Here is the updated full list of errata detected by
Inn's members, short by released items in order to improve their traceability:
HEROQUEST BOARDGAME 2021 REMAKE - UNOFFICIAL ERRATA & CLARIFICATIONS SUMMARY (PART 1/2):English language game version, by Hasbro/Avalon Hill - Last update: 26/Nov/2024 (last thread message covered by this summary is this
one)
Due to excessing maximum post length limits, this list has been finally splited in two parts.
To access the continuation of this list (Part 2/2), please check the next post of this thread.HQ21_English_Edition_v1_LR.jpg
Colours code:Black: Blatant errata
Blue: It is most probably a clear errata but it has not the fully agreement of the
Inn.
Red: Something that could be an errata but an official opinion from Hasbro would be needed to confirm it.
All new released questbooks and free online quests: Alchemist Bench symbol design corresponds to a symmetrical geometry of the related furniture miniature included in the Game System box.
GAME SYSTEM box content:Rulebook (ref. "F3649 F3654", unless otherwise specified):- Page 12, Hero Movement: It is not clarified if Heroes may pass through furniture during hero movement (doubt inherited from 1990 American version) -
Fortunatelly, Hasbro officially confirmed that furniture should be considered impassible (see here).- Page 12, How Zargon Reacts To Hero Movement: It is not clarified if monsters block line of sight when determining what is placed in the board during hero movement (doubt inherited from 1990 American version) -
As Daedalus pointed here, during the Pulse campaign Avalon Hill was asked about placing monsters in a newly revealed corridor and they said (during the second panel) they intended to clarify that monsters don't block line of sight when determining what is placed. Unfortunately they have not finally included such explanation in the rulebook- Page 12, How Zargon Reacts To Hero Movement: It is not clarified if furniture blocks line of sight when determining what is placed in the board during hero movement (doubt inherited from 1990 American version) -
Fortunatelly, Hasbro officially confirmed that furniture does not block Line of Sight (see here).- Page 14, Line of Sight figure: It's no longer clearly stated that the orc around the far right side upper corner is blocked from line of sight (see picture
here). This may cause some confusion for new players who may be faced with a similar situation.- Fortunately, as explained
here, Hasbro corrected the diagram in a later version of the Rulebook (ref. "F2847"), by adding the missing dotted line which confirms that the Elf cannot see the Orc placed at the upper right corner, like in the classic edition of HeroQuest.
- Page 14: Line of Sight diagram shows that the Elf can see an Orc by conneting their centers even if such line passes through the Wizard, which does not match with what is strictly written in the rules, as discussed
here. (error inherited from 1990 American version) -
There is not any official confirmation from Hasbro about how to interpretate the "A Good Rule of Thumb" rule. However, according to the Line of Sight diagram shown in the updated version of the Rulebook (ref. "F2847"), it seems that the "center to center" rule is no longer applicable at all, because the line looks that has been intentionally deviated upwards on this new version, probably to reinforce the idea of confirming the Orc in the middle is in the Line of Sight of the Elf.- Page 21: The rulebook explains what happens a Hero whose Body Points are reduced to 0 (he dies) but it does not explain anything if Mind Points are reduced to 0. -
The rulebook should had explained it since there are several official quests where Heroes could explicitly suffer several Mind Points reduction.- Pages 4, 13, 14 & 22: The rules always mentions the armory but never mentions the Alchemist's Shop nor heroes can also buy potions, not only weapons or armour pieces. Moreover, the rulebook does not clarify if the heroes are able to purchase potions shown/included in the Alchemist's Shop of a different questpack than the one they are currently playing. -
This is an inherited misprint from classic version of the rulebook but according to classic Elf and Barbarian American Quest Packs, it can be derived that heroes are able to purchase potions from the Alchemist's Shop of any questpacks the players own.- Dedicated Multiple Attacks rules are missing in the rulebook, which may affect to the game mechanics of
Orc's Bane artifact card and
Heroic Brew treasure card, but fortunatelly Hasbro confirmed through its official 'Zargon' Twitter account (see twits
here and
here) that Multiple Attacks allowed by those cards may be played in a similar way as the Multiple Attacks rules described in
The Frozen Horror expansion's questbook for Polar Warbears. Then, this afirmation would also fit with the Multiple Attacks rules described in
The Rogue Heir of Elethorn expansion, which are the ones that should be applied as written there.
Equipment Cards deck:- Handaxe: In contrast with classic EU hadaxe card, the remake handaxe does not restrict the Wizard to use it. -
Fortunatelly, as SirRick pointed here, Hasbro/AH has officially confirmed here that Handaxe may not be used by the Wizard. Moreover, Rise of the Dread Moon expansion included an extra Handaxe card where it is explicitly said that it may not be used by the Wizard.
