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HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

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HeroQuest lost Quest Packs: Wizard and Dwarf Quest Packs

Postby lestodante » January 3rd, 2022, 5:17 pm

That is not messy, you have a set of 4 elemental spells as in the basic game. The Wizard choses 3 sets and the Elf 1 set (according to the same order as in the basic game).
Then you pick up only 3 cards from the chosen sets.
With the Dwarf Quest Pack they added 2 more spells for each set of Elemental spells. So when you chose the set you must still pick up only 3 cards for each set but from a range of 8 cards.
Hope I explained this properly.


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

Postby Kurgan » January 3rd, 2022, 5:18 pm

Avatar: the Last Airbender wouldn't come out for over a decade after these packs were in the works. I just wanted to throw that out there. ;)


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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Packs

Postby Pancho » January 3rd, 2022, 5:44 pm

lestodante wrote:That is not messy, you have a set of 4 elemental spells as in the basic game. The Wizard choses 3 sets and the Elf 1 set (according to the same order as in the basic game).
Then you pick up only 3 cards from the chosen sets.
With the Dwarf Quest Pack they added 2 more spells for each set of Elemental spells. So when you chose the set you must still pick up only 3 cards for each set but from a range of 8 cards.
Hope I explained this properly.

Maybe messy wasn’t the right word. More time consuming perhaps? In MOTM the Elf gets to choose 3 out of 8 spells from the Elf spell deck, which slows down set-up a little bit but it’s not too bad. But now the Wizard will have to do the same for three decks rather than just one like in MOTM. I can see it being a potential problem for some types of players.


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

Postby HispaZargon » January 3rd, 2022, 6:22 pm

I always thought the Elf was too lucky compared with the Wizard since the first was able to chose between 8 Elf-exclusive spells while Wizard could only take the basic game generic ones, which were also mostly available for the Elf... fortunately now that will change forever! They are really good news...


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

Postby Anderas » January 4th, 2022, 3:58 am

I m playing since years with 9 spells per group, randomly chosen. Works well for the Wizard, especially because you can give him more spells per group after a while, to let him catch up with the others.

Happy to see that these two packs walk more or less in the same direction.


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

Postby Jerry Hawthorne » January 4th, 2022, 4:05 pm

Kurgan wrote:Right click on the "IMAGE" placeholders. Then open up archive.org and copy and past the link there and go back to a date around the time the post was made, and they seem to appear. For example https://web.archive.org/web/20160615210047/http://www.toco.be/ahq/unreleased/TocoPresents_DonKueker_Sketch_HeroQuest.jpg

I'll fix 'em up... in order:

https://web.archive.org/web/20160811153843/http://www.toco.be/ahq/unreleased/TocoPresents_DonKueker_Minotaur_HeroQuest.jpg

https://web.archive.org/web/20160615073047/http://toco.be/ahq/unreleased/TocoPresents_DunDrag_Miniature.jpg

https://web.archive.org/web/20131208131051/http://www.toco.be/ahq/unreleased/TocoPresents_DonKueker_Skaven_HeroQuest.jpg

This one couldn't be retrieved: http://cf.geekdo-images.com/images/pic672534.jpg

Oops:
This explains why so many of the links broke:
Toco wrote: Jun 15, 2018
Update your bookmark, I changed my domain name to http://www.tocoking.be .


Look at the thread for context. Caution, that thread also contains some fan speculation. Hopefully the new info can dispel rumors and provide accurate info on what the designers were intending all those years ago before the projects were officially canned. How would they have finished up?


I can confirm the concept sketch of the rat man was made into a miniature and it looks just like the picture.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Kurgan » January 4th, 2022, 5:27 pm

It is true that the bigger the pile of cards in front of a player, the longer they may take to complete their turn, hence the game gets longer and can be more boring (especially for those waiting for their turn). The Wizard still has nine cards plus any additional artifacts or potions. It's probably a good upper limit to have there, despite how cool it would be to just have more spells (since they're all single use... though different artifacts impact that).


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

Postby BrodeSode » January 6th, 2022, 4:20 am

I'm very excited for this, if there's any way I can help or support the project please let me know.

Are the extra dwarf warriors in the dwarf quest pack supposed to be friendly or hostile? I might paint up some evil chorfs if they're bad guys.


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

Postby Kurgan » January 6th, 2022, 10:28 am

Welcome to the forums BrodeSode!


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HeroQuest lost Quest Packs: Wizard and Dwarf Quest Packs

Postby lestodante » January 6th, 2022, 8:24 pm

The WQP features the Fireburst Traps.
In this topic some of us already discussed how useless this kind of trap is.
In WoM the Fireburst trap was used in empty rooms only. In the WQP we find some rooms featuring a Fireburst Trap with monsters, sometimes there are even two Fireburst Traps in a room. I am sure they had in mind a revised version for this trap but nothing is stated on the drafts.
My solution is the following: a hero inside a room with a Fireburst Trap rolls a die; if a 1 (or a black shield) is rolled, the trap explodes damaging everyone inside the room, both Heroes and monsters. The dice test must be repeated by each hero inside the room at the start of their turn (or when entering the room) and on Zargon's turn. If monsters are left alone in the room with the trap it will not explode.
Another idea: if there are two traps, a double dice roll is required. And if one explodes, it also causes the second trap to explode, so the damage is doubled! :twisted:
More ideas: if the trap explodes it destroys all furnitures in the room and destroys the closed doors, so new monsters are activated from the adjacent rooms! :twisted:
A treasure hidden inside a damaged furniture will be lost (but not Artifacts)!


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