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Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Discuss Quests, Cards, Monsters etc, from the Barbarian Quest Pack: The Frozen Horror.

Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby Kurgan » April 7th, 2022, 6:56 pm

Making it its own dedicated thread, this will be of interest to those who are trying to play the legacy or classic (not sure if its truly classic, but within the classic era of HeroQuest anyway and full of potential!)... or the Remake edition which for all we know will include no changes at all (which would be a bad thing, since it needs work much like Mage of the Mirror which has its own list also!). Yes I did an open letter to Avalon Hill making the remake as well, but this is meant to be more comprehensive and ultimately constructive. I want this pack to be good and I think it can be so if we acknowledge the issues and then implement some easy fixes. Spoilers will follow.

First a list of issues then a list of fixes:

The main issues with BQP as printed in 1992:

1) quests one through three are intended not only for a "solo barbarian" and an 'unequipped' one at that, but even for a player brand new to hero quest. We know the "age 14 and up" is solely because of lack of safety testing ("pointy swords" as they would have said back in 1989) not because they don't intend 9 and 10 year olds to be able to face the challenge in this quests. Because of extreme difficulty like facing a YETI that can kill you with no recourse (if he does any damage, you get "hugged" and there is no mechanic to escape when you're alone, so you will die within four turns). A seasoned player who is fully equipped (4 attack/5 defense at least) has a chance to survive IF he doesn't run into the Yeti (the Elf player in his solo set isn't quite so lucky). The quest book explicitly says you don't get to hire mercenaries. A way to make this easier would be to allow you to rescue prisoners that serve the same function along the way (for instance in the default series an enemy crossbowman surrenders his weapon to you in exchange for his life and then runs away, why not have him fight by your side as a fully controllable character?). According to the rules of the original, despite there now being a new miniature for the "female barbarian" (with identical stats to the default male version) she CANNOT be used at the same time as the other barbarian as a hero in the same quest, so still four heroes max at a time (though the original six mercs would add another 12 body points to the group, now hiring 12 would add 24 body points which would be a big help making at least quests 4-10 more survivable). As before if a hero dies alone with no healing abilities to save him, he's out for good without the elixir of life and if no other hero or merc can claim his loot it is claimed by monsters and can't be recovered.

2) quests four through ten, while extremely difficult, at least ALLOW you to purchase mercenaries (assuming you have gold saved... and I guess in theory the "beginner" barbarian of quests 1-3 is now joining the "seasoned" Dwarf, Elf and Wizard who already have many more quests under their belt and potentially all the gold they haven't squandered from the GS and possibly KK or ROTWL but we can't assume they have any other expansions but this one). While the Heroes should be much better equipped by then, quests 9 and 10 are a "two parter" with no automatic healing and trips to the shops in between. IF the Barbarian survives these solo quests, he will have some good weapons and armor, for all the good they will do later on against the massive hordes you will face, far greater than any other quest pack. Increasing the gold rewards slightly (or stuffing those empty chests with some better loot) would go towards this goal of encouraging them to load up on mercs. Or buffing their abilities... or taking a hint from Wizards of Morcar and allowing the "retainer fee" for a surviving merc being at a discount. Wizards of Morcar also had a "potion of charm" that allowed the Heroes to implement a discount when hiring men-at-arms, that would be excellent here, and make it a Treasure deck card.