- Crossbow: It is not explicitly explained in the card if diagonal squares are also adjacent ones, however Avalon Hill has confirmed through their official Twitter account (see twit
here) that diagonal squares just in contact with a square are not considerd adjacent to it. Threfore, this officially confirms the Crossbow may be also used against targets placed in the diagonal squares just in contact with the shooter.
- Bracers: It is not indicated in the card if Bracers can be combined with other armours like Chain Mail, but fortunatelly Hasbro confirmed it through its official 'Zargon' Twitter account (see twits
here and
here) that
Bracers can't be combined with other armor, but can only be combined with Shield and Helmet. Additionally, Avalon Hill officials confirmed that the Bracers may be used by the Wizard (see
here). -
Unfortunatelly 'Zargon' did not say officially anything about combining it with the Wizard's Cloak, however their combination is probably allowed because the Wizard's Cloak could not be considered Armor, according to the interpretation explained by Nlinindoll in this post- Shield: It is not indicated in the card if the Shield is made of metal or not, but fortunatelly Hasbro confirmed through its official 'Zargon' Twitter account (see twit
here) that the Shield must be considered to be made of wood from rules standpoint.
- Helmet: It is not explicitly indicated in the card if the Helmet is made of metal, but fortunatelly Hasbro confirmed through its official 'Zargon' Twitter account (see twits
here and
here) that the Helmet is made of such material, as expected. Moreover, Rise of the Dread Moon expansion included an extra Helmet card where it is explicitly said that the Helmet is made of metal.
Game System questbook:- Page 9: The sentence "Use the orc figure with the large sword to represent Ulag" does not make sense since such unique orc miniature does not exist in this edition of the game, in contrast to the classic ones.
- Page 9: Chest shown inside the small room with a pit trap next to it has no dedicated description in any map Note. (error inherited from 1990 American version) -
It seems to be an absurd room design since without any note the Heroes will never search the chest, moreover, if a note "this chest is empty" was writen for this chest, probably they will never go adjacent to chest because it is not required according to the rules and the trap probably would be never activated. - Fortunately Hasbro has officially confirmed that if there's not a note about special treasure, you'll pull a treasure card just like any other room (see
here).
- Page 33: Gargoyle monster symbol is missing. Hasbro corrected it in a later version of the questbook by adding the missing icon.
KELLAR'S KEEP EXPANSION box content:Kellar's Keep questbook:- Page 1: Front cover art shows a so poorly edited version of the box art. The Dwarf and right hand Goblin original positions has been moved up which has caused some blatant editing mistakes like the double image of the right hand Goblin next to the Dwarf's axe blade for example.
- Page 2: Some players reported that 500 gold coins is a so expensive price for
Potion of Restoration, considering its low benefits. - It seems that those players were right since Hasbro downgraded its price to 300 gold coins in Rise of the Dread Moon expansion cards.
- Page 12: The quest map shows four double square rock wall icons, however only two tiles should be available by players. Fortunately it is easy to be solved with the extra 1x1 tiles included in this expansion.
- Page 14: The quest map shows four double square rock wall icons, however only two tiles should be available by players. Fortunately it is easy to be solved with the extra 1x1 tiles included in this expansion.
- Page 21: The sentence "Use the orc with the large sword to represent Ograk" does not make sense since such unique orc miniature does not exist in this edition of the game, in contrast to the classic ones.
RETURN OF THE WITCH LORD EXPANSION box content:Return of the Witch Lord questbook:- Page 1: Front cover art shows a so poorly edited version of the box art. The Barbarian original position has been moved to the right which has caused some blatant editing mistakes like the double image of Witch Lord's staff and left Skeleton's weapon for example.
- Page 2: Some players reported that 500 gold coins is a so expensive price for
Potion of Restoration, considering its low benefits. - It seems that those players were right since Hasbro downgraded its price to 300 gold coins in Rise of the Dread Moon expansion cards.
- Page 24: There is a missing door in the right room with five skeletons. According to classic ROTWL American questbook, the missing door must be placed in the right corridor wall (picture
here). - Moreover, Hasbro's Customer Care website has uploaded an updated version of the questbook in PDF format with this misprint corrected.
- Page 24: The quest map shows two cupboards although game box only includes one cupboard miniature. -
This is an inherited misprint from classic versions of this questbook, but according to MB's classic EU version official errata flyer (more info here), one of the cupboards should be replaced by one bookcase.- Page 26: The starting/stair room is missing a door. One door is present, but a second door should also be there, at left corridor. -
This error was apparently present in the first printing of this quest packs, but was later corrected in subsequent printings of Return of the Witch Lord. Additionally 'Zargon' official Hasbro twitter account also confirmed the error and its solution. - Moreover, Hasbro's Customer Care website has uploaded an updated version of the questbook in PDF format with this misprint corrected.
