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Traps in Storm Master's quest

PostPosted: September 13th, 2012, 5:32 pm
by Leander
Hi!

Next to the central room of the Storm Master's quest there are two hurricane traps...with an X and the hurricane icon...but in addition there are traps that look like the pit of darkness trap included in Ogre Hordes...are these pits of darkness or what are these traps? Wizards of... doesn't come with these markers so I wonder what they are.

Re: Traps in Storm Master's quest

PostPosted: September 13th, 2012, 6:04 pm
by drathe
It is believed that they are Pits of Darkness. Wizards of... doesn't come with them, but according to the storyline, Wizards of... comes after Against the Ogre Horde which does come with them. Strange considering Against the Ogre Horde was not released in several places where Wizards of... was released.

Re: Traps in Storm Master's quest

PostPosted: September 13th, 2012, 7:31 pm
by Leander
Thanks...and it's pretty strange that they require you to have the Ogre expansion, too so you can play Wizards...why not have a sticker "HeroQuest and all available expansions required" on it. :)

drathe, you uploaded the spell cards but did you phrase the texts yourself? The EU version is different than the US one but as this expansion wasn't published in the US I would like to know how you phrased the texts. Oh wait, I just looked at the English (UK) cards and saw that they seem to have the same phrasing. So you just took the English descriptions and changed the magic walls from 1 to 2 body points for example?

I bought the expansion a week ago (the German version) and some descriptions are different from the English texts. e.g. you discard any one spell at random with the Dispell spell but the German version says the target loses any spell card (so the caster is allowed to pick the spell) => the spell is more powerful in the German version.

Future Sight => you may reroll any attack, defence or movement rolls
German version: you may reroll any attack, defence or movement roll once

How is this meant to work? Are you allowed to reroll a total of 1 roll (and you can choose if you want to reroll the result of an attack OR defence OR movement) or are you allowed to reroll 1 attack result AND 1 defence result AND 1 movement result?

Final thoughts: why would you choose the search spells? only one of them makes sense so the spells of the basic game are more powerful. Revealing the contents of one room is useless (at least in my opinion) as you want to explore the whole map anyway...and drawing three treasure cards instead of one and having to take all of them is way too brutal, at least playing with the US treasure cards. "Draw 3, take 1" would be ok but nobody likes 2 wondering monsters and 1 trap or a combination of 20 gold and two lost body points.

Re: Traps in Storm Master's quest

PostPosted: September 14th, 2012, 2:44 pm
by Daedalus
The British WOM Future Sight spell specifies, "That Hero may then re-roll any attack, defence, or movement die rolls once until the end of your (the spell caster's) next turn." I'd say it is clear that the plural use of any...die rolls indicate all three groups of dice may be re-rolled.

As a US player, I go with the British rules, as they are original and in English. The German iteration is a different matter with a more limited effect of just one roll. Does anybody else know of different rules that align with the more restricted German version?

I pretty much agree with your idea on altering Treasure Horde; but I'd say draw three and allow one discard or redraw--one Treasure card doesn't make much of a horde. But to search for some justification of the published spell, I think it makes a little more sense in light of the competetive searching-game found in the EU rules. If the Wizard or Elf casts the spell early when the Treasure Deck is more weighted with positive cards, then that particular Hero is more likely to get an early lead in the treasure race. Thus, he will probably have to risk less later when good Treasure cards are scarce. The EU rules also allow fewer searches for treasure, about one or two a Quest if memory serves. Consistently played on the spell caster, this spell gives him a minor equipment edge.

The Clairvoyance spell is weak, but like Treasure Horde it is more justified in a competetive searching-game with EU rules. Heroes tend to split up, as monsters are weaker. Having the chance to preview a room is a useful advantage when alone, as simpler chanllenges can be cherry-picked and overpowering challenges can be avoided (at least until supporting Heroes arrive). Other Heroes blindly entering a battle with tough odds could die alone and lose thier equipment and treasure.