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HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Goblin-King » December 31st, 2021, 7:11 am

Just discovered this topic so skimmed through all 18 pages... Wow wow wow! Amazing!

Does any cover sketches exist for either of the two quest packs?
Has the female wizard 4 up ever been found? I recall reading it's existence had been confirmed.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby lestodante » December 31st, 2021, 9:01 am

Goblin-King wrote:Does any cover sketches exist for either of the two quest packs?
Has the female wizard 4 up ever been found? I recall reading it's existence had been confirmed.


There are no sketches of te cover artwork, at least not in the documents from the reviewer. It is possible Mike Gray have some as many parts were already been commisioned to painter or dedsigner, but the reviewer and the designer were using proxies while developing the pack.
The female wizard exists, it is confirmed to be the one from the sketch on Toco's page but there are still no pictures available (sadly, the owner passed away one year ago so maybe someone of his familiar may still have). :(


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Daedalus » December 31st, 2021, 9:49 am

Rodney Phelps, aka Skyknight, had reported that the wife of one of the Hasbro management had claimed the 4-ups of the prototype female Wizard and the Yeti. If I recall correctly, Skyknight had intended to get pictures, but apparently that hasn't happened yet.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby j_dean80 » December 31st, 2021, 11:21 am

So from the latest content email from Luca, I see the designer of the Barbarian Pack was not very creative. It seems he used basically all of the “suggestions” when he designed the Pack.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Kurgan » December 31st, 2021, 2:34 pm

At least we have a sketch of the female Wizard. She reminds me a bit of the (male) Dragon Strike Wizard.

So it sounds like the four "character" quest packs were going to be pretty cookie cutter like each other, which makes it much easier to guess their intentions for the lost/unfinished parts. The errors that crept in were probably due to time constraints and lack of thorough testing as long suspected.

I saw a note where they are discussing the fact that you do NOT have to stand next to a treasure chest to search it for treasure, calling it a "glitch" (I disagree, call it a "loophole" if you like), meaning surrounding a treasure chest with trap tiles won't work to prevent it being safely searched. Their suggestion was to put a monster adjacent to the chest (while both are surrounded by trap tiles) meaning the Hero will have to kill the monster first to find the traps... but they realized a crossbow could negate this "trick." To me they were overthinking it... all they had to do was put the trap ON the treasure chest, like always. If the heroes are smart and detect and disarm it before treasure searching, oh well. That they actually thought of changing the rules to make it so you had to stand next to a chest to open it is interesting, as the only version of the game with that rule is the Japanese edition.

A few rule clarifications (some of these didn't make it into the text of the released books) that they were also discussing are things we already knew, that each room can be searched four times, one by each hero... that you can only search the corridor you're in for traps and then only detect traps you can "see." Also that undiscovered traps can be jumped (presumably they meant unsprung, because how would you know to jump something if some hero hadn't detected it yet? I guess say the Wizard found it, the Barbarian could jump it, meaning any hero discovers it for everyone). Passing items must be done with adjacent figures and monsters can pass through other monsters, and furniture can only be moved if specified in the quest notes.

The designers of the new quests are aware of the fact that Zargon doesn't have much to do without monsters on the board, but they don't seem yet aware of the utility of an "evil wizard threat deck." One person had an idea of making a wandering monster appear when someone rolls doubles on the movement dice.

Someone makes a complaint about MB's die-cutting "accuracy."


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby j_dean80 » December 31st, 2021, 3:12 pm

Kurgan wrote: Also that undiscovered traps can be jumped (presumably they meant unsprung, because how would you know to jump something if some hero hadn't detected it yet?


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby SirRick » December 31st, 2021, 3:29 pm

Back in my early days with this game, I was about to enter a room containing the boss of a quest. I loaded up my barbarian with a heroic brew and a bunch of strength potions, and when charging through the door he immediately fell into a pit.

Since that time I often jump over the first space inside a room just in case. It seems the designers were at least aware that players might do this. It's really quite interesting.

I'm not sure why they wouldn't just trap the treasure chest in question. Maybe they were so fixated on thinking a certain way that they missed the obvious solution.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Kurgan » December 31st, 2021, 5:36 pm

Yeah could be.

So I guess there is no harm in the Hero saying "jumping the trap" and pointing to a safe (known to Zargon) square and attempting to jump it. If he fails "there was no trap there." Otherwise it could be a trick to get Zargon to reveal a trap without searching (and I agree with those who say it is up the heroes, not Zargon, to remember where the squares were after he reveals the "suspicious" square on a search). But jumping is considered part of movement, not an action, right?


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby SirRick » December 31st, 2021, 8:11 pm

Yeah, the instructions say you can jump a trap if you have at least two spaces of movement left.

Only traps are mentioned in the instructions, but it seems like the developers expected people to jump spaces for some reason or another, from what I've been reading here.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby RealCato » January 1st, 2022, 2:16 pm

Just managed to read through all 19 pages and I can only echo that I'm really excited for the new materials.

In the last months I have been working on my own set of cards based on Sjeng's work and the work of others. I started this because I wanted to have a full set of EU + US + JP cards. One thing led to another, and now I have 100's of cards sitting in Photoshop waiting to be translated so I can start introducing the kids to HQ. I am now using this experience to try and bring to life the cards for the Sorasil expansion, so working with Anderas etc. to get this out in parallel as well.
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