MYTHIC TIER CROWDFUNDING CAMPAIGN EXTRAS box content:Extra Characters: Bard, Warlock and Druid:- No clear rules or guidelines are provided anywhere about how these new characters should be introduced in play (except maybe the Bard). Only minor notes are written in their Character Cards which seems to be insufficient.-
Bard special ability: Is the extra defence die for the Bard already counted in the 2 Defence Dice written in the character card or may be added another extra die? -
There is a lot of discussion about this topic because the wording of the Hero card suggests that the Bard can only gain the special benefit of 1 extra Defend die if ONLY wearing a non-metal armor (Bracers) without Shield. This limits a lot how useful is this special ability for the Bard if we check the gold prices of armors and Shield, so probably it is a wording errata of the card and the extra die can be added to the 2 basic Defend dice, making a total of 3 starting defense dice since the Bard starts without any armor/Shield. -> Fortunatelly, Hasbro has already officially confirmed that this interpretation is correct as explained
here. Therefore, the Bard Hero card should have better said that the starting Defend Dice of the Bard is 3, however they are reduced to 2 dice if wearing metallic armor or carrying a Shield.
-
Warlock spells: Warlock is supposed to count as Wizard hero in terms of which weapons, artifacts and equipment they can use but, what about the spells? Can the warlock cast more than the 3 spells from her deck up to 9 as the Wizard? -
Probably, the answer is NOT if character card content is strictly followed, but there is no clear explanation and 'Wizard' mention in the character card could be confusing. -> Fortunatelly, Hasbro has already officially confirmed that this interpretation is correct as shown
here and
here. Therefore, the Warlock Hero can only cast the three spells from the Warlock Spells deck.
Druid Spell Cards deck:- Shapeshift: It is not clear in the card text if the spell gives to the Druid 1 extra die in Defence or the spell forces the Druid to defend with just 1 die, but fortunatelly Hasbro confirmed through its official 'Zargon' Twitter account (see twit
here) that the Spell gives the Druid 1 extra Attack die AND 1 extra Defend die. Moreover, Hasbro has also confirmed through (see twit
here) that the benefits gotten from Druid's Shapeshift Spell may be added to the Druid stats also considering the equipment she owns at that moment.
Warlock Spell Cards deck:- Demonform: Does this spell also allow rolling 1 extra Attack Die when using the Wand to attack? -
The answer is Yes. -> Fortunatelly, Hasbro has already officially confirmed it as shown
here.
Equipment Cards deck:- Wand: Some players reported that 125 gold coins is a so cheap price for the Wand considering its power, even noticing it may be only used by the Warlock.
- However, according to later retail version of this quest pack it seems that Hasbro considers correct the price of 125 gold coins for the Wand.Prophecy of Telor questbook (ref. "F3649"):- Page 2:
Potion of Healing and
Potion of Magic cards are shown in this page but there is not any physical card included for those potions as for the rest of Alchemist Shop's items.
- Corrected in later retail version of this quest pack where dedicated cards were included.- Page 2: The name of
Potion of Healing could make confusion with other potions of same name, like the one included in the GS Treasure deck, so it should have been named differently.
- Corrected in later retail version of this quest pack where were listed two different potions (Potion of Lesser healing per 200 gold coins and Potion of Healing per 500 gold coins).- Page 2:
Potion of Healing cost of 200 gold coins apparently looks too cheap compared with the gold price of potions from Mage of the Mirror expansion Alchemist's Shop. -
HispaZargon suggested on this post that Potion of Healing price should had been 350 gold coins instead of 200. - According to later retail version of this quest pack it seems that Hasbro considers correct the price of 200 gold coins for this potion, so no errata officially exists. However the name of the potion has been changed there to 'Potion of Lesser Healing'.- Page 2:
Potion of Magic cost of 400 gold coins apparently looks too cheap compared with the gold price of potions from Mage of the Mirror expansion Alchemist's Shop. -
HispaZargon suggested on this post that Potion of Magic price should had been 450 gold coins instead of 400 AND the potion's power should be limited to regain just one spell, instead of three. - According to later retail version of this quest pack it seems that Hasbro considers correct the rules and price of 400 gold coins for this potion, so no errata officially exists.- Page 4: Minor misprint in word "Scorcerer" at parchment text, it should had been written "Sorcerer".
- Spelling corrected in later retail version of this quest pack.- Page 6: Alone chest shown in room at right hand side of the map has no dedicated description in page 7 and it has a spear trap next to it. -
It seems to be an absurd room design since without any note the Heroes will never search the chest, moreover, if a note "this chest is empty" was writen for this chest, probably they will never go adjacent to chest because it is not required according to the rules and the trap probably would be never activated. - Fortunately Hasbro has officially confirmed
here that if there's not a note about special treasure, you'll pull a treasure card just like any other room. Moreover, the chest was replaced by a bookcase in the later retail version of this quest pack.
- Page 8: There seems to be a wayward arrow pointing down at the bottom of the page that should not exist.
