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Hero Quest 2021 Remake: Errata Compilation

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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » Sunday February 23rd, 2025 9:56pm

https://forum.yeoldeinn.com/viewtopic.php?f=60&t=5873&p=134145#p134118

New Errata pointed out by SirRick in the link above. First Light Quest 9 calls for 8 secret door tiles at the start (but there are only 7 in the box).


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby wallydubbs » Monday February 24th, 2025 12:13am

Kurgan wrote:New Errata pointed out by SirRick in the link above. First Light Quest 9 calls for 8 secret door tiles at the start (but there are only 7 in the box).


Lol, I just noticed this too. It's currently the quest I've been playing. I just used a tile from the Game System.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » Monday February 24th, 2025 7:13pm

Another work around is to use an open door (since it only uses something like 12 of the 16 open doors).

I often forget how few secret doors there were in the original GS! (I believe it was four... only four! ROTWL added four more.... and Mage of the Mirror had four also).
Last edited by Kurgan on Friday February 28th, 2025 2:53am, edited 1 time in total.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby wallydubbs » Monday February 24th, 2025 9:01pm

Well, how many secret doors should you find in a standard dungeon?

I hosted a table at the last Dungeons of Hope using a homemade quest. The admin had to approve it first but they didn't want more then 2 secret doors.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » Friday February 28th, 2025 2:51am

We call it a "dungeon" but the board can represent any number of areas. A treasure vault... a tomb... a fortress... caverns... a labyrinth... an underground city... a jungle... a pirate ship... an inn!

Some of these locations lend themselves to the theme of secret passages more than others I suppose.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » Friday February 28th, 2025 2:56am

So the remake HQ came with more secret doors... 7 (instead of only 4).

Edit: Nope, I'm wrong. HispaZargon you said there were 7, that's correct. So the remake and FL are just keeping up with the original. Many classic sets may be incomplete or mismatched anyway.
Last edited by Kurgan on Friday February 28th, 2025 10:48am, edited 1 time in total.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » Friday February 28th, 2025 9:18am

Kurgan wrote:https://forum.yeoldeinn.com/viewtopic.php?f=60&t=5873&p=134145#p134118

New Errata pointed out by SirRick in the link above. First Light Quest 9 calls for 8 secret door tiles at the start (but there are only 7 in the box).

Probably the best solution for this is replacing by a regular door or removing from the map the secret door placed in the room identified as "Battle Hall 1" because it actually is the less unuseful one (it does not led to any different corridor or room which could not be reached by other path)

Kurgan wrote:So the remake HQ came with more secret doors... 7 (instead of only 4).

No, they are the same included in classic NA version of the game, which contained 4 x Secret Door/Rubble tiles 1x1 and 3 x Secret Door/Pit tiles 1x1.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » Monday March 10th, 2025 6:41pm

I recently realized that surprisingly we did not covered in this thread Avalon Bill's old statement clarifying Courage spell rules.

I know there is a lot of historical controversy with this topic, as Avalon Bill himself recognized, but the principal motivation of this thread is trying to collect all those official clarifications.

Don't want to open debate now (passionate discussion can be found here), but to be honest I have always interpreted the NA rule as Avalon Bill said, so I agree with him:

Courage effects applies to the next attack the Hero makes. The spell ends once the Hero makes an attack, or if the Hero has no line of sight to a monster. Then, Courage only works for just the one attack.

It was long ago (13/Mar/2023), via Avalon Hill's Discord official channel:

Wandering_Monk_errata_Avalon_Bill_1.JPG
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » Monday March 10th, 2025 7:53pm

I have updated the first post and the second post of this thread with the last findings, the ones which include the summary of errata detected until now. Last update was performed on 26th of November of 2024.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » Wednesday April 2nd, 2025 3:54pm

Again, thanks to dreicunan and Kurgan, Doug Hopkins (Wandering Monster) has recently clarified via Discord, the following about the Entangling Roots special rules of Skullblight monsters from Jungles of Delthrak expansion:

The special ability Entangling Roots just stops your movement in the moment the Hero enters a square adjacent to a monster with this ability, and a Hero could move away on a subsequent turn. If a Hero later moves to a non-adjacent square and then back to an adjacent square to the monster on another turn, the ability would retrigger. This also means that a Skullblight moving adjacent to a Hero would not affect the Hero in any way, including if a Skullblight would appear as a wandering monster from a treasure search by a Hero who hadn't moved yet. The Hero would be free to move away after the Skullblight attacked, because the Hero hadn't moved to an adjacent square to trigger the ability.

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