate them, but most recently I have actually grown to prefer their low profile especially for things like overlapping the doors over wall panels and such. As we all know, things cant get quite over-flowy when you've got a door and multiple monsters and a tile all fighting for space.
In this video the token with the black back is from the core game and the token with the white back is from the expansion. The general quality is about the same. I haven't been able to determine if the American core game had better quality tokens, which made the expansions look inferior, or if the expansions are of lower quality anyway.
@@AlwaysBoardNeverBoring I can vouch to say the american version had lower quality tokens based on this.
The tokens in the two expansions were like playing card material rather than cardboard.
The overlay tiles really do add flavour to the game. In my own "home brew" modules, I built my own using the GW Dungeon Floor Tiles accessory, and sometimes used them to combine multiple rooms and corridors into a single room.
I kept the top face of the "box" from my expansions, just to retain the art.
It's nice to have a bit of set dressing for these epic encounters. The artwork for this and Kellar's Keep is great. Well worth holding on to.
OOOOHHHH yeahhhhhh
German questbook got no map printed on. It got an cool picture of a skeleton army painted by john blanche instead
It's interesting there were all these little differences in the different territories.
On the last page, inside was an big black and white picture of a mumie. Outside the skeleton army in colour. As a kid i cut the last page out and went to a print shop in town to get the skeleton army pic printed on a shirt.
Yeah we got the cool picture of the mummy in the UK too.
Cool! I never got vintage copy's of the expansions due to costs. The core game was overpriced when I got it (nostalgia bites) & the prices are far worse today.
However, I'm glad you left out the spolers as I'm getting the new Hasbro edition of both expansions this fall & I'm hoping to try the them for the first time with my new copy.
No worries. HeroQuest is really one of those games where you don't want to see even a hint of the maps if you're going to play as one of the heroes. I hope you enjoy the Hasbro edition when it arrives.
2:53 - Thank you for showing that in a video.
I've seen some fools arguing that the Monk is "out of place" in HeroQuest.
The thing is that HeroQuest was set in the Warhammer world - as your video clearly demonstrate - and Monks (as well as Samurai) exists as playable options since the publication of Warhammer 1st Edition - Forces of Fantasy - Volume 1 (1983) as part of the "Men of the Orient".
It's totally fine that some people may not like the Monk, because that's a matter of personal preference. But the argument that they are "out of place" or don't "fit" in HeroQuest can be demonstrated as false by the publication history of Warhammer.
Not to mention that Monks were available as playable options in dungeon crawling games like d&d since 1975 (and d&d was first published in 1974). So even if they weren't present in Warhammer, they would still fit the new Warhammer-free HeroQuest, as they are a hero archetype for almost half a century.
I don't personally think there's a lot of weight in trying to reference back to the Old World. HeroQuest was clearly intended to be in that setting, but the connections were minimal, as evidenced by how easy it was for Avalon Hill to transpose it to another setting.
But I myself have said the monk feels narratively disjointed to me at the moment, although that could change once I've read the background fluff for the character. By that I mean, I don't think a monk is out of place in a fantasy setting - the wandering stranger from the Mystic East is a classic trope - but it feels a bit "plopped in" right now. Avalon Hill are trying to make all these connections between expansions to create this overarching plot with Ragnar, and Skulmar, and the two part Elethorn mission and it's starting to feel a bit more cohesive (although there may be trouble ahead on that front), but then they say "and a monk appears." I'm hoping they have an interesting way to tie that character into the narrative in a way that feels relevant, because every other hero is connected to the adventure and the monk should feel like they have a purpose - a reason to fight.
For me, it really will depend on how they have written the character into the plot. But, as I have also said elsewhere, now is the time for Avalon Hill to be pushing the envelope and doing some new things. I know some people aren't happy with the monk character, and I do have my own misgivings about it, but HeroQuest will need to evolve and expand if it wants to thrive. And it's time Avalon Hill gave us a proper map of the world too.
@@AlwaysBoardNeverBoring The problem is that some people have a hard time distinguishing their personal preference from facts.
It's beyond any doubt that HeroQuest was set in the Warhammer world. Perhaps it wasn't deeply rooted, but it was there nonetheless.
So when people claim that a Monk is "out of place"/"doesn't fit" in HeroQuest, I find it's quite easy to refute that claim by pointing to the references, as well as to present how long Monks have been adventuring in dungeon crawling fantasy games, dating back to the early period of d&d.
Sure, Hasbro can flesh out their backstory if they want. But their goals can be as simple as to test and hone his/her skills while exploring the world, similar to Ryu from Street Fighter. The explorer's spirit of someone who decide to live his small world behind - whether it's a tribe in the frozen lands of the North or a monastery in the far East - out of the desire of adventuring in a larger world is a theme that is not unheard of.
There's definitely no reason we can't have a monk. One of my favourite characters in my favourite game ever is the ninja from DungeonQuest. So much fun to use.
I fully agree that there is a storied history of these types of characters. But it does feel a little strange at a time when Avalon Hill seem to be tying off loose ends and drawing various story elements into a cohesive narrative that they throw in a bit of a curve ball with a character that comes from "another world." I can understand why some people feel it's outside of what they expect from HeroQuest; but that's mainly the people who are very rooted in their ideas for HeroQuest and they don't want to see change at all. They are the people who say Rise of the Dread Moon doesn't feel like HeroQuest because it has too many new rules.
My hope is that the monk could be the first step in heightening the drama by making it evident that the threat of Zargon stretches beyond the land we know to every corner of the world, forcing disparate heroes from all over to ride out. Wouldn't it be cool if the monk was seeking aid so that the heroes could return with them to fight in a completely new type of environment?
@@AlwaysBoardNeverBoringExactly!! It's very easy to refute the "Monks don't fit HeroQuest" argument, but the fact that Avalon Hill is further developing the lore and narrative of the world only makes the said argument even more silly.
And as if it wasn't silly enough, The Frozen Horror quest book has the following text as a guide for Zargon players at page 11 :
*Remember that you are the ultimate authority in your HeroQuest world!*
So you don't like a specific hero? You don't like a specific rule? Then just don't use them! People ignore or change HeroQuest rules since always. But additional rules can be a bless for those who want a more "advanced" HeroQuest because some might think that HeroQuest is excessively simple to the point of being boring. Depending on how far Avalon Hill is willing to go, we could see in a near future not only unpublished new quest campaigns (like the Rise of the Dread Moon), but new boards with completely new environments. And perhaps even evolving into a new, full-fledged tabletop RPG system that could make optional use of all the miniatures and the board(s) as complements for a HeroQuest RPG (there was a HeroQuest RPG, but the publisher, Moon Design, sold the trademark to Hasbro and renamed their RPG as QuestWorlds).
And thank you for the DungeonQuest reference, which is another example of old school dungeon crawling game with oriental characters! I will check out
Correction: Americans got both the rock piles AND wall tiles. I still have both in my American copy.
That's interesting. I've seen unpunched sheets on Ye Olde Inn for the American version that shows just wall tiles and no rock piles. I've also checked listings for the American version on eBay and they all show just the wall sections, as far as I can see. Oh - and just to clarify I’m not talking about the base game here, just the Witch Lord expansion.
Ok, I misunderstood. I was referring to the base game. You are correct.
No worries. Here in the UK if Morcar needed a wall he just threw a few rocks there. Clearly Zargon has better contractors in his dungeons.