- Arrow removed in later retail version of this quest pack.- Page 9: Text indicates that
Rod of Telekinesis must be taken from
Equipment cards in the Armory instead from
Artifacts deck, which is the correct one.
- Corrected in later retail version of this quest pack where it is said that the Rod is an artifact.- Page 12: The room with letter D cannot be accessed in any way.
- Fortunately Hasbro has officially confirmed here to Eudoxio that there is a missing door which should be placed in the map between rooms C and D, south of the fireplace. Moreover, the later retail version of this quest pack also includes such correction by showing the missing door in the map.- Page 18: Talisman bearer rules in this page do not clearly explain if Mind Points gained by bearer due to Melar/Talisman effects through the missions can permanently increase the basic number of Mind Points or not until the Melar spirit leaves the Talisman in quest #10.
- According to quest note G in page 27 "...and returns their Mind Points to normal.", it seems the basic number of Mind Points can be altered by Melar/Talisman effects through the questpack, but unfortunately this clarification was not earlier explained in page 18. However the later retail version of this quest pack does not still clarify it so maybe it should be assumed that "normal Mind Points" means "starting or basic number of Mind Points", including the extra Mind Point given by the Talisman in regular situations. Nevertheless, a confirmation from Hasbro about this rule would be appreciated.- Page 18: It is indicated that heroes may visit the Armoury but it is not said they may also visit the Alchemist's Shop.
- Corrected in later retail version of this quest pack, where it is also indicated the Alchemist's Shop.- Page 19: The name of "Archives at Andinus" is probably incorrect since later pages 21 & 23 call them as "Archives at
Arborenis", so probably "Arborenis" is the correct name for the archives.
- This correction has been confirmed in the later retail version of this quest pack.- Page 22: Letter A symbol for Note A of page 23 is not shown in the map. -
According to the later retail version of this quest pack, letter A symbol should have be shown in the central room of the map.- Page 23: Texts written in parchment, Note A and Note G seem to be incoherent. - Their content do not fit well together, since it has no sense. If the vial is broken in room A, is guessed that it cannot be used again because once it breaks, may be assumed that it breaks forever since it is made of crystal, so the vial could not be used again in room G to summon Telor, in contrast to what is explained in the parchment the players must do. However, suprisingly, without using any vial in room G, Telor's spirit is summoned anyway. - There are several discussions in this thread about how this plot flaw could be fixed or interpreted (starting post here), however an official feedback about this from Hasbro would be appreciated. Unfortunately the later retail version of this questpack does not seem to clarify it either.- Page 25, Note C: For coherency with the rest of the text, the first sentence should have also included the following words in bold: "...only be accessed by a hero or monster moving on the stairs
or jumping down from the gallery."
- Unfortunately the later retail version of this questpack does not seem to add any similar clarification either.- Page 25: According to the quest notes, it is not clear if the staiway tile can be used to access to the next quest since the beginning of current quest.- HispaZargon explained in this post that probably the intention of the quest designer was only allowing the access to the lower level after summoning the monsters in room C. Before that moment, the stairway may only be used to access room C from the gallery, but to nowhere else. - Unfortunately the later retail version of this questpack does not seem to clarify it either.- Page 28: Letter F symbol for Note F of page 29 is not shown in the map. -
Lestodante suggested here that letter F should have not existed since its text seems to be just a continuation of Note E text, but confirmation from Hasbro would be very useful - Corrected in later retail version of this quest pack where letter G has been replaced with a letter F in the map and G section in the notes is now identified as F.- Page 29: Misprint found in parchment text: "...dungeons below Turrek Tor". Correct text would had been "...dungeons below
Turekk Tor", according to pages 9, 11 & 13.
- Spelling corrected in later retail version of this quest pack.- Page 33: Note E sentence "If water of healing is cast on any monster during Zargon's turn, they are hit. You may only call out one number to save them!" has no sense as written since players cannot make any action during Zargon's turn.
- The correct sentence should had been the following one: "If water of healing is cast on any monster, they are hit, but during Zargon's turn, you may only call out one number to save them!". The corrected sentence represents that casting water of healing makes easier to defeat the monsters that embraced Zargon's Flame, as already suggested in parchment, since it would reduce to 1/6 the succesful defence probability of the monster, instead of standard 1/3. Otherwise the last sentence "You may only call..." would not have had any sense as written there. - Fortunately, the text has been moved to a new, standalone "Zargon's Flame" section in later retail version of this quest pack, which does not say anything about casting water of healing "during Zargon's turn".- Page 35: The Artifact Reference on this page could be confusing since some Artifacts could be listed but not used, while others are found in the quest book but could not be in the Artifact Reference since it only has room for 10 items. More details provided by
Kurgan in this
post.
