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Post by Deleted on Dec 9, 2021 17:07:56 GMT -6
This reviewer goes fairly in-depth on the subject of comparison of classic Heroquest and the current version. I know there's quite a bit of overlap between OD&D discussers and those who enjoy Heroquest, so while the video is lengthy, some of you may enjoy it as much as I did.
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Post by Starbeard on Dec 22, 2021 19:46:05 GMT -6
It pains me to say as a diehard HQ fan, but I'm glad I didn't buy into the kickstarter. I still have my old beat up copy, and yeah it'd be nice to have a slightly larger board, and yeah it'd be nice to replace the damaged furniture & missing spell card, but not at that price. I'm not psyched about the miniature sculpts, they're nothing I'd go out and buy on their own.
Plus, HQ is the epitome of DIY fantasy board gaming — in that I like how you worded the crossover between OD&D and HQ enjoyment. The HQ rules, cards & quests have been freely available for decades; the game practically begs you to make up your own rules & quests; I've already gotten decades of fun out of HQ and most of that was spent using 0% of what comes in the HQ box, not even the dice.
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Post by hamurai on Dec 29, 2021 1:50:12 GMT -6
I totally agree with Starbeard . I also still have my old (German) "Master" game, the leftovers from a neighbour's Return of the Witch Lord, and I found several addons some years ago in perfect shape for only 25 € (Wizards of Morcar and Against the Ogre Horde). I found all game cards with German text online and had them printed, which wasn't cheap but now I have a complete set of durable cards. With a friend's 3D printer I'll exchange my cardboard cutouts of the addon figures with "proper" ones next year. Some of the broken/missing furniture I have already replaced with 3d-printed ones.
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Post by Desparil on Dec 29, 2021 15:01:51 GMT -6
It pains me to say as a diehard HQ fan, but I'm glad I didn't buy into the kickstarter. I still have my old beat up copy, and yeah it'd be nice to have a slightly larger board, and yeah it'd be nice to replace the damaged furniture & missing spell card, but not at that price. I'm not psyched about the miniature sculpts, they're nothing I'd go out and buy on their own. Plus, HQ is the epitome of DIY fantasy board gaming — in that I like how you worded the crossover between OD&D and HQ enjoyment. The HQ rules, cards & quests have been freely available for decades; the game practically begs you to make up your own rules & quests; I've already gotten decades of fun out of HQ and most of that was spent using 0% of what comes in the HQ box, not even the dice. On the other hand, as someone who didn't own the old game, the new version's price is 1/3 of what it would have cost to get my hands on an old, beat-up copy.
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Post by Starbeard on Dec 29, 2021 15:40:25 GMT -6
The old copies are going for $450?!
I guess my point is: despite popular belief, HeroQuest isn't best experienced through the board or the cards. If you have squares, six-sided dice, and something to represent a figure, then you have everything you need.
Very quickly we even replaced the treasure deck with a table of all the treasure deck possibilities. We didn't even need the cards.
Edit: but also, if you or your players haven't played the game before, then of course using the game out of the box is a plus. If you don't already have all the minis you'd need to play, then that's another plus.
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Post by Desparil on Dec 29, 2021 19:06:20 GMT -6
The old copies are going for $450?! I guess my point is: despite popular belief, HeroQuest isn't best experienced through the board or the cards. If you have squares, six-sided dice, and something to represent a figure, then you have everything you need. Very quickly we even replaced the treasure deck with a table of all the treasure deck possibilities. We didn't even need the cards. Edit: but also, if you or your players haven't played the game before, then of course using the game out of the box is a plus. If you don't already have all the minis you'd need to play, then that's another plus. It's possible the new one will make the old ones come down in price, but when I was looking incomplete sets were 150 to 200 dollars, and complete sets were 300 or more - up to 500 or 600 for unused/like-new condition. I've heard of people getting better prices by picking it up piecemeal as "replacement parts" packages on eBay, but then that's spending a lot of time and effort monitoring auctions that I just can't commit to. Plus, even though I missed the discounted prices from the Hasbro Pulse pre-order campaign, $120 would be an okay price even just for all the miniatures - it's cheaper than putting together an equivalent collection of Reaper Bones plastic minis, which a quick trip to the Reaper site showed would be $100 just for the heroes and monsters before adding any of the doors or furniture. Mantic's Kings of War stuff is cheaper on a per-model basis, but they also only sell most of the stuff in regiments of 20 or more models so you'll end up with far more miniatures but the total cost will actually end up being higher, and on top of that it all comes unassembled so you have to put it together with super glue. Anything sold a la carte is similarly priced to Reaper. Doors would also pose a problem, as the only closed door I could find between both of the sites above was a closed starship door by Reaper. There were a few different open archways, but at 4 or 5 bucks each that would be a steep addition if attempting to match the contents of the HeroQuest box. Granted, you could dispense with the physical furniture and doors if you played on a gridded dry erase board, but one of those will still set you back between 20 and 30 bucks. Also much more of a pain to transport since the standard size dry erase board is about 6" longer than a HeroQuest board and can't be folded in half, and having to draw everything on is more work at the table for the GM than just plopping down miniatures when a room is opened.
