Well, this past Saturday was interesting. You see, on the previous Saturday the gaming session (not just HeroQuest, but two other board games as well) took place at the house of the guy who ended up playing the Elf. And we ended up having an extra player who simply watched (I was trying to keep this run of the Japanese quests as "pure" as possible, so I asked the extra guy to sit it out last week). This week, I was hosting the game day, but we already knew going into it that the guy playing the Dwarf wasn't going to be able to make it, so I asked the "extra guy" from last week if he'd like to play a Dwarf... he indicated he was much more interested in playing a Wizard... so this week we had two Wizards.
And then also the Barbarian couldn't show up at the last minute... so we ended up with two Wizards and an Elf.
The "extra Wizard" took the setting to heart and named his Wizard a Japanese name--I had suggested that the Lord of Nifon might have asked one of his court wizards to accompany the Heroes in search for his daughter. I kept getting the "extra Wizard's" name wrong throughout the three quests we played.
Yup, three quests, because the Barbarian is the one who has all the other board games and since he couldn't make it, we filled in the other two board game slots with more HeroQuest! Woooo!
Quest 2: Fortress of DigosThe quest went fairly normally; I didn't bother beefing up the monsters--which I tend to think the Japanese quests need a bit of, especially if they are played with Heroes who have already completed the Game System. They played it much more carefully than the last session, where they divided up quite a bit. Sticking together really helped. However, one of the Wizards did end up dying after being cornered in one of the tiny rooms by two Orcs.
Of course, as he had Heal Body still left to use, he was able to revive himself.
The players (being advanced RPG/D&D players) brought up a great point: how the heck did Princess Miku get from her cell (the room adjacent to the stairway room) pass the stairway without seeing it, and run all the way through the fortress, through a secret door, and then to the room she ended up getting caught in? The quest design makes no sense whatsoever. Ah well.
Quest 3: Fortress of PainThis quest went fairly normal as well. And just like last time, one of the Wizards died (the "extra" one this time) but was able to be revived. Also, the Elf was very close to death, but was able to use a Potion of Healing to save himself just in time.
The one bit of poor strategy on their part was that with the turn order being: Wizard 1, Elf, Wizard 2 and then Wizard 2 doing a lot of opening doors but not being able to fell the one or two monsters within, this often allowed the monsters to really wreak havoc much more so than they would usually be able to. Such as the image above: Wizard2 opened the door, saw there were two orcs, and then moved to the side. Morcar's turn was next, so the monsters came out into the hall and divided Wizard2 away from his party, nearly killing him.
My comment on this quest's design is that just like "Rescue of Sir Ragnar", this quest's "once the princess is found, an alarm sounds and all doors/rooms/monsters are revealed and all doors are opened" mechanic failed. It is meant to provide a challenge for the Heroes to make it back to the stairway with the monsters attacking and trying to prevent them from doing so... but the Heroes had already followed the most logical path and cleared out the dungeon before discovering her, so once she was discovered, the quest was over. Which is fine, but it's not very exciting and it would have been better had there been some sort of secret door housing a monster hoard near the stairs to provide a challenge to actually getting her to safety.
Also, the quest has a single goblin guarding her cell? I beefed that up to a Chaos Warrior on the fly. Which they still took down quite quickly with double Wizard spells.
Quest 4: Ruins of WayThe Heroes devised a new strategy: scout out all possible corridors, leaving the doors closed, and then taking on the doors one by one. Strangely, by chance they managed to choose the door that led to quest's goal: a scroll on how to defeat the Chaos God (more on my issues with that later) so when the quest was basically done, they then retraced their steps and explored the other possible doors, finding only a little bit of gold.
Humorously, after clearing out the whole board they finally chose to open the door closest to the stairs... which was just one of the small rooms with nothing in it but a monster. They dispatched said monster, but then searched for treasure... revealing a wandering monster.
My issue with the scroll is that (for those not familiar) it is a lengthy bit of text which must be read to the Heroes and then they are expected to remember the vital information, which is necessary to know in the final quest. (The scroll tells them that the only way to defeat Grimdead is "Fire, then Water, then Silver". If this is a scroll, surely they can take it with them. And if they can take it with them, why is this not something I can hand out to them? Wouldn't it make more sense for this to be an Artifact card that is simply handed over with the text on it, rather than having Mentor/Morcar reading it from the quest book? What do you guys think? Shall I do a revision, changing that to an Artifact card? I'm not sure if that is keeping in with the "rules" set up by quest packs. I can't remember any Artifact cards just imparting information and having no actual use, so I'm a bit iffy on whether it would be in keeping with the spirit.
Anyway, interesting, Wizard1 and the Elf cannot make it next week, so if we do have a session next week, it will likely be the missing Barbarian and Dwarf and then the "extra" Wizard? Thank goodness HeroQuest is primarily a board game so I don't have to explain that circumstance away.