- The later retail version of this quest pack only shows four spell scroll cards ('Lightning Bolt', 'Water of Healing', 'Heal Body' and 'Rock Skin'). It also references some artifacts and tells you to find their cards in the "HeroQuest Game System" box.- Page 35: In Quest #11, Note G, the heroes find a
Lightning Bolt Spell Scroll, however, there is no any dedicated card shown in this page for such magical item. Moreover, it does not exist any physical card for
Lightning Bolt Spell Scroll, therefore the rules for this scroll may be unknown. -
Of course, the rules for this spell scroll are the ones shown in page 27 of The Crypt of the Perpetual Darkness questbook but that is not the correct place for Telor's questpack. - Corrected in later retail version of this quest pack where a dedicated card was included. This page was also corrected including the rules for this card too.- Page 35: In Quest #13, Note D, the heroes find a
Water of Healing Spell Scroll, however, there is no any dedicated card shown in this page for such magical item. Moreover, it does not exist any physical card for
Water of Healing Spell Scroll. -
Of course, the rules for this spell scroll should be the same as per Water of Healing Water Spell card - Corrected in later retail version of this quest pack where a dedicated card was included. This page was also corrected including the rules for this card too.Spirit Queen's Torment questbook (ref. "F3649"):- Page 4: The section "Controlling Allies" does not clarify if the orc-allies defend with
Black Shields as the rest of regular enemies or with
White Shields since they may be considered as heroes. -
In the later retail version of this quest pack Hasbro did not added extra clarifications about this topic so it seems that Allies may defend like any other Hero, with rolling White Shields.- Page 6: Squares of non-used upper corridors in the map should had been coloured in
shadows' dark grey.
- Correction included in later retail version of this quest pack.- Page 8: It seems a double rock tile is missing in the upper double corridor, near the central room, like in the lower double corridor. It makes no sense allowing the heroes to access the rest of the map corridors since they cannot go anywhere, so such blocking double tile may be necessary.
- Correction confirmed and included in later retail version of this quest pack.- Page 8: Squares of all the non-used rooms in the map should had been coloured in
shadows' dark grey.
- Maybe the previously mentioned missing double rock tile explains why all the shadow areas of this quest map are not correctly coloured. - Correction confirmed and included in later retail version of this quest pack.- Page 10: Squares of non-used left corridor in the map should had been coloured in
shadows' dark grey.
- Correction included in later retail version of this quest pack.- Page 12: The two chests marked with letter C should had been coloured in orange since they contain traps.
- Correction included in later retail version of this quest pack.- Page 13, Note B: The rules about the three potions has no sense as they are written as explained
here by
Eudoxio. To clarify how to proceed with the potions, probably sentence
"Shield: weak potion of healing,..." should had been written as
"White Shield: weak potion of healing,..." and sentence "Any other result is poison, lose 1 Body Point." should had been written as
"Black Shield: poison, lose 1 Body Point,..." - Correction included in later retail version of this quest pack where the note clearly indicates the results based on white shield, skull, or black shield.- Page 14: There is a missing door in upper right corner room.
Teos Abadia, the questbook's author provided in this
link the correct location for this door (picture
here).
- Correction confirmed and included in later retail version of this quest pack.- Page 14: Room left of the upper double corridor has an additional double blocked square - should be single blocked squares only - as the main game has only 2 (needed for the center double corridor).
- Correction confirmed and included in later retail version of this quest pack.- Page 16: The three chests marked B should had been coloured in orange because they contain traps.
- Correction included in later retail version of this quest pack.- Page 18: Blocked Square in bottom left can be removed, it is not necessary as it is already a blocked off (and should be grey) hallway.
- Correction included in later retail version of this quest pack.- Page 18: Squares of non-used left and upper corridors in the map should had been coloured in
shadows' dark grey.
- Correction included in later retail version of this quest pack.- Page 18: The mummy in room B should had been also coloured in orange following earlier precedents in this quest book, for the sake of consistency.
Teos Abadia, the questbook's author kindly confirmed it in this
Ye Olde Inn's
post.
- Correction included in later retail version of this quest pack.- Page 20: There is a missing double blocked square in lower double corridor - hallway is shaded but not blocked off.
- Correction included in later retail version of this quest pack.- Page 20: There is a missing stone block icon to block shaded corridor at the lower right corner of the map.
- Correction included in later retail version of this quest pack.- Page 22: Squares of non-used upper corridor in the map should had been coloured in
shadows' dark grey.
- Correction included in later retail version of this quest pack.- Page 23, Note B: The Heroes can find in the weapons rack a
spear, however the Game System Equipment cards deck does not include any Spear card so its rules are unknown.
The rules for the spear should be the same ones as in classic european version of the game (2 Attack Dice, Diagonal and Throwing Attacks allowed) and they should had been written in Note B or included as an Equipment card at the end of the questbook, even in the Game System box. As explained here, the spear weapon cost should be 300 gold coins. Teos Abadia, the questbook's author did not disagree with the solution approach said here (see her
Ye Olde Inn's post
here).
