Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
SirRick wrote:Overall this quest book was difficult and not fun at all. Each quest was a chore that took hours to complete.

Kurgan wrote:9) "Blind" Trap Jumping mechanic introduced. In the game system rules, jumping traps require that the location of a trap be first discovered by searching (or else known in the case of a visible sprung Pit Trap tile). A proposed rule in the draft stage was that a Hero (or Merc ally) could simply choose to jump a specific square. Only if they failed (rolled a Skull on 1 combat die) and landed on the square they were attempting to Jump would Zargon be required to reveal if there was a trap there, and the consequences. This would give Heroes a chance against "trap on the opposite side of an open door" incidences, especially Stalactite Traps that do instant unblockable damage, and Wandering Monster Traps which are otherwise undetectable. It would be sheer luck and guesswork on the part of the heroes and still has a chance to fail of course. Only downside is that paranoid players could be jumping the square every time, but since they can only jump one square, they will still guess wrongly and fall into some traps most likely or get lazy and caught off guard later. I notice that there are several instances of TWO squares in a row being trapped, not just the one in the doorway so it's as if they designed the quests with this mechanic in mind and forgot that they hadn't actually typed it into the quest book's rule clarification notes!
p. 18 of the Instruction Booklet wrote:Once a trap is discovered, you may be able to JUMP the trap, or on your next turn, DISARM it.
Mike Gray in his letter to the authors of the NA expansions wrote:Can a Hero jump a space before it is found? Yes.










Parzival wrote:In honor of the local Snowmaggedon ‘26 (Middle Tennessee), I decided to try The Frozen Horror solo vs. the HeroQuest Companion App.
And for the first time ever, I LOST! Granted, it’s a solo quest for the Barbarian, and I started him out with no equipment. But even after finding both a Potion of Warmth and a Potion of Healing, and picking up a, uhm, “helpful” weapon (no spoilers!), I died at the hands of an Ice Gremlin (and an unpainted Ice Gremlin). And this was *after* I used my potions to recover from a Yeti attack. I was trying to make a run for the probable location of the exit door when the gremlin showed up… scratch one over-confident Barbarian— that thing was FAST. It was my mistake to go toe-to-toe with the Yeti rather than try to out run it (though I’m not sure I could have pulled that off anyway.)
Somewhere in the north there’s the frozen corpse of a Barbarian whose last thoughts were of the warm lands down south…
So, I gotta run that one again. But now I’m a bit forewarned, and can avoid some of the denizens (which admittedly isn’t really fair). At this point I guess it’s just a case of seeing what the quest is like before I run it for others.
Sipping my tea and consoling my ego…
(What a great game.)

wallydubbs wrote:Parzival wrote:In honor of the local Snowmaggedon ‘26 (Middle Tennessee), I decided to try The Frozen Horror solo vs. the HeroQuest Companion App.
And for the first time ever, I LOST! Granted, it’s a solo quest for the Barbarian, and I started him out with no equipment. But even after finding both a Potion of Warmth and a Potion of Healing, and picking up a, uhm, “helpful” weapon (no spoilers!), I died at the hands of an Ice Gremlin (and an unpainted Ice Gremlin). And this was *after* I used my potions to recover from a Yeti attack. I was trying to make a run for the probable location of the exit door when the gremlin showed up… scratch one over-confident Barbarian— that thing was FAST. It was my mistake to go toe-to-toe with the Yeti rather than try to out run it (though I’m not sure I could have pulled that off anyway.)
Somewhere in the north there’s the frozen corpse of a Barbarian whose last thoughts were of the warm lands down south…
So, I gotta run that one again. But now I’m a bit forewarned, and can avoid some of the denizens (which admittedly isn’t really fair). At this point I guess it’s just a case of seeing what the quest is like before I run it for others.
Sipping my tea and consoling my ego…
(What a great game.)
Yeah Frozen Horror is broken due to the fact that it was never playtested twice. It was rushed out back in 1992 to make room for the merge between Parker Brothers & Milton Bradley.
In the 2nd iteration of the game they never bothered to listen to the fan base that something was inherently wrong with Frozen Horror, so they just remade it with no effort to fix it.
Look at Wizards of Morcar and compare that to the original, they definitely fixed it up to the point where it's easy enough that you don't even need Mercenaries.




Users browsing this forum: No registered users and 1 guest