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Post by Starbeard on Dec 29, 2021 23:02:37 GMT -6
All of that is quite true. Overall it's a very good value if you don't have any of the materials to begin with. If you already have a bagful of fantasy minis, and a Chessex game mat and/or battle mats from other games, then then truthfully you'll start busting that stuff out after the first 2-3 hours of playing HQ anyway, so the expense is really only for having access to yet another battle mat and yet more minis.
We used the HQ playing board, but only as one map among a bunch. When it came out, the foldout dungeon map from the 3e "D&D Adventure Game" was a popular choice. Lots of use of Chessex battle maps. Also a lot of free movement HeroQuest where you simply moved in inches rather than on squares: I remember running one particularly epic game where the characters had to cross the living room floor, over a construction paper river, and climb their way up a mountain of boxes and books to the plateau (the coffee table). On the plateau was a herd of wild horses (from sister's toy collection), and someone's barbarian managed to jump on one and tame it. Another character was thrown and fell down the mountain to the floor.
We've used terrain and figures from our wargames, from other board games, toy & playsets, furniture, whatever could be used to create ever expanding adventure ideas. If we didn't have enough goblin figures then we jut used pennies. In a pinch, like at school or on vacation, we just played on graph paper and marked our positions in pencil.
I don't say that to be disparaging about anyone who wants a HeroQuest box: far from it, if you don't have a copy then obtain one immediately, in any way you can! It's a must have in anyone's collection. And there's something really visually satisfying about seeing all the figures and 3D parts on that dungeon game board. I'm just here to say that the box itself is in no way necessary to play, nor is it necessarily the most efficient or economical way to play. Whatever materials you already have that allow you to play D&D to your satisfaction, they will also 100% allow you to play HeroQuest — with just a little creativity on how you want to handle drawing treasure cards.*
(*our solution was treasure tables; either by drawing a card to determine the treasure category and then rolling on the appropriate table, or by foregoing the cards entirely and replacing them with another "category" table.)
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Post by hamurai on Dec 30, 2021 17:39:04 GMT -6
The old copies are going for $450?! I guess my point is: despite popular belief, HeroQuest isn't best experienced through the board or the cards. If you have squares, six-sided dice, and something to represent a figure, then you have everything you need. And if you care more for RPGs with the mechanics of HeroQuest, you can use just any board(s) and miniatures and play Broadsword: www.drivethrurpg.com/product/240410/Broadsword-Complete-RulebookIt uses the mechanics known from HQ, adds RPG elements and more classes to choose from. It helps if you have the HQ dice, but it's not necessary.
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Post by Starbeard on Dec 30, 2021 21:35:42 GMT -6
For a second there I thought you were talking about Broadsword Adventures. (https://boardgamegeek.com/boardgame/38472/broadsword-adventures-savage-tales-fantasy)
Not very HeroQuest-like in mechanics, but you get a lot of the same quick & dirty heroic action in miniature.
I had completely forgotten about Broadsword. I'll still need to check it out and see how they added D&D elements in comparison to how we did it. The core of HQ is very easy to add onto.
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Post by hamurai on Dec 31, 2021 1:50:39 GMT -6
True, I've played several online one-shots last year using HeroQuest mechanics. The HQ dice symbols are great for 1-in-6, 2-in-6 and 3-in-6 skills, too.
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Post by Starbeard on Dec 31, 2021 12:02:54 GMT -6
We based our skill rolls on the examples in the rulebook and spell cards, so most everything is either 1/2/3-in-6, or otherwise you roll your Body or Mind and need so many 6s to succeed.
Sometime in the 2000s I started having characters choose between Strength & Dexterity, Intellect & Savvy. Say you are making a Body roll to jump a pit and land on a thin rickety plank (ruled as a Dex action), then if you were Dex-oriented you would roll all your Body dice, but if you were Strength oriented you'd roll half your Body dice. Standard actions require one 6/black shield, hard 2, heroic 3+. Easier actions might require 5s/white shields, and cumulative or graded actions might tally up 4s/skulls just like a combat roll.