- Nevertheless, in the quest notes of later retail version of this questbook the Spear found by the Heroes is replaced by a Crossbow.- Page 24: The two secret doors are coloured in orange but they should not since they do not contain traps.
- Correction included in later retail version of this quest pack.- Page 28: The two secret doors are coloured in orange but they should not since they do not contain traps.
- Correction included in later retail version of this quest pack.- Page 30: Non-used squares of upper-right corner room in the map should had been coloured in
shadows' dark grey.
- Correction included in later retail version of this quest pack.- Page 32: There is a missing door in center room.
Teos Abadia, the questbook's author kindly confirmed in this
Ye Olde Inn's
post the correct location for this door.
- Correction included in later retail version of this quest pack.- Page 35: The Artifact Reference on this page could be confusing since some Artifacts could be listed but not used, while others are found in the quest book but could not be in the Artifact Reference since it only has room for 10 items. More details provided by
Kurgan in this
post.
- The later retail version of this quest pack only shows six artifact cards ('Spell Scroll Courage', 'Spell Scroll Fire of Wrath', 'Spell Scroll Tempest', 'Dust of Disapearance', 'Anti-Poisson Quill' and 'Rabbit Boots'). It also references some artifacts and tells you to find their cards in the "HeroQuest Game System" box.The Crypt of Perpetual Darkness questbook (ref. "F3649"):- Page 9: Vander stats are missing. This character is supposed to be an elf but it is not clear if he has the same stats as the Elf hero or must have other ones. - If Vander had the same stats as the Elf hero, he should need at least a Short sword to be able to have such stats. Another approach would be consider Vander rules the same as prisoner Sir Ragnar from Game System questbook as Eudoxio pointed here. An official feedback about this from Hasbro would be appreciated.- Page 10: Chest in the room connected to note B has no dedicated description in any map Note. - Fortunately Hasbro has officially confirmed that if there's not a note about special treasure, you'll pull a treasure card just like any other room (see
here).
- Page 11: The swamp hag knows the Escape spell, which allows the spellcaster to escape to a previously designated place on the quest map. However, there is no such designated place on the map. - One good option could be defining such place in the room with the stairs as suggested here but it is just a speculation. An official feedback about this from Hasbro would be appreciated.- Page 11, Note A:
MightySlayer720 pointed
here that sentence
"Zombies crawl out of the secret passage revealed by the new moon's light!" should had been better included on Note B since Zombies and secret door are there. Maybe it is not an errata but official confirmation from Hasbro about this would be appreciated.
- Page 12: The top and bottom chests marked C should had been coloured in orange because they contain traps.
- Page 13: Note B says this about the two spell scrolls found by Heroes: "Randomly determine which scrolls they receive from the available spell scrolls", however, full spell scrolls cards deck for this questpack is unknown since it is not defined anywhere. -
In page 27 of this questpack are only shown two spell scroll cards which could be enough but in such case a "random" selection has o sense since there are only two different cards and the heroes find just two. Most probable, the questpack is refering to a full deck including all the spell scroll cards included in the other two Mythic Tier questpacks and probably also including KK and ROTWL expansions ones, but again, it is not explained anywhere so a clarification from Hasbro of what cards are they refering to in Note B would be welcome.- Page 14: Chest in a room on the left side (with the Abomination and the Bookcase) has no dedicated description in any map Note. - Fortunately Hasbro has officially confirmed that if there's not a note about special treasure, you'll pull a treasure card just like any other room (see
here).
- Page 14: The map shows areas at fireplace and alchemist bech coloured in orange. This colour is only used in the rest of official maps to identify traps and in this case they are not. -
They should have not been coloured to avoid confusion.- Page 15: The goblin queen Buubhealxea knows the Escape spell, which allows the spellcaster to escape to a previously designated place on the quest map. However, there is no such designated place on the map. - Probably the designated square may be the one identified with an "X" like in Balur's quest of basic Game System but there is not any explanation about it in Note X text.- Page 17, Note C: It is not explained what type of Potion of Healing find the Heroes - Maybe we should assume the one they found is the same as the ones from the Treasure deck of Game System because this questbook does not describe any Potion of Healing in the Alchemist's Shop page. A clarification from Hasbro about this topic would be great.- Page 21, Note F: It is said that the chair must be slided down to reveal the secret passage, however there is no room in the quest map to slide down the Throne model because it would 'hit' a wall. - The easiest and better solution for this is just removing the throne from the board.