3) These mercs while useful in providing extra muscle (and the scouts, while weak, allow you another chance to search for and disarm traps like a Dwarf would, though if they fail to disarm they are almost guaranteed to die since many furniture traps do 2 BP damage anyway), will die quickly in most circumstances, as the monsters are big and powerful. Yetis can grab you in that hug (and essentially stop being useful at that point because someone else can walk up and hit it to kill it, releasing the hugged character, but a merc who is grabbed is dead in 1 turn). Ice Gremlins, despite looking like icy goblins, have 3 body points, like a Chaos Warrior. Yes, they can run away with certain of your gear and the rules don't explicitly state that it all is retrievable in the gear hoard room or whatever it is called, only what was captured on certain quests, but a generous Zargon could read between the lines and assume it is everything stolen up to that point. Polar Warbears get two attacks and it is not explicitly stated that the single defensive roll for these two attacks the hero is allowed can carryover into the second attack or if the second is completely unblockable with no defense though this seems the implication. The frozen horror himself has 12 chaos spells... I'm not against a game being challenging, mind you, but there are a few places where it really feels they are going for Total Party Kill especially in those early quests. Going into "shock" is the new way to render a "0 mind point" hero. Instead of either 1) going unconscious meaning he's dead unless the other heroes win and presumably drag his body to the stairs/door to escape and revive next time or 2) dead forever unless someone has the elixir of life to use on him that round... now the hero is reduce to one movement die, one defend and no attack. There are ways to increase mind points through potions but it doesn't explicitly say in the rules that a hero can come back FROM a state of shock once he's gotten there during the quest. And yes, there are more spells that allow the bad guys to reduce a hero's mind points to zero or one pretty quickly, which is also bad news for the Barbarian who normally only gets 2 (Talisman of Lore: 3). His artifact that boosts it by 1 permanently is not found until quest 7. And yes there are new treasure cards to expand that deck though some of them are bad for the heroes ("poison!"). There are also lots of icy rooms and ties that do extra damage unless certain artifacts are found and worn or certain potions used immediately. Yes, we now have traps that do unblockable damage if you land on them (stalactic traps) and undetectable traps (Wandering Monster traps though the monster's attack is defended against normally... the only undetectable unblockable trap in the previous packs was the giant rolling boulder from KK if I recall correctly).

As revealed by the early notes, ORIGINALLY there was a way to escape from the Yeti "hug" through a simple dice roll without needing another character to save you, making it survivable in solo quests. Clarify the rules so that the defensive roll DOES count for both Warbear attacks (or just make them two normal attacks meaning the second gets a full saving roll), allow stolen gear to be retrieved in full. Make it clear shock is "cured" by a return to positive mind points. Stalactite traps could be (rarely) jumped but also detected and disarmed in theory... except when they are in doorways. An unpublished planned rule in the draft notes indicates they were going to allow heroes to BLINDLY jump traps, meaning they could, if they suspect something on the other end of the doorway, roll for jumping and Zargon would allow it... THAT could make these instant hit, unavoidable traps more tolerable. Those are my suggestions if it isn't already too late (for all we know the books are already printed and just waiting for shipping and the "Q3" release date is just a scheduling thing). Then again look how fast they fixed errors in those "free" quests when fans pointed them out, and we even got live updates on those, so they COULD introduce some minor tweaks (even if they are "suggestions on how to improve this classic quest" at the end of the book via an "errata insert").

At least there are new Alchemist Shop spells, even if half of them are exclusive to the Barbarian. In theory as before there is no limit to the number you can buy, except your gold stash.

4) A few unmarked chests (not even "empty") this gives the game designers another loophole to make the game a bit more fair. Put something useful to the heroes in those chests rather than leaving them blank or making them explicitly "empty." The special artifact that boosts the Barbarian is not found until quest 7.

5) The Armband of Ice artifact is never found. Yes, it's just a stronger version of the "ring of warmth" but that affords another hero to get some defense from the many ice-related traps and spells out there that sap their strength. Yes, the heroes could be effectively immortal if they had infinite potions but they don't have infinite gold... this could be placed in some of those unmarked treasure chests, or anywhere, really. The Amulet of the North is given pretty late in the game (quest 7).

Little tweaks here and there like increasing the gold values could also help. More gold means more potions and (at least until they max them out) more mercs. You can cast spells on Mercs (and at least in one case they can give up a weapon to a hero; and if a hero dies, he can allow his mercs to continue to fight for him I guess and in theory keep his gear from being claimed by monsters as what normally happens if he dies alone), but nothing says they can use artifacts or drink potions, however.

Otherwise, sure, the Elf Quest pack has some even greater issues, even if the overall difficulty of that one is slightly less (especially at the end, the monster body points of those last two quests are far higher in the frozen horror).

Giving more potential mercs to buy is a step in the right direction even if it sounds like "pay to win" (but it's really not, this is fantasy money, not microtransactions!).