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Parzival
Level 6 Magician
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Post by Parzival on Jan 15, 2022 22:06:35 GMT -6
I missed out on the original, and was very happy to pick up the new version, with all the expansions and extra goodies, for under $200. Worth every cent.
An observation on cards versus tables— they’re not the same. The Treasure deck changes the odds of a given outcome every time a draw is made and the card is removed from the deck, or if a hazard or wandering monster, is returned to the deck and the deck is reshuffled. That’s not the same as rolling a die and consulting a chart, unless you strike off the items from the chart when found (which is a pain). Plus, I argue that the “random” nature of a card deck is a misnomer— a deck isn’t random, it’s just in an unknown order. A die is random. A deck of cards isn’t; it just has the appearance of randomness because the order isn’t known (and it takes a LOT of shuffles to actually effectively change the pattern in the deck— most people do only three shuffles of any deck, which is nowhere near enough alterations to truly break whatever pattern exists).
All that aside, I’ve thoroughly enjoyed playing the game (both solo with the new Zargon app, and as Zargon for my gaming buddies). I’ve even tackled painting the figs, which I rarely do for a board game.
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Post by Desparil on Jan 15, 2022 22:34:59 GMT -6
Plus, I argue that the “random” nature of a card deck is a misnomer— a deck isn’t random, it’s just in an unknown order. A die is random. A deck of cards isn’t; it just has the appearance of randomness because the order isn’t known (and it takes a LOT of shuffles to actually effectively change the pattern in the deck— most people do only three shuffles of any deck, which is nowhere near enough alterations to truly break whatever pattern exists). Well, in HeroQuest the treasure deck is shuffled before every single draw, so it doesn't really matter what patterns there might be - it only matters which card ends up on top of the deck. Which should be pretty much random after a good, thorough shuffle. Agreed on the game, though - I've now had a chance to play several games and definitely happy with the investment. I missed the HasLabs campaign so I got it at retail, but the quest books for Kellar's Keep and Return of the Witch Lord are both free on Hasbro's game manual replacement site. The only thing I'm a little sad I missed is the cool dragon miniature.
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Post by Starbeard on Jan 16, 2022 11:32:48 GMT -6
I missed out on the original, and was very happy to pick up the new version, with all the expansions and extra goodies, for under $200. Worth every cent. An observation on cards versus tables— they’re not the same. The Treasure deck changes the odds of a given outcome every time a draw is made and the card is removed from the deck, or if a hazard or wandering monster, is returned to the deck and the deck is reshuffled. That’s not the same as rolling a die and consulting a chart, unless you strike off the items from the chart when found (which is a pain). Plus, I argue that the “random” nature of a card deck is a misnomer— a deck isn’t random, it’s just in an unknown order. A die is random. A deck of cards isn’t; it just has the appearance of randomness because the order isn’t known (and it takes a LOT of shuffles to actually effectively change the pattern in the deck— most people do only three shuffles of any deck, which is nowhere near enough alterations to truly break whatever pattern exists). All that aside, I’ve thoroughly enjoyed playing the game (both solo with the new Zargon app, and as Zargon for my gaming buddies). I’ve even tackled painting the figs, which I rarely do for a board game. What he said, the rule is that you reshuffle after each draw. But even before we realized that's what you were supposed to do, we had tables of possibilities for each card category, so you'd draw a card, and if it was a hazard card then you rolled on the hazard table: so the ratios of the cards themselves remained intact, there was just a wider range of possibilities within those result types.