- Page 25, Note A: Same errata as on page 17 Note C, it is not explained what type of Potions of Healing find the Heroes. - A clarification from Hasbro about this topic would be great.- Page 25: In Magical Darkness in Venin's Lair rules description, the correct text should have been "-1 the second time they attack" instead of "-2 the second time they attack" - Heroes who cannot see in magical darkness should have -1 attack dice the second time they attack instead of -2 since otherwise the text has no sense as it is written. If first and second times dice reduction had been -2, it should have been explained in a single sentence, not two. Additionally, I guess that heroes' eyes adaptation to darkness should be gradual so, an intermediate reduction of only 1 dice instead of 2 may have more sense. An official feedback about this from Hasbro would be appreciated.- Page 27: The Artifact Reference on this page could be confusing since some Artifacts could be listed but not used, while others are found in the quest book but could not be in the Artifact Reference since it only has room for 10 items. More details provided by
Kurgan in this
post.
- Page 27: A
Lightning Bolt Spell Scroll card is shown in this page but there is not any physical card included in the Mythic Tier box nor Game System box for Lightning Bolt Spell Scroll as for the rest of Spell Scrolls.
- Page 27: The
Lightning Bolt Spell Scroll description does not say it crumbles to dust after use like the rest of spell scrolls, implying it can be used again and again, clearly an oversight.
PROPHECY OF TELOR EXPANSION (RETAIL) box content:Extra Character Warlock:- No clear rules or guidelines are provided anywhere about how this new character should be introduced in play. Only minor notes are written in its Character Card which seems to be insufficient.-
Warlock spells: Warlock is supposed to count as Wizard hero in terms of which weapons, artifacts and equipment they can use but, what about the spells? Can the warlock cast more than the 3 spells from her deck up to 9 as the Wizard? -
Probably, the answer is NOT if character card content is strictly followed, but there is no clear explanation and 'Wizard' mention in the character card could be confusing. -> Fortunatelly, Hasbro has already officially confirmed that this interpretation is correct as shown
here and
here. Therefore, the Warlock Hero can only cast the three spells from the Warlock Spells deck.
Warlock Spell Cards deck:- Demonform: Does this spell also allow rolling 1 extra Attack Die when using the Wand to attack? -
The answer is Yes. -> Fortunatelly, Hasbro has already officially confirmed it as shown
here.
Prophecy of Telor questbook (ref. "G0052"):- Page 6: The quest map shows three Bookcases by mistake since there are only two models included in the Game System box.
- Due to the Cupboard shown in the quest map is mentioned in text of quest note C, HispaZargon suggests to replace the alone Bookcase by a Fireplace model to get the same effect without running out of any furniture models.- Page 18: Talisman bearer rules in this page do not clearly explain if Mind Points gained by bearer due to Melar/Talisman effects through the missions can permanently increase the basic number of Mind Points or not until the Melar spirit leaves the Talisman in quest #10.
- According to quest note G in page 27 "...and returns their Mind Points to normal.", it seems the basic number of Mind Points can be altered by Melar/Talisman effects through the questpack, but unfortunately this clarification was not earlier explained in page 18. HispaZargon suggests that maybe it should be assumed that "normal Mind Points" means "starting or basic number of Mind Points", including the extra Mind Point given by the Talisman in regular situations. Nevertheless, a confirmation from Hasbro about this rule would be appreciated.- Page 23: Texts written in parchment, Note A and Note G seem to be incoherent. - Their content do not fit well together, since it has no sense. If the vial is broken in room A, is guessed that it cannot be used again because once it breaks, may be assumed that it breaks forever since it is made of crystal, so the vial could not be used again in room G to summon Telor, in contrast to what is explained in the parchment the players must do. However, suprisingly, without using any vial in room G, Telor's spirit is summoned anyway. - There are several discussions in this thread about how this plot flaw could be fixed or interpreted (starting post here), however an official feedback about this from Hasbro would be appreciated..- Page 24: The map shows three Bookcase icons by mistake because only two Bookcase models were included in Game System box.
- Upper right icon should have been a Cupboard one according to Mythic Tier version of this questbook.- Page 25, Note C: For coherency with the rest of the text, the first sentence should have also included the following words in bold: "...only be accessed by a hero or monster moving on the stairs
or jumping down from the gallery."
- Page 25: According to the quest notes, it is not clear if the staiway tile can be used to access to the next quest since the beginning of current quest.- HispaZargon explained in this post that probably the intention of the quest designer was only allowing the access to the lower level after summoning the monsters in room C. Before that moment, the stairway may only be used to access room C from the gallery, but to nowhere else.- Page 25, Note D: It is not clarified by mistake which room of the map goes to the Arena of Misildia.
- According to the Mythic Tier version of this questbook, the correct sentence should have been "Go beneath the altar room to the Arena of Misildia".- Page 27, Note G: Sentence "No spells, artifacts, or equipment may be used in the arena." makes no sense because it suggests that the Heroes must fight completely unarmed inside the Arena, however no rules for unarmed fighting are supplied (like we see in the base game quest 6) and it doesn’t make sense for the lore/story of the Arena. The Arena is supposed to make magic inert, not steal your weapons. Then the sentence looks incorrect as written.