Hasbro/Avalon Hill... please fix the issues in Frozen Horror before release. Or failing that please do your dardest to inform all buyers of the EASY fixes to what is the second most broken and surely the most difficult HeroQuest set ever officially released due to sloppy editing, rushed production and clear lack of playtesting. Remember, very few players actually played these quests back in the day so they will have less nostalgia. What they are buying is an IDEA... that this was the "one that got away" by the time they placed their order or saw it was already removed from production (sounds like players who found out about the pledge drive too late or the Guardian Knights 2 days after pre-orders were announced).

If they include an "errata" with suggestions for improvement, that will satisfy me. Or if they want to have "difficulty levels" or "advanced mode" or something, where one is (broken) vanilla and the other is "tweaked to be comparable in difficulty to the earlier quests or at least not such a jump up" that's even better. Players can still get the 1992 quest book online and compare to see what it was originally, I suppose. Other than making the Frozen Horror an "it" we don't know what changes to the gameplay will be made. While before I was praying they didn't touch the mechanics for the GS/KK/ROTWL, now I'm asking for the opposite, because by default, the Frozen Horror BQP was "broken." Not all buyers are going to be hardcore fans of the internet community here to seek out the fixes and use the homebrew sander to buff out the rough edges.


Now some proposed fixes...

1) Discount for Merc retention (WOM it was 10 gold to retain each surviving Merc). Encourages heroes to not throw them away like cannon fodder, and able to buy more of them (we have twice as many mercs to buy now!).

2) Escape mechanic for Yeti hug attack. early draft notes indicate it was to do only 1 BP damage per round and the Barbarian has a chance immediately and on his future turns to roll 2 combat dice... single white shield means he avoids damage that round, 2 white dice means he breaks the hold. Yeti CAN defend from outside attacks while in the hold but does so with 1 die less.

3) Recovery from "Shock" state possible. Bring your Mind Points above zero and that character recovers.

4) Trapped treasure chest correction (solo quest #2) . Instead of a line of Spear Traps around the chest (letter "D"), the Treasure Chest itself has a spear trap on it that can deal 2 BP of damage to the Barbarian if not disarmed before searching for Treasure.

5) Treasure chest is NOT empty (solo quest #2). Treasure Chest (letter "B") actually contains something useful, like a Potion of Healing (restoring up to 4 lost BP).

6) Polar Warbear second attack defense clarification. The target of the Warbear's attack gets to roll their defense and if they block all skulls, any EXTRA white shields rolled are allowed to be counted against the SECOND Warbear attack (since they can always attack twice). If the Warbear monster strikes two different targets, each gets to defend normally against each attack. Or you could say that the Warbear does his two attacks against the single hero, then they get to roll their defense and the white shields count against BOTH attacks. Alternately the mechanic could simply be changed to say that while the monster gets two attacks every turn, the victims all get to defend each time as they would against any other attack.

6) Solo quest Merc "prisoner rescue" option. (solo) Quest 1: the Crossbowman (letter "B") immediately surrenders when the Barbarian tries to attack him. The hero then has the option to either A: let him go (taking his crossbow in exchange for his life) or B: press him into service (his life debt is repaid at the end of the quest, so he cannot be re-hired). This character functions exactly like a Crossbow Mercenary at full strength under the Barbarian's control for the remainder of the quest.

7) Armband of Ice reward for completing quest 3. The Village Elder Gothar was able to discover this artifact during his period of captivity and grants it to the Barbarian as a reward for his rescue.

8) Unmarked chest in Quest 9 assigned something. Considering the extreme difficulty of this quest and how heavily guarded it is it should be something really useful like the Elixir of Life artifact.

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!

10) Ice Gremlins can steal your stuff and run away off the board with it. They are harder to kill than Goblins (having 3 body points!) so while there are certain quests where there is a tile that is the hoard of thievery that the Ice Gremlins have accumulated, it is not clarified that this is all the gear STOLEN SO FAR in the whole campaign or just in that particular quest. I think the opportunity to get some (or all) of your gear back if you are patient enough could be a nice boon to the heroes after all that difficulty as it is.

It's a short list but if the above were dealt with, the 10 quest campaign could be a lot more enjoyable while still retaining a decent amount of challenge even for the most seasoned of HeroQuest players.


