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HQ25 Beastman Wild spells poll

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Which Beastman Wild spells should be included?

What should the spell set be called?
0
No votes
Beastman spells
2
17%
Wild spells
0
No votes
Beastman Wild spells
0
No votes
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1
8%
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0
No votes
What spells should the set contain? (multiple votes)
0
No votes
A) Summon Beastmen: Conjures a group of Beastmen to surround and protect the spellcaster. Roll one red die: 1, 2, or 3 = 4 Beastmen, 4 or 5 = 5 Beastmen, 6 = 6 Beastmen
0
No votes
B) Survival: Restores up to 3 Body Points to one Beastman, Minotaur, or the spellcaster.
0
No votes
C) Ferocity: Beastmen in the same room as the spellcaster may reroll any shield results when they attack in the turn the spell is cast. Not used in corridors.
0
No votes
D) Savagery: All Heroes in the same room as the spellcaster are put under Zargon's control for one turn. If a Hero rolls a 6 using red dice=his MPs, he is unaffected. Not used in corridors.
1
8%
E) Howl: On his next turn, any Hero in the same room as the spellcaster hesitates and may not attack or cast a spell. If a Hero rolls a 6 using red dice=his MPs, he is unaffected. Not used in corridors.
0
No votes
F) Bloodlust: If a successful attack caused at least one Body Point of damage against a Hero that turn, the Beastman may immediately attack again.
1
8%
G) Trample: A monster that has just successfully attacked a Hero may displace that Hero to an adjacent square and move into his old space.
0
No votes
H) Charge: May be cast on a Hero's turn. One monster may then move and attack before the Hero instead of after.
0
No votes
I) Dominance: One monster may roll +1 combat die to attack on its next turn. Conversely, any Hero rolls -1 combat die to attack that monster until the spellcaster's next turn.
0
No votes
J) Frenzy: One Beastman rolls an extra attack on its turn.
1
8%
K) Shield of Protection: The spellcaster and all Beastmen in the same room roll +1 combat die in defense until the beginning of the spellcaster's next turn.
0
No votes
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1
8%
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1
8%
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1
8%
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1
8%
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1
8%
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1
8%
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0
No votes
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0
No votes
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0
No votes
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0
No votes
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0
No votes
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0
No votes
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0
No votes
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0
No votes
 
Total votes : 12

HQ25 Beastman Wild spells poll

Postby Daedalus » Saturday March 24th, 2018 7:38am

Discussion links:


This poll is for Beastman Wild spells, which with Kobold Trickster spells were voted next in popularity in the HQ25 spell sets poll. You can vote on any number of spells, though it's probably a good idea to choose at least six. Changing votes is allowed. Those entries with the most votes will make the cut for the core set of six spells, though others will be represented as alternates.

Comments are good--you may help others to decide. New spells may also be suggested in this thread to be included in the poll. If you're not sure of the description in an entry, follow the matching-lettered discussion link above in this post for a fuller explanation at the original post.

The Swamp spell poll, Cultist spell poll, and Kobold Trickster spell poll remain open for voting.
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Re: HQ25 Beastman Wild spells poll

Postby Anderas » Saturday March 24th, 2018 8:16am

I chose some spells displaying the savagery... additional defense dice are not so helpful as they have nearly no effect. Rather defending on white shields (blue dice) maybe


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