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RISE OF THE DREAD MOON discussion

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

Re: RISE OF THE DREAD MOON discussion

Postby SirRick » July 17th, 2023, 7:26 pm

I liked the ambiguity of the armored Dread Warriors. They could be whatever gender you wanted. I noticed the ones with swords were a bit slimmer, but I figured they were just more agile then the others. Now that I see the hint of boobs underneath the upper chest plate, I can’t unsee them. Now they remind me of the character Elwen, the guild leader from that Radiata Stories game from the PS2 days. She was a badass.


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Re: RISE OF THE DREAD MOON discussion

Postby Maalicia_Ironhoof » July 17th, 2023, 9:19 pm

Has anyone done a comprehensive list of all contents and cards including all duplicates?
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Re: RISE OF THE DREAD MOON discussion

Postby LucaRocks » July 18th, 2023, 9:56 am

I really like ABNB's point that there should have been cardboard waterway tiles included with RotDM. That could get confusing, not to mention that it breaks the immersion a bit. I don't know how extensive the water sections are (so it would be expensive I'm sure), but it would have been a fun item to include.

Overall, I like all the new mechanics I have seen so far but MAN... That's a lot of new stuff for Zargon to keep track! And it was all released all at once!
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Re: RISE OF THE DREAD MOON discussion

Postby Virg » July 18th, 2023, 5:00 pm

If it was repeated through many quests sure. But seems like with all the minis, we were limited to a single sheet of tiles. This is easily created though by cutting some blue transparent plastic sheets.
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Re: RISE OF THE DREAD MOON discussion

Postby manaknight14 » July 18th, 2023, 7:10 pm

While not an ideal solution, any Zargons who own the Frozen Horror expansion could use icy river tiles for the water in the hallways. Some other FH tiles might work for the two rooms filled with water. The Seat of Power "boss room" tile could handle the center room. There's no 5x4 tile in FH, but the Living Fog room plus a few extra ice tiles could do the job in a pinch. You could even use the ice tunnel tiles for the drains if you wanted to.
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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » July 18th, 2023, 9:06 pm

As much as I would love to be Richie Rich and have a special tile and miniature for everything, whatever happened to using your imagination? "this corridor is full of water." The quest is pretty linear as it is, so adding tiles for this feels like needless luxury fluff, but each to their own!

Maalicia_Ironhoof wrote:Has anyone done a comprehensive list of all contents and cards including all duplicates?


This is the US edition in English...

1 shrinkwrapped box with linen finish (just like Mage of the Mirror). no cardboard outer wrap or tape circles this time.
1 39 page quest book (10 group quests) wrapped in thin parchment paper and secured with tape (same quality as the other remake quest books)
1 flier with QR code advertising the Companion App (identical to the one included in MOTM and FH) <--- also handy as a 'bookmark' for the quest book!
1 Double sided tile sheet (same thickness as previous retail tile sheets)
Side A: 8 Lunar tokens (front), 6 caltrops, 2 trap doors, 4 disguises, 2 mirrors, 4 mercenaries, 1 elf assassin, 1x "5" reputation token, 6 "shield" reputation tokens (front), 1 "plaza" tile (5x6 room)
Side B: 8 Lunar tokens (back), 3 caltrops (back same as front), 4 disguises (cloaked npcs), 3 smoke bombs, 2 mirrors (shattered, exploding with magic), 3 villagers (elven elder gentleman, elven elder lady, hooded stranger), 4 masks (back same as front), 6 reputation tokens (back showing "1" on each), 1 "hideout" tile (5x6 room).
Total tiles: 35

two plastic "candy trays" holding the minis (similar types of plastics used in MOTM, with some furniture being of a different kind like the door bases; first appearance of transparent plastics) and cards:
Tray A:
1 heroic Knight (red)
2 Elven Archers (mirror images: 1 male, 1 female) (light blue) <---- identical to those in MOTM
2 Elven Warriors (mirror images: 1 male, 1 female) (light blue) <---- identical to those in MOTM [these were slightly green when held side by side with the Frozen Horror light blue minis, I haven't checked the Magus guards & Assassins with these, but I imagine they are the same shade if you compared)
4 dread cultists (gray)
2 Elven Assassins (light blue)
[Deck of cards]
[doors]
[mirror bases]
[table]
[cupboard]
[rectangular space for cards]

Tray B:
2 Magus Guards (light blue)
1 Dread Wraith (clear)
3 Specters (clear)
1 Elf Mercenary Halberd (dark violet)
1 Elf Mercenary hatchets (dark violet)
1 Elf Mercenary crouching with sword & shield (dark violet)
1 Elf Mercenary crossbow (dark violet)
[statues]
[torture rack]
[rectangular empty space for small tiles/tokens]
[rectangular depression shaped like the quest book on top of the minis]

1 reinforced wooden exit door <---- identical to MOTM
1 steel/iron entrance door <---- identical to MOTM
2 plastic door bases (for use with the insert mirror times)
1 elven table (brown)
1 elven sorcerer's table (gray)
1 arcane prison (elven torture rack) (gray with transparent "victim")
1 elven cupboard (brown)
2 Elven statues (one male, one female) (gray)

Total furniture pieces: 10
Total character minis: 21

1 deck of cards held together with paper strips (the linen finish on the back of the cards matches that on the box surface while the front of the cards is more similar to previous releases):