Please feel free to add more... and share this list on Twitter with Avalon Hill and with new players who don't know!
Last edited by Kurgan on May 21st, 2022, 10:05 am, edited 1 time in total.


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Re: Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby falconNL » April 9th, 2022, 8:15 am

Well its insane to think that a cooperation is bring out a game that has been broken since the nighties and then just re-release it without fixing ANYTHING! It's frustrating because multiple people like yourself have contacted Hasbro and they just don't seem to care one bit. I don't understand why from a business perspective why they would begin with this expansion, the most broken and the most difficult one in my option.

If everybody is okay with it, I could redo the Frozen horror booklet with all the changes and put that up on the site? A easy and manageable for new players just to print and play a version that works instead of combing thought site to find what needs to be changed?
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Re: Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby Kurgan » April 9th, 2022, 1:14 pm

I'm not sure that they don't care one bit (I think some of the people at Avalon Hill have demonstrated they are actual game fans who are close in mindset to players like us), it's just that a lot of people assume they don't fully understand what could happen with this.

The lesson they learned from the Guardian Knight is that HQ fans do want new content, and they need to make enough copy of a product so that everyone can have a chance to get it. That's a great thing, because it's true. The number of hardcore collectors is dwarfed by the community of people who remember HeroQuest who would like to buy it again to play with their kids, grandkids, nieces/nephews and enjoy some of that magic again... and are interested in new adventures. Granted, HeroQuest has always been about homebrew, but new products also help spark that creativity. A new figure could be used as anything, new tiles, etc.

Avalon Hill/Hasbro started off right... they started off by listening to the fans. We don't want the game changed... too many franchises have been stirred up and changed around by people who think they were improving it, only to realize they broke what made it beloved in the first place. So they kept the rules 99.999% the same (the small clarifications they made were obvious to the point of not really being needed in most cases). When they had the option to change or remove stuff mostly they kept it as is and just added things (such as sprinkling unique items from the European version into the North American sets).

They probably looked at Barbarian Quest Pack the Frozen Horror and saw it is super hot (ironically) and popular. The thing sells for $300-5000 on ebay. They probably get asked every day when it is going to be re-released. Seems like a sure fire hit! (again, ironically... insert joke about getting cold hard cash for it) How could they possibly go wrong bringing it back with a cool (there we go) new design?

But then suddenly they hear some fans screaming "change it! fix it!" and they have to be able to switch gears and think "change this classic you all said you wanted from 1992, I thought you were just saying you don't want your game changed???"

So they have to dig deeper and see what's going on. Most classic players didn't actually own it back in the day much less play it. They're not nostalgic about the gameplay in Frozen Horror, they're mostly nostalgic about seeing a new quest pack dangled in front of them that they never got the chance to buy because it was yanked from availability so quickly. It's rare because the franchise ended.

I've read stories about boxes of the stuff being ground up into confetti by the factories to dispose of it. Sad!

But they have responded with some generic we'll look into it, we'll see about the issues mentioned (to the Errata thread). So it's not that they won't make any changes, but they are responding directly to errors pointed out in the stuff they've released so far (Mythic packs, reprinted GS/KK/ROTWL). If they are able to do that, perhaps they will consider the same for the BQP.

Some are going to say we shouldn't be negative. If we complain they might not release new stuff. I'm the opposite, if we complain and make it a constructive complaint. SHOW THEM don't just say they screwed up, somebody at Avalon Hill may notice and introduce an errata sheet.

I'm thinking that probably what will happen, as others have pointed out, is that we'll mostly get fixes after the fact. They'll send somebody to post on the forums saying "try this" or somebody will get an email response, or someone on twitter will say "it really should have been like this" and that's the best that will happen. But a lot of casual buyers, who liked HeroQuest, who see a new box, will buy it and not go on social media or this forum and be bummed out and maybe not buy any new packs seeing how broken it is, which will cost the company sales, which means they might harm their own brand which means we'll see fewer new quality projects. Even worse, making the pack there might be some (hopefully not) who pick up bad habits from this pack and think that we want more of the same.

I'd like to see EQP, BQP remade and even the lost Wizard and Dwarf packs released, but at the same time I don't just want a curiosity piece, the board game equivalent of a "NECA" movie action figure... looks awesome in the package and is a neat collectors item... but once you actually open it up you see it's a cheap piece of crap that falls apart when you try to actually play with it.

