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Hero Quest 2021 Remake: Errata Compilation

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Hero Quest 2021 Remake: Errata Compilation

Postby wallydubbs » September 25th, 2024, 11:09 pm

Kurgan wrote:How would it work with the elven Potion of Speed ("Celerity" in ROTDM)? When we played it an Elf added 12 squares to his full movement... which I thought was brilliant, as Zargon, so I allowed it.


Well clearly Celerity has presidence over Unthreatened movement. You can have your 8 Unthreatened movement, or 12 if you use Celerity... Or 18 if you want to do it your way...

Bunch Swift Wind, a Potion of Dexterity and Elven Boots on top of all that and the Elf can break the sound barrier. "88 Miles an Hour!"


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby DungeonMasterGER » September 30th, 2024, 3:21 am

I don't know if it's a errate, it just seemed weird to me in the game. On page 32 of The Mage of the Mirror expansion, there is a trap in the top left of the room with the treasure chest. The trap is right after the door, it cannot be disarmed. If the trap is triggered and the hero goes into the room, he will not be able to get out.(Unless the wizard goes in and uses the through the wall spell). What do you all mean?
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » September 30th, 2024, 8:40 am

DungeonMasterGER wrote:I don't know if it's a errate, it just seemed weird to me in the game. On page 32 of The Mage of the Mirror expansion, there is a trap in the top left of the room with the treasure chest. The trap is right after the door, it cannot be disarmed. If the trap is triggered and the hero goes into the room, he will not be able to get out.(Unless the wizard goes in and uses the through the wall spell). What do you all mean?


You're right, they can be trapped in the room. It's one of those situations where "rules as written" is pretty harsh... the hero will have to be left behind in the room for the rest of the quest, and presumably he "dies" between quests?

ATOH has more situations like this (and Zargon is just advised to come up with his own creative solution as needed). But in this case I would simply warn the hero who triggered the trap that he can either go into the room or go back. But the room clearly contains no doors, so he's likely to go "back" instead of "forward."

As Zargon you could simply force them to go back (unless you know they have Pass Through Rock in some form).

Otherwise you'd be hoping that they go into the room... clear out all the monsters, and then search for treasure, draw a card and just so happen to find an Elven Cloak of Passage (and hopefully you aren't so strict as to say that only the Elf can use it, if this isn't the Elf!).

The EU rules would have at least allowed someone to disarm the fallen block after the fact (only risking 1 BP damage if they fail, but the trap square would get removed). The hero is unlikely to have the Ring of Return at this point...

There's bound to be one Elven Cloak of Passage in the Treasure deck each quest, but there's still only one treasure search per hero in each room.

If the Elf has "Flashback" then the hero who got stuck could replay his entire turn (including the triggering of the trap itself) but there's nothing that says the Elf will have this spell available for this two part quest (though if he has a Potion of Recall left he could get the spell back to use again IF he chose it in the first place and has thought to buy this potion ahead of time but had used it previously).

If the Elf (not being the trapped hero) is already dead, and someone has the Elixir of Life, they could bring him back in order to perform the Spell, or use the Cloak of Passage (if someone has it and you've restricted it to the Elf).

Regarding the Elven Cloak of Passage treasure, the card doesn't actually say only the Elf can use it (just because it has the word "Elven" in the title matters not), though you could say the wording of the card heavily implies it's intended for the Elf only ("allows the Elf...") which is how AH chose to treat it with the Companion App (anyone else trying to use it, even the Rogue gets "no line of sight" when attempting to use it... granted the App isn't always correct, for example the Cloak isn't allowed to go through stone blocks which is nonsense... and nobody can pass through sprung fallen blocks even by magical means in the app which is also nonsense). But an easy fix would be if the trapped hero is NOT the Elf and happens to find himself in possession of a Cloak of Passage, he just gets to use it, to escape. Maybe it works for "Elf-friends" too? |_P :elf:


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » November 26th, 2024, 8:26 pm

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 30th of July of 2024.

I have updated the exclusive errata summary of Spanish version here according to the data written on this post.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » December 28th, 2024, 9:08 pm

I would like to comment that during last months have not been reported any blatant new erratas nor clarifications.

Perhaps have we found all of them already? O rin the other hand, maybe AH is publishing each new expansion with more quality than before?

Just observations... good news anyway of course.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » January 2nd, 2025, 1:49 am

Will be pleased to see Crypt of Perpetual Darkness take our errata (and any we might have missed) into account in the update! Also it will be interesting to see how Wizards of Morcar is converted, noting the errata that is know so far.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » January 4th, 2025, 11:53 pm

Another possible errata for Crypt of Perpetual Darkness... and this contains a spoiler for anyone who has played Quest 10 (pg. 24-25):

Note "A" appears to push a hero who lands on the undetectable trap straight through a wall. Is the trap meant to work on each hero who lands on the square (if it can't be detected, could the second hero try to jump the square?) or just the first? Is the hero then trapped in the room with the X? Is note "B" still accessible?

