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Heroquest remake by Hasbro - The BIG discussion thread

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Kurgan » Thursday July 25th, 2024 10:45am

I want the people who made commercials like these to create something to promote a re-release of HeroQuest in Japan... (wishes really really hard)


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Daedalus » Tuesday August 6th, 2024 4:11pm

:lol: Wow. Just Wow.
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby wallydubbs » Thursday September 26th, 2024 5:42pm

Is it me or does it seem like the Explorer's skill names got mixed up? I feel like Trapsmith and Danger Sense should switch names as one warns the Explorer of adjacent traps and the other negates Hazards from the treasure deck.

Anyway, how does everybody feel about the Explorer interacting with Wandering Monster Traps on the board? His Trapsmith skill says Zargon must alert him if he moves adjacent to traps. The Wandering Monster trap is indeed labeled as such (Trap). Sure, he can't disarm it, but should be be granted the forewarning? I know Danger Sense doesn't go off for Wandering Monster Treasure cards, but a Wandering Monster trap is slightly different.

The Wizard's of Morcar expansion may never come out for all we know, but just the same, should the Trapsmith skill work on Magical Traps?
There are also Fireburst traps in the Treasure Deck as well as Poison, so would his Danger Sense go off for those?

What does everybody else think?


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby dreicunan » Thursday September 26th, 2024 10:24pm

If it's a trap, the explorer gets a warning when moving adjacent to it. If it's a Hazard card, he gets to ignore the first one he draws from the treasure deck. It all comes down to how it is labeled.

I'd run it as written. The Explorer has traded away a fair amount of durability with the no metal armor restriction and less BP. I don't see a need to nerf the skills as well.
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Kurgan » Friday September 27th, 2024 11:04am

Zargon make the call of course, and especially when you're mixing expansion elements together situations of ambiguity are bound to arise (though of course the hero collections were theoretically designed to be used anywhere you see fit, including future quest expansions) where he has to rule on it.

The Explorer's Trapsmith alerts of adjacent traps, but it's clear that Wandering Monster traps fit under their own category of "undetectable" traps. Just like how Potion of Vision (MOTM) doesn't let you see such traps (only "normal" traps), I would say they intend them to remain undetected by that ability. It certainly would make the Explorer more powerful/useful if he could see such traps!

I agree... Wandering Monster traps function differently than Treasure deck Wandering Monsters. With a WM Trap, a hero can still perform an action (such as attacking them) after being attacked (so long as they haven't done their action yet) but otherwise their turn ends. Whereas a Treasure deck WM occurs after the treasure search action, so all the hero can do after that is his movement (if he hasn't used it up already, that is). In contrast, the WM trap, according to AH, stops the hero from moving, even if he had movement left.

The WM trap can't "miss" the monster always appears to attack... the only exception being how the Companion App handles Knight's Challenge, where the monster could attack the Knight in the same corridor even if he was far away, in theory the Hero could keep moving if he had squares left...? The Knight's Challenge skill card only mentions rooms (even in the ROTDM version), but the App lets you use it in corridors (the App has some differences from the rules as written we've seen... sometimes clearly intended as an amendment, other times changed due to limitations of the programming and other times inexplicably like its own errata).

Normal traps end the triggering hero's turn once sprung (unless the trap "misses" as is possible with a Spear Trap), regardless.

We've used the Explorer, but not extensively enough to encounter this specific situation. As Zargon I'm a little more lenient when it comes to WM traps, I say something like the searching hero gets an uneasy feeling in this area (without pointing to the specific square) without letting them disarm it of course. So if I'm being consistent I'd probably say the same of the Explorer, but maybe I'd give the warning as they enter the room/corridor so as not to spoil the exact location of the WM trap. I also utilize the (draft notes from 1992 inspired) "blind trap jumping" mechanic. In theory I should probably allow the hero to jump a square and if it was a WM trap, avoid it that way, so I'm not going to go out of my way identify the precise square until it's too late... but that's my burden to bear with my own house rules. ;)


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby wallydubbs » Friday September 27th, 2024 2:14pm

Kurgan wrote:We've used the Explorer, but not extensively enough to encounter this specific situation. As Zargon I'm a little more lenient when it comes to WM traps, I say something like the searching hero gets an uneasy feeling in this area (without pointing to the specific square) without letting them disarm it of course. So if I'm being consistent I'd probably say the same of the Explorer, but maybe I'd give the warning as they enter the room/corridor so as not to spoil the exact location of the WM trap. I also utilize the (draft notes from 1992 inspired) "blind trap jumping" mechanic. In theory I should probably allow the hero to jump a square and if it was a WM trap, avoid it that way, so I'm not going to go out of my way identify the precise square until it's too late... but that's my burden to bear with my own house rules. ;)


Yes, this is my thinking as well. The Wandering Monster Traps can't be detected on a normal search, but the Trapsmith ability works like a Spider-Sense for danger (Hence why I think Danger Sense and Trapsmith have mixed names). So I was thinking the Explorer would get an uneasy feeling when adjacent. The Explorer would get a warning but not told what type of trap there is, so he could potentially try to disarm it only to be attacked by a Wandering Monster.

In regards to the Magical Traps in Wizard's of Morcar, these are undetectable too. However I have a house-rule that a hero with 5 or more Mind Points can detect magical traps, but they can only be disarmed with Dispel. So if they ever remake WoM, I'd probably allow the Explorer to detect them.


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Fullork345 » Tuesday October 29th, 2024 6:38pm

So apparently there won't be a dwarf or wizard pack in the reboot? Havnt been keeping up but a guy on fb said that.
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Kurgan » Wednesday October 30th, 2024 1:58am

There's been no official word, but watch my interview with Encarmine (Chris Nadeau) on youtube. He said that they won't create something that doesn't have demand, or that was unfinished and "broken" in terms of gameplay/difficulty. It's more likely that they'd take bits from the drafts and sprinkle them into original creations or other remake releases (which they have done so far). He said if they do release Wizards of Morcar it'll probably be expanded to 10 quests and brought up to the level of quality fans associate with the other boxes released so far (now that ATOH is out since he said that we can imagine what a WOM remake would probably look like).

Granted, with him gone as Avalon Hill leader, there's a question of is there a change in direction. So far other than re-organizing their social media outreach, we haven't seen much change there in any negative direction which is good. They're active (sort of) on instagram and X and on the game convention circuit.

Still, this year Doug said that if we really want something, we need to flood social media with those requests, and if they get enough such insights, it may end up happening, but there's a lag time of about 18 months.

Some guy on facebook saying something is fine... but watch, is he also trying to sell you something? Sometimes they'll just say something isn't coming out so they can make a few bucks on their own project, just saying.

So far we don't have any official word on what's next other than First Light, but the announcement is coming in 48 hours from LUCCA. We're all guessing it's probably Wizards of Morcar (seems inevitable at this point) or else maybe that crossover IP (HeroQuest + HeroScape?) that was teased some time ago.

Maybe a refresh of the Rogue Hero Collection? Or perhaps something totally new.


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Fullork345 » Saturday November 2nd, 2024 9:53am

He didn't directly. It was on a post about the fan recreations of the drafts, and a guy mentioned on there at gencon they said no wizard or dwarf quest packs. Since that was hearsay, I asked since that would have sucked if that was official.
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Kurgan » Saturday November 2nd, 2024 11:18am

Plus there's the kind of "we have no plans at this time" (which doesn't mean never) dismissive answer and something that implies they would do it if there was demand for it. Rarely have I heard a definitive no, more like but would people really want something unfinished that was broken, more likely we'd work insights that people want into something else.


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