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Parzival
Level 6 Magician
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Post by Parzival on Jan 16, 2022 15:53:51 GMT -6
Plus, I argue that the “random” nature of a card deck is a misnomer— a deck isn’t random, it’s just in an unknown order. A die is random. A deck of cards isn’t; it just has the appearance of randomness because the order isn’t known (and it takes a LOT of shuffles to actually effectively change the pattern in the deck— most people do only three shuffles of any deck, which is nowhere near enough alterations to truly break whatever pattern exists). Well, in HeroQuest the treasure deck is shuffled before every single draw, so it doesn't really matter what patterns there might be - it only matters which card ends up on top of the deck. Which should be pretty much random after a good, thorough shuffle. Agreed on the game, though - I've now had a chance to play several games and definitely happy with the investment. I missed the HasLabs campaign so I got it at retail, but the quest books for Kellar's Keep and Return of the Witch Lord are both free on Hasbro's game manual replacement site. The only thing I'm a little sad I missed is the cool dragon miniature. Hmm— actually, I only reshuffle the deck after a hazard or wandering monster is drawn. There’s really no point to do so after a treasure has been drawn, as the treasure item isn’t returned to the deck during play, so the odds of drawing a treasure, hazard, or wandering monster next don’t alter simply because an item card has been removed. Interestingly, the rules themselves appear to be in conflict with the cards. The hazard and monster cards state “place on the bottom of the deck,” while the rules state the reshuffle rule— which makes placing the card on the bottom of the deck irrelevant, if one does a thorough reshuffling. As to the rest, yes, the dragon miniature is indeed very cool. I appreciate that the design keeps the dragon occupying one square, while making him look like a dangerous and menacing foe! So he’s bigger than the heroes, but not unwieldy for the game. You should know that the additional expansions add Artifacts, Treasures, and Equipment, and the Mythic tier introduces new heroes— the Bard, the Druid and the Warlock— with new abilities and spells. So there’s more to what’s in ‘em than just the Quest Books. I’ve recently done a three part review of the game and the app— you can start here: parzivalsplace.blogspot.com/2021/11/the-return-of-heroquest.html
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Post by Desparil on Jan 16, 2022 18:21:36 GMT -6
You should know that the additional expansions add Artifacts, Treasures, and Equipment, and the Mythic tier introduces new heroes— the Bard, the Druid and the Warlock— with new abilities and spells. So there’s more to what’s in ‘em than just the Quest Books. I’ve recently done a three part review of the game and the app— you can start here: parzivalsplace.blogspot.com/2021/11/the-return-of-heroquest.htmlKellar's Keep and Return of the Witch Lord have new Artifacts but no new Treasure or Equipment, at least the classic versions - unless you mean the Alchemist's Shop purchasable items, which are noted in the Quest Books. I also have the descriptions of the Artifacts, so I don't really need physical cards. If the Mythic box added Treasures or Equipment, I assume it was for the new quest with the dragon or just as straight-up bonus content. As for the new heroes - I've played with a friend who did get the Mythic box, and when comparing them to the freely available playtest versions I didn't notice any changes in the release versions. heroquest.avalonhill.com/en-us/article/heroquest_bard_playtestheroquest.avalonhill.com/en-us/article/heroquest_druid_playtestheroquest.avalonhill.com/en-us/article/heroquest_warlock_playtestOh, and regarding the shuffle every draw vs. putting Hazard or Wandering Monster cards at the bottom of the deck - my assumption was the "put at the bottom of the deck" was intended to provide a clear contrast to the valuable cards, which are not put back into the deck, not something that overrides the general rule of "shuffle before every draw from the Treasure deck."
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Jan 23, 2022 14:00:46 GMT -6
A question— I have completed the Quests for the core game (using the app) and have read through the Quest Book and the Rulebook multiple times. My set has a collection of plastic skulls and rat figurines, and I’m wondering what the heck are they for? Just decor? They’re not mentioned anywhere in the rules, except in the list of components. Are they for the two expansion packs (Kellar’s Keep and Return of the Witch Lord)? If so, a simple “yes” is sufficient, as I don’t want the purpose spoiled.
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Post by Desparil on Jan 23, 2022 15:06:07 GMT -6
The rats and skulls are just for decor
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Post by Starbeard on Jan 23, 2022 18:39:17 GMT -6
Bottles, skulls, rats, scales, candlesticks. They're for decorating the furniture. My brother or someone once made a teleportation maze where we had to figure out to remember the exact arrangement of the decor to know which version of the room we were in.
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Jan 23, 2022 23:11:08 GMT -6
Interesting… were these all separate bits in the original game? In the current version, the bottles and scales are integral parts of the alchemist’s desk, and the candlesticks are integral to the book altar.
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Post by Starbeard on Jan 23, 2022 23:27:05 GMT -6
From memory, I believe one bookcase had a rat and a skull as part of the mold. The bottles I think were separate but meant to be pegged onto the desk, while the candlesticks and scales were loose items.
