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wallydubbs wrote:I actually remastered the Frozen Horror, altering the quests if need be while implementing several house rules:
- Heroes can defend against both of the Polar Warbear attacks.
- Ice Gremlins can't attack and steal items, they can only do 1 per turn.
- Heroes in the Yeti hug can attack the Yeti with a dagger.
- The Yeti can't defend while hugging a hero, but when it takes damage it will release the hero from the hug.
- Limit Wandering Monsters to 1.
- After Quest 3 heroes can't run back to town between quests and hire new mercenaries.
- Mercenaries in the quest don't count as monsters, the heroes may hire these mercenaries. This also gets rid of unnecessary monsters in a quest that's already too long.
I've made a few alterations in some of the quests, they're still difficult but slightly toned down.




Parzival wrote:Why is the Armband of Ice card included in this expansion without the “Into the Northlands” quest that actually holds it? Is this a holdover mistake from the ‘90s? Or did somebody fail to write it into the new quests? Or is it an entirely new artifact that failed to get inserted when the original quests were redone?
Honestly, this set frosts me so much, I just autokill the set’s new monsters when I do a run through for learning the quests to save time and annoyance.







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