(20 Alchemy cards, all unique, just noting where the original art and basic function comes from in parenthesis. all of them have functions in the deck and added flavor
text missing from the old cards, plus there are no per-character restrictions

Potion of Healing (GS)
Potion of Speed (GS)
Potion of Defense (GS)
Heroic Brew (GS)
Potion of Strength (GS)
Potion of Restoration (KK/ROTWL)
Potion of Dexterity (KK/ROTWL)
Potion of Battle (KK/ROTWL)
Potion of Recall (MOTM)
Celerity (MOTM's "Potion of Speed")
Potion of Superior Restoration (MOTM)
Potion of Vision (MOTM)
Potion of Magic Resistance (FH)
Potion of Icy Strength (FH)
Potion of Frost Skin (FH)
Potion of Battle Rage (FH)
Potion of Lesser Healing (POT)
Potion of Magic (POT)
Ogre Grog (new!)
Potion of Unforeseeable Fate (new!)

(3 Dread Spells):
Channel Dread
Dreadlights
Summon Specters

(6 Artifacts):
The Cloak of Shadows
Raven's Talon ("Weapon")
Dawnshield ("Armor")
The Scales of Elethorn ("Armor")
Phoenix Ash (craftable)
Spell Scroll: Pass Through Rock (ROTWL)
Spell Scroll: Swift Wind (new!)

(5 Equipment):
Caltrops
Reagent Kit
Smoke Bomb
Helmet (GS, but added "metal")
Handaxe (GS, but added "may not be used by the wizard")

(8 Treasure):
2x Poison! (FH, text is re-arranged and simplified but same basic description, identical mechanic and artwork)
2x Unidentified Ingredient
2x Sacred Plant
2x Mysterious Flower

(6 Monster):
Dread Wraith
Elven Archer
Elven Warrior
Dread Cultist
Assassin
Magus Guard
Specter

(4 Mercenary; each card has a unique back indicating the same hero art as on the stats front)
Striker (Swordsman)
Glaive (Halberdier)
Arbalist (Crossbowman)
Scout (same)

(1 Hero card; new art but same as the stand alone exclusive character)
Knight (same as Hero Collection Guardian Knight) * so right now you can play as him in the Companion App even before the update!

(3 Knight Skill; new art but same as in the above)
Knight's Challenge
Shield Block
Stalwart

Total Cards: 58


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Re: RISE OF THE DREAD MOON discussion

Postby Maalicia_Ironhoof » July 18th, 2023, 9:30 pm

Kurgan wrote:As much as I would love to be Richie Rich and have a special tile and miniature for everything, whatever happened to using your imagination? "this corridor is full of water." The quest is pretty linear as it is, so adding tiles for this feels like needless luxury fluff, but each to their own!


Agree completely, there is a pretty distinct line to be drawn here between getting silly and creating an imaginative atmosphere, as you said; each to their own, but is getting way too cluttered!


Kurgan wrote:This is the US edition in English...


BOOM! thanks mate!
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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » July 18th, 2023, 11:52 pm

Anytime...


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Re: RISE OF THE DREAD MOON discussion

Postby LucaRocks » July 19th, 2023, 7:12 am

My main concern about the waterway tiles (or lack thereof) is that the players are going to forget where the water is. Or that Zargon may have to keep endlessly repeating that "this room has water but this hallway doesn't."

I am often able to get 4 players (plus me) to play (sometimes even an extra person comes besides) and trust me, between playing, talking, snacking and drinking (alcoholic and non-alcoholic), people may miss something and need to be told over and over. Especially newbies.
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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » July 19th, 2023, 11:27 am

First off Rise of the Dread Moon isn't intended for "newbies." If you are choosing to play with such people, then it's up to Zargon to be patient and reinforce the rules and remind them as needed, just as if you were choosing to play with small children under age 9. When we were little we played a game called "Simon Says." :lol:

With all respect, those of you worried or already complaining should take a look at the actual quest. This is not like stumbling back into a room later and forgetting you found a spear trap on square G-15 or something. It's like "THIS ENTIRE CORRIDOR EXTENDING IN FRONT OF YOU IS FULL OF WATER... You gotta roll two dice as you move to see if it pulls you towards a trap!" And if they can't remember that from turn 1 to turn 2 (and the other players are not paying attention to anything until it's their turn), maybe it's time to cut them off and send them to bed. Yes, I know, tiles are cool, we all want tiles for everything. Why isn't there a tile for this or that thing, I want it! So put in another whole tile sheet for this (good) gimmick that is only used in one quest in a very linear fashion that makes it very difficult to ignore.

Zargon, just repeat yourself, "Remember, this corridor is still filled with water and you still have to roll two dice!"

There are several quests that used similar mechanics across the Official quests saying a certain area is filled with some dangerous effect. Remember the creeping darkness? No special tiles for that. Or the dangerous heat? Or the other underwater sections in the Mythic pack? Maybe not, but while having tiles is nice, a linear path where there is literally the same thing for several turns in a row removes all guess work. "Wait, you mean the same corridor I am still in still has water in it?" "Wait when you say the entire room I'm in has water in it, that's still the case one turn later, like it didn't go away?" "That's right" ;)

So get to printing those extra tiles, I guess.


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