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WIZARDS OF MORCAR discussion

Discuss Miscellaneous HeroQuest Merchandise not fitting into any of the above categories.

Re: WIZARDS OF MORCAR discussion

Postby Vorimir » March 25th, 2026, 12:55 pm

Heroquest wording is way to vage too many times for a quite simple game.
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Re: WIZARDS OF MORCAR discussion

Postby wallydubbs » March 25th, 2026, 6:35 pm

Vorimir wrote:Heroquest wording is way to vage too many times for a quite simple game.


Zargon makes the decision on such things. Heroes can make their case to justify if they can do something, but ultimately the Zargon player will make the decision. As a Zargon, I can probably be seated on your argument.


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Re: WIZARDS OF MORCAR discussion

Postby Thrasher79 » April 4th, 2026, 7:16 pm

Hi,
I have only had the time to look at the new expansion a bit more in the last few days. Unfortunately, I did not have the time to look at it earlier.
Most of the changes to the original rules are not too drastic. The addition of 0-point intelligence monsters for example is new.
What surprised me was the addition of the Shadow Hide which only lasts for 3 rounds. I think this is important and it also has a big impact on the game. Unfortunately, they have made the original quests with the mages a bit easier.
What I am impressed by is the section Hopekins’s Rest. The skills that the heroes can learn there are all good to very good. The upgrading of the heroes with these skills would make me play WoM before EQ and BQ. WoM is easier than the two. The 5 new adventures are not more difficult than the original quests from the original. And more Body Points, better attack and another set of spells cannot hurt in EQ and especially in BQ. I know that the official timeline says something different but I see it from the perspective of the heroes. My group is fixed. They want to complete as many adventures as possible with the same hero and to level up. Whether it is weapons, armour or skills etc. As a hero, I do not want to die because then all the achievements etc. are gone. For this reason, I would play WoM before the two above expansions. In fact, even before the Oger Hordes. But that is not possible because the introduction of WoM even mentions the Oger expansion.
But back to WoM. I think the skills of the heroes are another step to further develop HQ. I still hope that in the coming expansions we will get a kind of leveling system for the heroes. It doesn’t have to be incredibly complicated and elaborate. But just something that the heroes can work towards, so that they have new goals.
If WQ comes next with expansions of the spell sets and possibly 1-2 completely new sets, I’m more than happy:-)

Greetings Thrasher79
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Re: WIZARDS OF MORCAR discussion

Postby wallydubbs » April 5th, 2026, 10:47 am

Yes, at the end of Wizards of Morcar the heroes are allowed 2 boons each, and I think these booms would give the heroes the tools they need to survive Mage of the a Mirror & Frozen Horror. It's easy enough to do this with Frozen Horror as no other quest pack is dependent on the events of this expansion. Mage of the Mirror, however, is the designated prequel to Rise of the Dread Moon, which incorporates Ragnar's fall from grace that is supposedly settled in Wizards of Morcar.
Putting Hopekin's Rest aside for a moment, I'm not fond of this resolution for Ragnar's arc. For starters he doesn't give much of a reason for his deception. First Light hints at Ragnar being turncloak, which is inevitably settled in Knight Fall (If not the European epilogue to Return of the Witch Lord). Whatever his reasons may have been, the man is an oath breaker and cannot be trusted. The last few quests where Ragnar assists the heroes are easy enough that he may not even be needed.
The Original quests have been watered down immensely that the heroes no longer need Mercenaries to complete these quests. I'm in favor of applying the boons to the broken quest packs. They will still be difficult but they'll add enough leeway for the heroes to succeed.


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Re: WIZARDS OF MORCAR discussion

Postby Vorimir » April 6th, 2026, 3:11 am

I like what they did here but... I'm going with the old number of monsters for the quests, they have been watered down and made too easy for my group of higly skilled and equipped players.
Last edited by Vorimir on April 6th, 2026, 3:36 am, edited 1 time in total.
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Re: WIZARDS OF MORCAR discussion

Postby Thrasher79 » April 6th, 2026, 3:27 am

Hi,

all in all, I like the expansion quite a lot. For the monsters, I will definitely go back to the old version. I will also work on the new adventures and thus create my own, more difficult, version.
The skills are really good, but they could have been a bit more expensive. I will see if I can introduce a fee to learn the skills.
I really like the new monsters. The Minotaur is a bit too big, but otherwise it’s a great figure. The Golem is fine and looks great. I like the two Mimic figures the most. Both visually and in terms of gameplay.

Best wishes, Thrasher79
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Re: WIZARDS OF MORCAR discussion

Postby HispaZargon » May 29th, 2026, 5:31 pm

Hasbro has finally shared in their official website the questbook of Wizards of Morcar in PDF here:

https://instructions.hasbro.com/api/dow ... system.pdf

As curiosity, I have realizaed that this digital version is NOT like the physical one included in the box of the expansion. They at least have corrected the cover page now saying "by Stephen Baker", but unfortunatelly no other errata listed here has been corrected.


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Re: WIZARDS OF MORCAR discussion

Postby Daedalus » June 3rd, 2026, 4:53 pm

Thanks for the pointer . . . downoaded.
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