- According to the Mythic Tier version of this questbook, the correct sentence should have been "No spells, magic weapons, armor, or equipment may be used in the arena.".- Page 32: Room marked D shows the Alchemist's Bench back to front, as in the front of the table is facing the wall, however the table should be placed onto the board rotated 180º as shown in the Mythic Tier version of this questbook.
SPIRIT QUEEN'S TORMENT EXPANSION (RETAIL) box content:Extra Character Bard:-
Bard special ability: Is the extra defence die for the Bard already counted in the 2 Defence Dice written in the character card or may be added another extra die? -
There is a lot of discussion about this topic because the wording of the Hero card suggests that the Bard can only gain the special benefit of 1 extra Defend die if ONLY wearing a non-metal armor (Bracers) without Shield. This limits a lot how useful is this special ability for the Bard if we check the gold prices of armors and Shield, so probably it is a wording errata of the card and the extra die can be added to the 2 basic Defend dice, making a total of 3 starting defense dice since the Bard starts without any armor/Shield. -> Fortunatelly, Hasbro has already officially confirmed that this interpretation is correct as explained
here. Therefore, the Bard Hero card should have better said that the starting Defend Dice of the Bard is 3, however they are reduced to 2 dice if wearing metallic armor or carrying a Shield.
Spirit Queen's Torment questbook (ref. "G0053"):No errata reported. (related check in post
here)
MINI-EXPANSION - 'COMMANDER OF THE GUARDIAN KNIGHTS' box content:Equipment Cards deck:- The art of Equipment cards back is zoomed compared with same cards deck from Game System box.
- Fortunately, this aesthetical deviation should not affect to regular gamming experience.MINI-EXPANSION - 'THE ROGUE HEIR OF ELETHORN' box content:Extra Character Rogue:- Bandolier: It is not clear if the Rogue Hero also starts owning a Bandolier or only owning a Dagger. Additionally, it is not explained anywhere if Ice Gremlin monsters from Frozen Horror expansion can steal this item.
- Fortunately, Hasbro officials have confirmed that the Rogue starts with a Bandolier and it can be stolen by Ice Gremlins, as shown here.Rogue Skill Cards deck:- Opportunistic Striker: It is unclear if the Rogue can add the extra attack die when performing a ranged attack to the monster.
- Fortunatelly, Hasbro officials have confirmed that this skill may be also used if performing a ranged attack (more info here).- Opportunistic Striker: It is unclear if the Rogue requires a Bandolier or one extra Dagger to use this Skill because he/she gains 1 extra attack die without performing any additional attack like in card "Ambidextrous", but the card art shows a Rogue wearing a Badolier AND throwing 2 Daggers.
- Fortunatelly, Hasbro officials have confirmed that this skill may be used without owning a Bandolier or an extra Dagger (more info here).- Opportunistic Striker: It is unclear if being "next to another Hero" also includes being diagonally adjacent to the attacked monster, or just adjacent to it.
- Fortunatelly, Hasbro officials have confirmed that card text "next to another Hero" just means "adjacent to another Hero", not diagonally adjacent (more info here).- Ambidextrous: The text looks incomplete because it assumes the Rogue will always own a Bandolier to have an extra Dagger available, however could be situations when the Rogue has not any Bandolier, nor an extra Dagger to perform the second attack.
- Fortunatelly, Hasbro officials have confirmed that this skill may be used just owning one weapon, without Bandolier nor any extra Dagger. It is assumed the two attacks are performed with the same weapon (like Orc's Bane artifact) (more info here).MINI-EXPANSION - 'PATH OF THE WANDERING MONK' box content:Extra Character Monk:- Unarmed Attacks: The Hero card of the Female Monk should have also shown an asterisk " * " in the Attack stat like the male monk's Hero card. Moreover, Hasbro has officially confirmed that Monk Heroes (Male and Female) starts unarmed, so he/she starts rolling 2 Attack Dice instead of 1 as stated in their card. More information
here.
Elemental Style Cards deck:- Elemental Styles: According to Hasbro officials (see
here), once per turn, the Monk player can choose one technique to activate. After using such technique, that Elemental Style is exhausted. If there are no monsters in your line of sight at the start of your turn, recover all exhausted Elemental Styles. Additionally, Hasbro confirmed (see
here) that you must use any style in the same turn it is activated, you may not bank powers using the Monk. And also confirmed (see
here) that the Monk is not obligated to activate a style on their turn.
- Twisting Torrent: According to Hasbro officials (see
here), once per turn, most of the Monk’s techniques are usable only on their turn but Twisting Torrent can be activated on a monster’s turn because the ability specifically allows you to, “Activate this technique when you take damage”. For example, on the monk’s turn they could activate Speak with Stone to search for secret doors and traps as one action. Later on a monster’s turn, that same Monk could use Twisting Torrent to defend against an attack. Once per turn is the key here - If a future product introduced a potion to recover a style, you still couldn’t use it twice on the monks turn.