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Treasure Horde

Discuss Quests, Cards, Monsters etc, from the Wizards of Morcar Quest Pack.

Re: Treasure Horde

Postby lestodante » Thursday October 5th, 2023 3:44pm

SirRick wrote:Maybe that is why the spell is called Treasure Horde, instead of Treasure Hoard? Because of the possibility of a horde of blood-thirsty monsters or exploding fireball traps?

I noticed the card in the Treasure deck (the one giving you a reward of 100 gold coins) is also named Treasure Horde, so not sure if it was a typo or or just wanted.
Changing Treasure Horde spell for Treasure Without Doom can be a valid option but it would only grant the spellcaster the chance to get one treasure. I am not sure I would select this spell for such a poor reward.
I did a remake for this card too:

When you are searching a room
for treasure, you may draw three
treasure cards at once. If you draw
Hazard or Wandering Monster
cards, they have no effect.


This will still give the Wizard the chance (but not the certainty) to get 3 treasures at once but cancelling the risk to suffer damage due to bad cards drawn.
On the other hand I can see a Wizard with a Spell Ring may wish to put this spell in the ring and cast it twice at the beginning of the quest to immediately draw 6 treasure cards (at the start of a quest there is the higher chance to draw good cards).
It would be a nice loot and would make this set more appetible and more strategic.


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Re: Treasure Horde

Postby wallydubbs » Friday October 6th, 2023 8:19am

Daedalus wrote:Many EU players have said they only allow one search for treasure per room (either a noted treasure is found or that character draws a treasure card.) I'd say Treasure Horde can allow the spellcaster to this break this limit as specific text on the cards is designed to supercede general rules. Thus the spellcaster can additionally "search" for treasures in the treasure deck (drawing 3x) when casting this spell.

What if this spell is cast before any treasure search has been attempted by a player character and the room contains treasure from the Quest notes? Seems like the search discovers four treasures!

Since the spellcaster.may possibly become vulnerable to three wandering.monster attacks, he would be wise to stand in a corner shielded by two other player characters, preferably ones who still have a turn coming after his..This would prevent any immediate attacks and possibly eliminate any wandering monsters before their turns.


I actually play it 1 treasure search per room, Treasure Horde is the exception, where the searching hero gets 3 cards instead of 1.

In the event of a quest treasure via Quest Notes, I would count the quest notes treasure to act the first card. The hero with Treasure Horde cast on them would get the quest treasure and 2 additional treasure cards.
The exception to this is a Treasure Chest, I count chests as a separate search from the room that can only be searched by an adjacent hero.

As for putting the Hero in a corner between 2 heroes to cancel the Wandering Monster's attack, the instructions say, although you don't move your piece, while searching for treasure the hero is moving around the room, opening things, etc. If this is the case, Zargon can simply move the figurine out of their nook, place them in the middle of the room and place the Wandering Monster next to it.


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Re: Treasure Horde

Postby The Admiral » Friday October 6th, 2023 8:31am

wallydubbs wrote:
Daedalus wrote:Many EU players have said they only allow one search for treasure per room (either a noted treasure is found or that character draws a treasure card.) I'd say Treasure Horde can allow the spellcaster to this break this limit as specific text on the cards is designed to supercede general rules. Thus the spellcaster can additionally "search" for treasures in the treasure deck (drawing 3x) when casting this spell.

What if this spell is cast before any treasure search has been attempted by a player character and the room contains treasure from the Quest notes? Seems like the search discovers four treasures!

Since the spellcaster.may possibly become vulnerable to three wandering.monster attacks, he would be wise to stand in a corner shielded by two other player characters, preferably ones who still have a turn coming after his..This would prevent any immediate attacks and possibly eliminate any wandering monsters before their turns.


I actually play it 1 treasure search per room, Treasure Horde is the exception, where the searching hero gets 3 cards instead of 1.

In the event of a quest treasure via Quest Notes, I would count the quest notes treasure to act the first card. The hero with Treasure Horde cast on them would get the quest treasure and 2 additional treasure cards.
The exception to this is a Treasure Chest, I count chests as a separate search from the room that can only be searched by an adjacent hero.

As for putting the Hero in a corner between 2 heroes to cancel the Wandering Monster's attack, the instructions say, although you don't move your piece, while searching for treasure the hero is moving around the room, opening things, etc. If this is the case, Zargon can simply move the figurine out of their nook, place them in the middle of the room and place the Wandering Monster next to it.


