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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 HispaZargon » February 12th, 2024, 7:01 pm

Another brief clarification given today by Doug Hopkins via official Discord channel of Avalon Hill about how to use the Monk:

The monk is not obligated to activate a style on their turn.

Here you have the original Doug's message:

Wandering_Monk_errata_Doug Hopkins_3.JPG
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Gandis » February 13th, 2024, 12:40 pm

HispaZargon wrote:Another brief clarification given today by Doug Hopkins via official Discord channel of Avalon Hill about how to use the Monk:

The monk is not obligated to activate a style on their turn.

Here you have the original Doug's message:

Wandering_Monk_errata_Doug Hopkins_3.JPG


Is there a link for the official discord? I had no idea there was one
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » February 13th, 2024, 12:49 pm

In my opinion the rules for Swinging Blade Traps described in Against the Ogre Horde quest book include some errata which, unfortunatelly, are not too blatant.

The problem with them is that they are a mostly direct transcription of the European original rules, without any fine adaptation. They explain how the Heroes can disarm the trap by means of a toolkit and they also say that the Dwarf can disarm them automatically, which, as said, are exactly the same rules explaine in the original classic quest book. This could look Ok, BUT I think no...

The classic European rules from the basic game stated that any Hero can disarm any discovered trap if they own a toolkit and they roll any Shield in 1 die. In the case of the Dwarf, he can do it even without a toolkit. Then, probably EU designers realized this did not fit well with a trap affecting more than one square, so they decided to polish the disarming rule for AtHO by means of triggering the trap if the disarm roll failed instead of losing 1 BP, but keeping the Dwarf special ability unchanged. Anyway, after polishing the general disarming rule here, it is become the same as the general one under NA rules so makes no sense writing it in the AtOH questbook, it is redundant, but Hasbro unfortunatelly kept it there.

My first impression when reading the remake rule was that maybe AH asssumed that the blade cannot attack the Dwarf because of his short height and that's why he can disarm it automatically, but it does not make sense because there is no especial inmunity rule for the Dwarf in case of the blade trap is activated by other hero next to him... and no further rules for the Druid/Warlock heroes which are also short heighted...

Then, I think there is not any justified reason to give the Dwarf the special ability of automatic disarming, except it has been just a bad adaptation of the European rule from AtHO... it is so clever if reading the rule for the rest of the Heroes, because it just repeat the general disarming rule written in the Game System rulebook. In other words, I think the disarming last paragraph "The Dwarf may automatically disarm..." should be totally deleted from the questbook, just allowing the use of the regular disarming rules from the Game System.

Additionally, I think the blade trap should be discovered just in the room or corridor where the golden blade icon is placed, as in the original questbook, because otherwise the blade layup of Quest 4 (and maybe also Quest 6 in the lower left corner room) did not be compatible with the new rule since all the blade icons (gold and white) MUST be in the same room or corridor to be detected...

Another posible errata in my opinion is on page 27 of the questbook... Why the parchment and Note D talks about an iron gate? This change has been stupidly introduced in the remake, the original texts just talked about a "gateway" to refer to the upper left corner door, and the remake do not include any one-square door... except those made of Stone, so makes no sense, but wait, moreover... if the iron gate is supposed to be the one accesing the Ogre fortress, why Note D says that the Orc statue is guaring the door if the 'iron' door cannot be seen from the statue location??? Imagine the Heroes entered the dungeon from outside passing through the upper right stone door, they could find the iron door without meeting the statue... it makes no sense as written the Note D in my opinion. Additionally, it had been welcome if it had been clarified if the Heroes may defend normally against the Fireballs or not, but it looks like they can defend as normally like against any other monster with ranged attacks.

Another errata... on page 29, Note C: It is not told what type of Potion of Healing finds the Heroes there. In the classic questbook they found a 1-6 BPs potion of healing, so maybe we should assume the one they fing in the remake is the same as the ones from the Treasure deck of Game System. Same errata found on page 31 Note D, page 33 Note C...