We need to be specific and constructive in our complaints and cries for attention from the designers and powers that be. If we just whine and moan, some will just ignore us as "toxic fans" or can presume we just don't know what we want. In truth, those of us in the know, who actually have tried to play these quests, who have known about their flaws for decades, are speaking the truth. We're not complaining just to hear ourselves or because of some divide in the fan community. It's because we want the new releases to represent the quality standard set by the earlier releases, and while bringing back an old, lesser known installment is a welcome thing, it needs to be done right, which means at the very least, an acknowledgment of the errata and some suggested fixes so the average buyer doesn't pitch it against the wall after too many TOTAL PARTY KILLS (even on the supposed "beginner" quests) and his or her kids swear off heroquest because it was rushed without proper playtesting thirty years ago. A complete rewrite isn't needed... just a few tweaks here and there as I've shown, and it can be a big hit with minimal friction from the fan community afterward.

We just saw they released a free quest meant as an easier introduction before "The Trial," ... hey guys if you thought "The Trial" was too hard for noobs, try having them play Solo Quests 1-3 on Frozen Horror and/or Mage of the Mirror!


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Re: Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby Kurgan » April 9th, 2022, 1:30 pm

falconNL wrote: I don't understand why from a business perspective why they would begin with this expansion, the most broken and the most difficult one in my option.

If everybody is okay with it, I could redo the Frozen horror booklet with all the changes and put that up on the site? A easy and manageable for new players just to print and play a version that works instead of combing thought site to find what needs to be changed?


They were probably looking at its high demand and popularity first and foremost and they can show off its strength which is a bunch of new sculpted miniatures and tiles (more than any other expansion). It would be unreasonable for them to expect new players to look online for fan fixes to make it playable, I agree, which is why we're pushing so hard for them to include the fixes ahead of (if not to coincide with) release. For all we know it's too late for them to include it in the actual box, but maybe not!


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Re: Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby Kurgan » April 27th, 2022, 12:48 pm

REWARDS are something often forgotten. The Elf quest pack gives out some nice rewards for completing quests, as do the early quests of the Game System. But the Barbarian quest pack seems lacking in this area. I propose...


BQP Solo quest 1: Sure, you could argue you're just finding a door, but towns are mentioned in quest 2 as being nearby. A visit to the armory and alchemist shop(s) are warranted anyway, so it would make sense that the hero travels safely back to the shop area and then back to the door for quest 2, rested and ready to go. So a reward for finding the door could be as simple as 150 gold coins (multiply by the number of heroes if playing with more). IF you allow the Barbarian to conscript the Crossbowman instead of just taking his crossbow when he runs away, perhaps this "traitor" would be pardoned... and in gratitude the former Chaos mercenary would pay the hero the fee that would usually have to be paid for a mercenary (75 gold in this case). Adding an extra prisoner that would need to be saved (I'm thinking place a scout on the rack or something, and a nearby toolkit allows you to pick the locks) could have a reward for their safe return (the value of that mercenary). Their gear would be stowed nearby allowing them to be equipped to help you fight.

BQP Solo quest 2: For destroying Chaos Warrior Krag (the boss of this quest) a reward of 200 gold coins would be appropriate (multiply by the number of heroes if extras were added). The EQP was generous with rewards but normally nothing is given here, even though finding weapons and armor IN quests was rare prior to these packs. Finding a toolkit in the Rack Room would be nice, and you could even use this opportunity to place a trapped character, who, if freed, is equipped to help you (I'm thinking perhaps a Scout who pays you their mercenary price at the end of the Quest if they survive).

BQP Solo quest 3: The reward for rescuing Gothar should be the Armband of Ice artifact (normally never found) to the one who saves him. If other heroes are used, these survivors should each get a random Spell Scroll Artifact (record on the sheet, place the card back into the deck). Gothar reveals the location of this hidden treasure(s) that he learned while he was prisoner, similar to Princess Meek/Miku from Japanese HeroQuest.