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Post by Starbeard on Jan 24, 2022 0:22:09 GMT -6
Here are my most recent treasure card charts, which I used in a game from around 2005-2009. GOLD CHART (when you draw treasure, roll 2d6) 2: 1d6 3: 2d6 4: 2d6 x 2 5: 2d6 x 3 6: 2d6 x 4 7: 2d6 x 5 8: 2d6 x 6 9: 2d6 x 7 10: 2d6 x 8 11: 2d6 x 9 12: 2d6 x 10 HAZARD CHART (when you draw any hazard, roll 2d6) 2. Magical Trap: Fireburst 3-5. Wandering Monster 6-8. Poison Trap 9-10. Arrow Trap 11. Pit Trap 12. Magical Trap: Teleport POTION CHART (when you draw a potion, ZARGON rolls 2d6 and keeps it secret) Identifying potions:- A character may roll Mind Points (Intelligence) to determine the effect of the potion. This takes an action. - A character can try ONCE per adventure, and ONCE in between adventures. - Rolls are NOT cumulative, you need to roll 3 black skulls in one go to identify. - Characters with the alchemy skill roll on white shields (5+) rather than black shields (6+). 1 Black Skull = you learn the broad category (health, combat, magic) 2 Black Skulls = you also learn whether it is Good or *Bad 3 Black Skulls = you fully identify the potion - 1-2 "Health" Potion
- *2. Poison (Attack 1, on a skull lose 1 Body that can't be healed)
- 3-5. Flask of Serenity (Mind points healed: 1=2, 2=3, 3=4, 4=1d4, 5=1d6, 6=2d4)
- 6-8. Healing Potion (Body points healed: 1=2, 2=3, 3=4, 4=1d4, 5=1d6, 6=2d4)
- 9. Venom Antidote (Points of Poison damage healed: 1-3=2, 4-6=3)
- *10. Madness Brew (Mind Attack strength: 1=2, 2=3, 3=4, 4=1d4, 5=1d6, 6=2d4)
- 11. Restoration (Body & Mind healed: 1=2, 2=3, 3=4, 4=1d4, 5=1d6, 6=2d4)
- *12. Poison (Attack 1, on a skull lose 1 Body that can't be healed)
[li]3-4 "Combat" Potion - *2. Bloodlust (+2A but must attack nearest character)
- 3-5. Strength (+2A)
- 6. Heroic Brew (2 attacks)
- 7. Battle (Re-roll A or D)
- 8. Defense (+2D)
- 9. Rancor (Double damage)
- *10-11. Cowardice (1A, 2D for a turn)
- *12. Bloodlust (+2A but must attack nearest character)
[/li][li]5-6 "Magic" Potion - *2. Stone Brew (Turn to Stone for 1d6 rounds)
- 3-5. Magic Resistance (Immediately ignore magic attack)
- 6. Holy Water (Kill undead)
- 7. Magic Aptitude (Next spell is not lost)
- 8-9. Wind Water (move twice OR guarantee next jump)
- *10. Madness Brew (Mind Attack: 1=2, 2=3, 3=4, 4=1d4, 5=1d6, 6=2d4)
- *11. Potion of Alchemy (Turn an item into gold. It will sell +100g. On a Skull, the item is useless.)
- *12. Stone Brew (Turn to Stone for 1d6 rounds)
[/li][/ul]
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Feb 1, 2022 23:42:24 GMT -6
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Post by hamurai on Feb 1, 2022 23:55:44 GMT -6
Question for those who have the original (old) version and the new edition:
Did the effects change, like, the effects of potions, weapons or armour? Did spell effects change?
I'm asking because I like the new minis, but I dislike much of the artwork (too manga/cartoony for my taste; I dislike the Pathfinder artwork, too, which is the same category) - and I was wondering if it is possible to play the game with the old cards and player boards? Obviously, the old Fimir would have to stand in for the new orcs, for example, but I'd like to know if potions, spells, weapons still have the same effects as they did back in the day.
Thanks.
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Post by Desparil on Feb 2, 2022 1:41:22 GMT -6
Question for those who have the original (old) version and the new edition: Did the effects change, like, the effects of potions, weapons or armour? Did spell effects change? I'm asking because I like the new minis, but I dislike much of the artwork (too manga/cartoony for my taste; I dislike the Pathfinder artwork, too, which is the same category) - and I was wondering if it is possible to play the game with the old cards and player boards? Obviously, the old Fimir would have to stand in for the new orcs, for example, but I'd like to know if potions, spells, weapons still have the same effects as they did back in the day. Thanks. All rules, monsters, and items in the new one are identical to the North American version of the original. Fimirs have been replaced by Abominations, which are Deep Ones/Fish Men in appearance but have the exact same stats. Chaos Warrior and Sorcerer were just renamed to Dread Warrior and Sorcerer. Equipment is the same with a few bonus pieces; Bracers are available for purchase outside of the EU version for the first time, albeit at a higher price, and Holy Water which can be used up to automatically kill a Skeleton/Zombie/Mummy has been added to the store. Also a few new Artifacts to play with when devising new quests of your own. Mythic version includes all the materials needed to play Kellar's Keep and Return of the Witch Lord, plus a couple new Equipment cards for the Warlock and Bard, and a couple of new Artifacts for the newly-written Kickstarter-bonus Quest Book.