Page 30, the map shows FOUR treasure chest icons.... but Game System box only includes three models.

Page 43, I guess the map icons for double-square doors, stone doors, new tiles and ogre throne should had been also showed here to make your own maps.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby LucaRocks » March 1st, 2024, 10:52 am

Gandis wrote:
HispaZargon wrote:Another brief clarification given today by Doug Hopkins via official Discord channel of Avalon Hill about how to use the Monk:

The monk is not obligated to activate a style on their turn.

Here you have the original Doug's message:

Wandering_Monk_errata_Doug Hopkins_3.JPG


Is there a link for the official discord? I had no idea there was one

Here you go:

https://discord.com/invite/5JtUkBGwYH?sf169089507=1
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » March 1st, 2024, 12:19 pm

What's interesting is that when we played this quest, I modified the location of the statue so it was "guarding" the northern gate (years before this of course!).

page 3, note D originally did NOT have a treasure chest in that room but the remake added one, which you won't have access to unless you happen to also own MOTM remake.

The potions of healing were new in that note. I'm going to guess they were meant to be 1d6 like the rest of the potions.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » March 1st, 2024, 6:08 pm

Kurgan wrote:The potions of healing were new in that note. I'm going to guess they were meant to be 1d6 like the rest of the potions.

Well, we don't really know, but yes, that's the more probable because if players only own Game System and AtHO boxes, the only general Potion of Healing they know is the one from the Treasure deck (1d6 BPs).

In the other hand, another brief clarification given some days ago by Doug Hopkins via official Discord channel of Avalon Hill about the Dwarf special disarming ability with Swinging Blade Traps:

Wandering_Monk_errata_Doug Hopkins_8.JPG
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » March 5th, 2024, 4:56 pm

Another errata found in remake's questbook of AtOH inherited from the classic version and not fixed in this new one:

Page 38: the quest map shows five icons of Pit of Darkness trap, however only four tiles are included in the box.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » March 6th, 2024, 4:02 am

If you have KK/ROTWL remakes you can use a black tile to substitute maybe.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby j_dean80 » March 6th, 2024, 5:34 am

HispaZargon wrote:Another errata found in remake's questbook of AtOH inherited from the classic version and not fixed in this new one:

Page 38: the quest map shows five icons of Pit of Darkness trap, however only four tiles are included in the box.


Hopefully the heroes disarm at least one.
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » March 6th, 2024, 9:25 am

j_dean80 wrote:
HispaZargon wrote:Another errata found in remake's questbook of AtOH inherited from the classic version and not fixed in this new one:

Page 38: the quest map shows five icons of Pit of Darkness trap, however only four tiles are included in the box.


Hopefully the heroes disarm at least one.


From what I understood they can't be disarmed. Once you search, they appear. Right?

Regarding the swinging blade traps, you have to actually land on the red/orange square in order to trigger the blade (with one exception where the blade activates when you open a certain stone door) and then the squares with white blades on them all get hit. Am I understanding that correctly and that's how it worked in the original?

Regarding traps, it's true I haven't played the 1st or 2nd EU edition and I forget the many differences from the NA edition I grew up with. So you search a room/corridor and it reveals the trap (which in some cases means putting the tile down). If you have a toolkit, you say you want to disarm (no need to move to the exact square) and roll your die... if it's any shield, the trap is removed. The Dwarf does it the same way except he doesn't have to roll... just saying he wants to disarm and boom, it's gone.

A falling block trap would work like this in the EU editions... you hit the "rock" square and the block lands on the "arrow" square. Then you can disarm the tile (from anywhere) but if you fail, you take 1 BP damage and the tile is removed anyway. So a trapped hero could easily free themselves (unless they are a non-Dwarf without a toolkit then they have to wait for another such hero to be in the same area). That's assuming they don't luck out and happen to be the Elf or Wizard with Pass Through Rock left. No Spell Scrolls or special artifacts were added to this expansion.


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