Yep, 1 treasure search per room for me. Treasure horde is still 1 search, you just get to draw 3 cards. I've not encountered it with a quest given treasure, but I guess I would still allow the 3 cards. It's magic after all.

Yes, the hiding in the corner tactic is outrageous, unrealistic and boring. I like your idea as that would put an instant stop to it. I just let the WM attack the hero nearest to the searching hero. I also use EW cards so time spent shuffling around is just more cards.


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Re: Treasure Horde

Postby TheLastChaosWarrior » Saturday March 2nd, 2024 5:06am

Most of the spells in WoM are poorly written or downright pointless.
Very poor show, when I first got it in 92 I was unimpressed, even as a 16yo!
I mean look at the EW spell Arrows in the Night! Unbelievably weak!
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Re: Treasure Horde

Postby SirRick » Saturday March 2nd, 2024 7:32am

TheLastChaosWarrior wrote:Most of the spells in WoM are poorly written or downright pointless.
Very poor show, when I first got it in 92 I was unimpressed, even as a 16yo!
I mean look at the EW spell Arrows in the Night! Unbelievably weak!


The spell may be weak, but oddly undead monsters with 0 MP have no defense against it. Definitely a niche spell. I really hope they improve these spells in the remake version.


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Re: Treasure Horde

Postby TheLastChaosWarrior » Saturday March 2nd, 2024 8:44am

SirRick wrote:
TheLastChaosWarrior wrote:Most of the spells in WoM are poorly written or downright pointless.
Very poor show, when I first got it in 92 I was unimpressed, even as a 16yo!
I mean look at the EW spell Arrows in the Night! Unbelievably weak!


The spell may be weak, but oddly undead monsters with 0 MP have no defense against it. Definitely a niche spell. I really hope they improve these spells in the remake version.

They need to. As written, they are garbage. All of them. The EW ones AND the Hero ones.
I mean them Wall ones. What a load of crap. Protective wall (fire,stone and water) are useless. Hit it once and it's gone.
It's a wall. Give it no defense dice, but,say, 10bps.
That's what I will homebrew them as.
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Re: Treasure Horde

Postby Kurgan » Saturday March 2nd, 2024 4:05pm

"Draw until you get a safe card" to me isn't so great, because the name implies you're getting a big payout. I mean it's a good thing, but for this card I think we should have something else... Maybe draw until you have 3 gold cards (or maybe "good" cards, meaning potions would go back into the deck?).

Then again, in this ruleset, all good cards get removed from the deck as they are found. What if there just aren't any good cards left? Do you get to grab 3 discarded ones to use instead? WOM would have been used either with the 1st edition (where all cards go back into the deck, no problem) or 2nd edition (where bad cards go back in).


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Re: Treasure Horde

Postby wallydubbs » Saturday March 2nd, 2024 8:12pm

Judging by what I'm seeing from Against the Ogre Hoard it seems like Hasbro is reluctant to change preexisting quests, yet perfectly capable of add ons. The variable body points system is the only big change they made to AtOH. The multiple spell cards of Dominate, Mind Blast and whathaveyou, could've been changed to other effective spells. No artifacts were added either.

As hopefully as I was about Avalon Hill revising the spells in Wizards of Morcar, I don't see it happening. They might change the spell name "Cloak of Shadows" due to there being a new Cloak of Shadows artifact in RotDM, but sadly i don't see them amplifying the effects of Spells Detection, Darkness and Protection.

The old European version of Hero Quest lacked the difficulty of the North American version, as most monsters had 1BP. Rehashing these European versions into North America will require upgraded equipment, spells and Artifacts. I don't think we'll get any of those... I'll probably end up implementing the same changes I did in the last version:

Arrows of the Night- attacks for 2BP of damage, monsters roll defence equal to mind points.
Chains of Darkness: no change.
Cloak of Shadows- same effect as before, but the spell caster has the ability to dispell.

Clairvoyance- reveals any room to the Wizard, including traps, treasures and secret doors, if the Wizard picks a room that is solid stone he may try again.
Future Sight- hero gets to roll all movement, attack and defence until the end of the Wizards' next turn.
Treasure Horde- draw 3 good treasure cards (ignore bad)

Dispell- randomly dispell a card from an enemy spell caster's hand, or disarm a magical trap, or cancel a spell currently afflicting another hero.
Invisibility- hero can't be attacked or targeted for a spell, but may search for traps, secret doors and treasure while monsters are present.
Wall of Stone- no change


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