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HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby Summerheim » Saturday October 26th, 2024 4:46pm

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It's wonderfull.... :cry:
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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby leo » Sunday October 27th, 2024 8:43am

lucapaschi wrote:By popular demand…

WQP_Prototype_Content_2024-10-23.JPG


This looks amazing! Thank you for your hard work.
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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby sotek222 » Sunday October 27th, 2024 12:11pm

Wow Looks so professional! Congrats really looking forward to this!!
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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby Daedalus » Sunday October 27th, 2024 6:38pm

I think this could be offered as an event at game conventions, kind of like how First Light or Jungles of Delthrak was presented at Gen Con. Fans deserve the chance to play through a select part of this historical gem. Maybe . . .
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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby Summerheim » Sunday October 27th, 2024 8:15pm

An interesting point is that with the wizard quest pack, and maybe the dwarf quest pack, we will be able to do these four adventures as they were intended.
I wonder if for example the elf quest pack would still be as hard with the new elemental spells, the mercenaries, the potions for the dwarf, etc...

Maybe it won't change much (the barbarian quest pack is clearly an unfinished product), but I think these four adventures would be worth playing in this way.
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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby HispaZargon » Monday October 28th, 2024 5:38am

I really think EQP and BQP will be easier after playing WQP (and DQP). Both Wizard and Dwarf will be for sure reinforced as Heroes.


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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby Summerheim » Monday October 28th, 2024 9:47am

The problem with the magician has always been his lack of access to equipment. And especially to defensive equipment (max 3 defense dice in US version, 4 for european). In advanced quests he can easily die on a bad dice roll. Having artifacts that increase his stats will clearly help him.

The other problem is the fact that he can only cast a spell once per quest, even if the WQP recall potion is not very useful.
Also allowing to have a healing spell in each element is a good thing. Water spells are not very useful except for water of life. This allows the hero mage to have more strategic choices. (This is also why I am always in favor of including in the DQP new spells)

Similarly, if there is new equipment in the DQP, it will give more than appreciable defensive bonus.

EQP is hard, but it has an interesting story and innovative gameplay concepts. Maybe being overarmed, overarmored, overmagicpowered , overfellowered, overall to overcome, we can appreciate it better.

I always have a thought for the (rare) kids who, having finished the return of the sorcerer lord without any more gold, ended up in the BQP.
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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby Kurgan » Monday October 28th, 2024 3:48pm

Disagree about the Water Spells (not discounting how important Healing is in general)... "Sleep" is quite useful for taking down key monsters, especially those with high BP (but low MP!).

Barbarian (via BQP): 10 BP, 3 MP
Elf (via EQP): 8 BP, 5 MP
Dwarf (via DQP): 9 BP, 4 MP
Wizard (via WQP): 6 BP, 7 MP


And that's just from one artifact each! Plus each Hero would get access to three exclusive potions between quests (except the two parters at the end of each of their respective expansions).

The heroes really don't need all of that extra power, unless they happen to be playing one of these extremely (overly) difficult 1992 era expansions.

In the new franchise, the Alchemy rules are especially great since the Wizard can convert those re-agents for free (whether at an Alchemist Bench or between quests), while other heroes need a very expensive (400 gold, 5 uses) "Re-Agent Kit." Granted, this system is only enforced in Rise of the Dread Moon, but theoretically could be used anywhere, just insert those re-agent cards into the treasure deck and keep your Alchemist deck handy (JoD adds new potions to it, but doesn't mention the rules, so you'd need ROTDM to make it work).

Prophecy of Telor also gave the Wizard an opportunity to really shine if he takes on the burden of that questbook.

I concur with what has been said about WQP... those who feel the Wizard (especially the NA Wizard) was "too weak" will be pleasantly surprised at how powerful he can become.


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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby batjon » Friday November 8th, 2024 2:03pm

This looks really great. Loved the interview.

Is there any plans to release it with the EU style cards? I imagine most players here are from the EU and it would be nice for the cards to fit in with our current collections
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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby lucapaschi » Friday November 8th, 2024 5:34pm

Maybe. I think if it’s not too much work (and it shouldn’t), we could be able to release “language packs” with the cards in EU style. Questbook might still have the US layout, though (but not too much of a hassle to play with it). Tiles and minis of course stay the same.
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