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Feb 2, 2022 8:21:28 GMT -6
Interesting comment on the card art. I actually found most of the black and white art to be a throwback to the TSR work by Elmore and Dykstra. Okay, the wizard looks like aa BeeGee, but it’s hardly Manga style. So I’m okay with the black and white stuff. The equipment art is solid— I’d expect to see it in back issues of Dragon. If I have a beef, it’s with the ridiculous orc armor. The orc-with-sword’s armor looks like an open-front vest, completely exposing the center of his torso from the clavicle down to below his navel— what, has he got a death wish? And while I’m all for gender equality, the female orcs are a bit absurd and pointless. And that wannabe rocker girl orc with the half-shaved punk hair style… she’s so ‘80s and over the top, I’ve dubbed her “Orcdonna.” The goblin females are a bit better— they look suitably nasty and definitely not human. But it’s a cartoon game, really, and was back in the day, so I can ignore the goofy art. It could be worse— it could be the stuff in the 5e books. Kudos to Hasbro/Avalon Hill for going with a different choice.
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Post by hamurai on Feb 2, 2022 13:54:25 GMT -6
Desparil , thank you, that helps a lot! Parzival , I know it's not really manga, it's juts some elements which put me off, like the oversized barbarian's (or orc) sword or the dwarf's axe. The elf's and the dwarf's armour. Sure, the card artwork is in line with the original, that carried over well. It's the character art I dislike in the new version. The ork bard looks like some sort of Shrek. The elf looks like from many MMOs. That said, the miniatures don't look that bad to me. I'm surely biased. HeroQuest had been the game to bring me into the hobby of fantasy gaming back in the day and I'm a sucker for those old miniatures and artwork. Just compare the box art: the classic one from Les Edwards makes orcs look like the evil beasts they're meant to be in the Warhammer universe. The female orc (upper left, Orcdonna - I like it!) in the background looks like a human, just with different skin and hair colour. The dwarf looks like an adventurer in the classic artwork, in the new one he looks more like the dwarf formerly known as Prince with all his jewelry and the fancy skirt - where is the chain shirt? On the classic box I'm wondering who'll land their blow first, dwarf or orc? In the new one I'm darn sure the goblin will hit the dwarf probably several times with the dagger before the dwarf gets a chance to get that axe around. The new Sorcerer looks cool, though. I still like the Skeletor vibe of the old one, too.
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
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Post by Parzival on Feb 2, 2022 15:18:48 GMT -6
The dwarf is about to smack the the goblin right in his… uhr… “lower abdomen” with the butt of the axe hilt, knocking the puny critter back before bringing the axe head up and over for the kill strike. 8) Or at least, that’s how I’d sell it. “…formerly known as Prince” I was actually thinking that of the new Wizard, too, but the BeeGees bit was more fitting. (Or “Little Sweet” from those dorky Diet Dr. Pepper commercials.) I agree the orcs could be more beastly in the new version. Though I think the Bard is a hoot, if you just embrace the over-the-top absurdity of an overdressed orc who looks like he’s performing in a bad musical adaptation of Cyrano de Bergerac. (He’s probably so confused he’s singing “Roxanne” by The Police.) I’m least a fan of the Warlock and the druid— both look straight out of crappy 5e art. One significant difference is the sculpted poses. They’re great for action, and extremely realistic in detail, but the two-handed grips produce narrow loops that make areas of the model difficult to reach and paint. The old “open, wide stance” of the originals would be much easier to paint, especially for younger fans just getting started. But this is a nostalgia product aimed at grown up fans and younger adults with money to burn and eyes for details, which the original market (probably ages 10-14) do not have.
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Post by hamurai on Feb 2, 2022 23:16:35 GMT -6
Oh, I had not seen the Warlock and Druid yet Well, since I didn't have the chance to back the original kickstarter I probably won't be getting the extra heroes anyway. But since many stats didn't change, I guess it's no problem to use the HeroQuest app for the classic HQ version, right?
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Post by Desparil on Feb 2, 2022 23:46:38 GMT -6
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