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.



MikeN wrote:I'm introducing the game to my nephews (8/9) and I was thinking about using the 3 extra player Wizard decks from Morcar (Detection, Protection & Darkness) into the base set to give them a wider range of spell choices. I'll be playing through the original set of quests. Looking over the extra spells they don't seem like they'd be overpowered in the original quests. Would they add too much complexity maybe for these beginning players - better to keep it simple and just have the original 4 decks?
I disagree there. I think the WoM spells are quite a bit below the level of the element spells.Goblin-King wrote:The WoM spells are pretty on par with the original spells.
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.



1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.



j_dean80 wrote:I prefer keeping the WoM spells for the Wizard only. The Elf gets his own that the Wizard can't choose.





Users browsing this forum: No registered users and 1 guest