Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


LucaRocks wrote:I was mulling over the idea of the Yeti doing his hug thing and then walking away from the heroes into a group of monsters for protection. Or past some traps/ice hazards which the heroes would have to go through to save their friend. Mostly a homebrew idea. Not sure if there's a possible situation like that in the actual Expansion.


Kurgan wrote:LucaRocks wrote:I was mulling over the idea of the Yeti doing his hug thing and then walking away from the heroes into a group of monsters for protection. Or past some traps/ice hazards which the heroes would have to go through to save their friend. Mostly a homebrew idea. Not sure if there's a possible situation like that in the actual Expansion.
Now I picture the Yeti deliberately "pushing" (or pulling I suppose) the hugged hero through trap squares, dealing further damage. If he falls into a pit does he break the hold? (or does the Yeti keep him suspended above the pit? All this time I've presumed the two don't occupy the same square, but adjacent squares (monsters don't spring traps and normally are not harmed by them, though a monster in a pit defends and attacks with one less).




Hogg wrote:A Yeti in a hallway can present a similar problem. There are several quests that have Yetis in corridors, including as wandering monster traps.


TheLastChaosWarrior wrote:I've been playing this pack on the app.
I have a few things that make me dislike the quest.
The solo quest with the yeti. Laughable.
I played it my companion wolf, who helped a bit, but then died, and left me helpless against the Yeti.
Luckily I started with a kitted out Barb, so he used his crossbow by continually running around the board and shooting the smiling hugger when the app left him in a silly place.
The stupid trap tiles introduced in this quest, nice in theory against Heros, and I like the themes of them, but they are insta death for the mercenaries.??
Obviously not play tested. I ended up ignoring them as being stupidly unfair.
Wandering monsters! Two of this and three of that? Really. Two Warbears????? Seriously, WTF.
And the monster locations on the map!! Too many rooms of just Gremlins, or all Yetis or all Warbears.
If these had been mixed up a bit with other monsters, it wouldn't make the Warbears and Yetis so insanely deadly.
3bp for the Gremlins? Again, really?
Actually, 5 and 6bp for the Yetis and Warbears is too much as well, esp when you consider how sprightly they are at moving (8/6).
Not impressed so far with the pack.
Got the last quest to do, and as it's a two partner, I'm leaving a whole day to get it done.
I see if I go back to to a previous stage on this one, all previously destroyed monsters re appear!!!!
Can't wait!!!!



Jalapenotrellis wrote:Does anyone have tactile strategies to play it as is? Clearly they have to avoid getting hit by the yeti. Sleep scrolls and staying more than 8 squares away with a ranged weapon and kiting it? Other ideas?
wallydubbs wrote:Just avoid going into any of the rooms in the North West quadrant altogether. If the hero stays in the hallway, looking for the exit door he only has to go through one room to find it.
It does say to find the wooden exit door. The halls circle the Northwest quadrant, so there's no way this could lead to it and since there's no special treasure in any of these rooms at all, it's not relevant. So if the hero is solely looking for the exit door there's really no reason to even go in there.
wallydubbs wrote:Well if you're using an experienced/equipped Barbarian for these Solo Quests, he should already have gold for whichever quest pack that was played before.
I don't mind modifying these quests, as Anderas and I both came up with ways to do that.
But as Jalapenotrellis asked for a way to play it tactically as is, mercenaries are restricted from the Solo Quests. The Barbarian therefore can't buy them. However it doesn't necessarily restrict the Barbarian from buying potions at the alchemist shop: so if he uses a Potion of Icey Strength, Heroic Brew, and a Potion of Battle, it's possible to one off the Yeti before he even gets a chance to attack.
You can also play it defensively, which is still a tad bit dangerous, using a Potion of Frost Skin, will up the defense dice in addition to any armor worn, and a Potion of Battle Rage, giving the Barbarian double attacks each turn. . . .
You can always mix and match a crossbow with potions (although I feel Potion of Icey Strength and Battle Rage should only be adequate for melee attacks), a potion of Battle and Heroic Brew might allow the crossbow/kite strategy to work... but the rest of it comes down to luck of the dice roll. It's a lot of "If's" and "But's", but it's doable.




Users browsing this forum: No registered users and 1 guest