I guess it's not that important, but the square could still be avoided (if jumping wasn't allowed) by passing through rock to go around it.

It's a little confusing how this is meant to work.


Will be interesting to see what they fix in the anticipated retail version this year. Thank you Joe!


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » January 24th, 2025, 9:24 pm

Kurgan wrote:Another possible errata for Crypt of Perpetual Darkness... and this contains a spoiler for anyone who has played Quest 10 (pg. 24-25):

Note "A" appears to push a hero who lands on the undetectable trap straight through a wall. Is the trap meant to work on each hero who lands on the square (if it can't be detected, could the second hero try to jump the square?) or just the first? Is the hero then trapped in the room with the X? Is note "B" still accessible?

I guess it's not that important, but the square could still be avoided (if jumping wasn't allowed) by passing through rock to go around it.

It's a little confusing how this is meant to work.


Will be interesting to see what they fix in the anticipated retail version this year. Thank you Joe!

Interesting point, it is so clear that only one who had played the Quest could have had those questions. in my humble opinion the key point is knowing if the trap dissapears once the first Hero steps onto it or not. That's not explicitly clarified in the quest notes.

In case the trap does not dissapear once first activated, it cannot be undetectable anymore because it has been activated, therefore anyone Hero may jump over such square after such moment. It could lead to interesting situations because maybe the first Hero activates the trap and goes to the crypt, the second Hero jumps it succesfully as corner and walks through the corridor going to the crypt, but the third hero tries to jump off-topic without success, hitting the second hero in the corridor! I think maybe one of the problems with this trap is it is not explained the context, if we imagine there is an air flow through the corridor which pushes the Heroes, it would be difficult to imagine that a Hero jumping the trap could not be affected by it anyway, however the quest note A just say the Hero slides from there if steps in square marked A, maybe there is just some ultra slipery floor in that square and that's all.

Then, is it an errata? Well, I guess the trap dissapears if activated once, because otherwise we would have the problem you describes, and generally, if not explained in the rules or in the quest notes, any trap without a specific permanent cardboard tile is disarmed once activated (like spear traps, axe traps, etc.), however this is my interpretation, a clarification from Hasbro would be apreciated. In other quest books, the trap icon should be colored in light blue due to it is undetectable, but that's another story.

In the other hand, again, thanks to -mainly- dreicunan,Kurgan and seekhashem, last weeks Doug Hopkins (Wandering Monster) has clarified via Discord some rules questions, which are the following ones:

AtOH questbook: All "creatures" can go to Shock if their Mind Points are reduced to 0. The term "creature" includes Heroes, Monsters and Allies.

Wandering_Monk_errata_Doug Hopkins_16.JPG


FL Artifact cards: Artifacts "Phantom Blade" or "Orc's Bane" still count as a Dagger or a Shortsword, respectively, like in Game System.

Wandering_Monk_errata_Doug Hopkins_17.JPG


FL Chaos Spell cards: Chaos Spell "Lightning Bolt" still affects to monsters too, like in Game System.

Wandering_Monk_errata_Doug Hopkins_18.JPG
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » January 25th, 2025, 1:27 pm

I am still "shocked" to learn that monsters can go into shock, not just heroes (or animal companions or mercenaries)! It would seem to be a very rare occurrence, but could happen since any spell can be rebounded back onto not merely the original spellcastor but all of their minions in the room as well with the Ancient Staff artifact.

Since monsters have no official way to regain lost Mind Points, that would simply mean they are not going to be long for this world, in-game!

I suppose when it comes to weapon usage and models, the human mercs respond very much like heroes (and presumably their evil counterparts would as well). We have examples of how Twist Wood is supposed to work but only for very specific occasions. A lot of improvisation and "Zargon makes the call" situations occur, similar to what happens if someone decides to heal Sir Ragnar during his rescue or a million other scenarios with quest specific gimmicks or when you carry items from one expansion to another (which I'm not against, Zargon just has to be on his toes!).


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby wallydubbs » January 25th, 2025, 2:39 pm

Bare in mind Against the Ogre Horde brought out a new way to play the game in arena mode and you can have monsters fight other monsters in the arena if you choose to play it that way. I think the mind burst and other Dread spells were designed with this intent.
They didn't really have to go through all this effort, though. Command, Mind Freeze and Mind Burst are more powerful spells that do the exact same thing. They could've just reused those.


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