That I think would improve things greatly. If using extra heroes in these quests (I am not counting the "mercenaries" which are rescued prisoners or converted captives mind you, not true hirelings since those are banned in these solo quests and so don't collect their own treasure) there are opportunities to multiply the treasure inside the chests by the number of heroes to make dividing it up easier. If warranted, the second quest could have TWO trapped treasure chests instead of one, and add the extra treasure (while increasing the danger). Keep in mind a toolkit is only a 50% chance of disarming each trap, while a Scout has the abilities of a Dwarf here and only a 1 in 6 chance of failing to disarm, but the treasure can still go to another hero.


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Re: Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby Kurgan » May 1st, 2022, 2:11 pm

This is purely a house rule, but it was fun so I shared it anyway...

For the Yeti "hug" attack.... every turn the victim rolls three white combat dice. 1 white shield = no damage. 2 white dice = break the hold. 3 white dice = REVERSE the hold (pick your favorite pro-wrestling move here to deal 1 BP of damage to the Yeti!).


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Re: Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby Kurgan » May 2nd, 2022, 3:35 pm

Not really that applicable, but I see that Reaper Minis is getting set to release a set of figures that would work as great analogs of the mercenaries... ("town guard").


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Re: Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby AngusMacBaine » May 18th, 2022, 10:24 pm

Kurgan wrote:This is purely a house rule, but it was fun so I shared it anyway...

For the Yeti "hug" attack.... every turn the victim rolls three white combat dice. 1 white shield = no damage. 2 white dice = break the hold. 3 white dice = REVERSE the hold (pick your favorite pro-wrestling move here to deal 1 BP of damage to the Yeti!).


I really like this house rule. It definitely gives the solo player a chance to defeat the yeti. I have been enjoying your play-throughs on YouTube.
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Re: Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby Kurgan » May 21st, 2022, 10:17 am

Thanks I appreciate it! WE are ready (just like Bonesaw McGraw) for the Frozen Horror quests, but I pity the poor customer who buys "the Frozen Horror" remake without realizing what they are getting into (without the fixes)!

Again I focused the first part of this thread on problems and fixes that are the simplest, easiest and most logical to implement and based upon study of the draft notes of what was potentially going to be there.

Things like simply adding more gold, more potions, the Yeti fix, and the ability to "blind jump" over squares (don't have to search and find a trap first, so could jump through an open door to avoid a trap on the other side) make a big difference. Changing empty or unmarked chests into opportunities for more potions, more gold and the missing Artifact(s) is also a very simple, logical fix that more playtesting would have revealed. Many more house rules could be creatively invented (like my "wrestling move" to counter the Yeti hug) but not everyone is going to think of those.

With minimal effort, Avalon Hill/Hasbro could implement these fixes IN THE BOX on a simple sheet of paper inserted into each package that is shipped out, to really cut down on the potential complaints and confusion (that could lead to bad reveals, disappointed word of mouth on social media, etc) that could otherwise hurt sales and the potential for future releases. If nothing else they should put the fixes all over the internet but especially on the customer care page... keeping in mind there will be many customers who NEVER look at that page to see the corrections, so it's best to put the corrections IN THE BOX to begin with. They can leave the "classic" (use of this term is questionable, just because it's from 1992, most fans never got to play it back then!) stuff intact, but a nice section in red text at the start of the quest book alerting to "corrections" or "errata" would be best, but a simple paper insert would be a natural fix AND do the online alert/errata as well. It would be asking a little of them to simply integrate the fixes within the game (to be honest, most buyers would have no idea the game had been altered in the first place, they would just accept what they were given, if they even realize it is a remake of something that was released three decades ago!).

But if all they do is wait for the complaints and then post a couple of tweets with the fixes "oh yeah, our bad, try this instead..." that would be the least effective way to address it.

The fact that they've removed the subtitle "Barbarian Quest Pack" makes me think they are NOT counting on releasing EQP or re-creating and releasing the Wizard and Dwarf packs. They are probably treating each one as if it might be the last one for this franchise, for all they know. Hence, they need to make it count!


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Re: Frozen Horror (Barbarian Quest Pack) Errata & Fixes

Postby Kurgan » June 7th, 2022, 6:34 pm

So I guess they're going to show this at Gencon in August... hope somebody shares this info with them. How long does an errata sheet take to print up and stuff into the box before shipment?


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