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Kurgan wrote:"Bone" weapons that can't be sold for gold but otherwise function like the real thing.
Kurgan wrote:Pit of Dread can be survived if you move out of it on your next turn immediately (but Zargon is encouraged to march Dominated heroes in there!).
Pits of Darkness mention "metal armor" vs. "non-metal armor" effects.
Kurgan wrote:Tournament (first 3 quests) can be skipped if one wishes.
Kurgan wrote:You can create custom tournament rosters.
Play random tournaments anytime (even between quests, separate from the first three).
Kurgan wrote:Zargon gets oversight on what to do if a hero gets trapped in an area because of a falling block trap (including leaving him trapped but letting him use the animal companion).
Kurgan wrote:Wolf and Ogre Mercenary are pretty restricted and nothing about hiring outside mercenaries from other expansions this time.
Kurgan wrote:No Alchemist Shop, or list of extra artifacts at the end.
Kurgan wrote:Multi-phase monsters (for example Abomination that gets new stats when "defeated" the first time... coming back in enraged form).
Kurgan wrote:New intro and epilogue explaining the story. Ogres aren't all bad, but there's still plenty of bad ones to fight.
Kurgan wrote:Unthreatened movement (as in Into the Northlands) written into the book as an option.
0 Mind points is "shock" now like MOTM/ROTDM/FH rather than unconsciousness (and out of the quest) like ROTWL as in the original.
Kurgan wrote:Mind Blast is renamed Mind Burst.
Kurgan wrote:No "Ogre King" it's the Ogre Lord. The Ogre Chieftain is now called the Ogre Commander in the book.
Kurgan wrote:"Skeleton" archers are the proper name, not "Skeletal" though I probably have written that a half a dozen times already, heh.
Kurgan wrote:goblins carrying boomerangs (male) or bombs (female) are both called "goblin archers"
LucaRocks wrote:What about the Ogre's blocking monsters as well as heroes? Any word on that?
LucaRocks wrote:Bummed that there are no new artifacts so far. I guess they wanted to make this a bit more "action" orientated, what with the arena and all.
Kurgan wrote:No mention of the five big healing potions per hero or playing "as a series" (instead they strongly recommend people play the quests in order, but they also suggest skipping the tournaments if you want to play more like the original version... and also give you the option to at any time between quests to jump back into the arena to try to win some more gold.... that I guess if you're not shopping, you don't get to spend on anything except another Ogre mercenary).
QorDaq wrote:As to the Arena, the 3 Arena Missions are cleverly added into the story arc of the main quests. Essentially, Mentor cannot locate the Ogre base using Loretome, and so sends the Heroes to find a contact who is the current champion of the tournament. The Heroes must then fight in a series of matches to "Prove" themselves worthy of the contact's help.
Kurgan wrote:Yeah they reduced the wandering monsters in a few places (2 monsters instead of 3 or 1 instead of 2). The second to the last fight they removed two of the Ogre warriors, but the overall body points of the bad guys that are there more than make up for it. There are a few more gold treasures to be found in the 7 quests, lots of more 1d6 healing potions in the purple chests (formerly in empty rooms). You also find a crossbow pretty early on and later a suit of Chainmail. One room they removed a chest (but you still find the treasure), and another they remove the Weapons Rack (that was just decoration). If you were forced to move into the Pit of "Dread" you have one last chance to escape turning evil by walking immediately out of it on your next turn (Zargon could use monsters to box you in, I suppose).
Kurgan wrote:A few titles are changed and some of the wording of the parchment text (to make it clear you're not fighting the entire Horde, just the corrupted followers of Ekur... yes they gave him a name). There's a new prologue and ending text (that says more or less then same things with attempts to humanize the Ogres and again single out the corrupted leadership of one particular tribe). I might have missed one or two other things.
Kurgan wrote:No Ogre Body Point tracker (making your own tracker will be preferred because the "big" ogres don't really hold the skull tiles well and no extra skull tiles are included for the lord Ogre either. Live Ogres don't prevent other monsters from passing them. Nothing about whether or not you can shop between quests. No "big healing potions" given out at the start.
QorDaq wrote:LucaRocks wrote:Didn't Chris Nadeu say that they pushed the release of Rise ahead of Ogre? Even after Ogre was worked on? The lack of new artifacts makes me think that this was supposed to release before Rise. Unless they consider the arena to be all the 'new' additions.
Personally, I don't recall the bit about Rise and Ogre swapping places in the release plan.
My take on the lack of new equipment is that since the original didn't offer new gear, they resisted adding more (Beyond the Bone weapons mentioned by Kurgan, which are text only). Instead, to beef up the pack, yeah they seem to have focused on the Skirmish side game, which effectively gives us several new board overlays/ tiles... Also they gave us a good number of new cards for other things, like the enemy variant ranged units, and the nice assortment of Ogres, two NPCs in the form of the Wolf and Mercenaries, and the Druids of course, which I appreciate being all new art and sculpts...
The only disappointing thing for me was wasting 15 cards on the 3 Dread Spells. To be clear, I was in favor of making the spells cards, but I think that there only needed to be one of each, with counters or small tokens being used to hand to the players to track turns and the like.
Overall, however, I'm a big fan of what we got with ATOH. I never owned a copy of the original (never owned any of the EU expansions), so I'm happy to have an updated and expanded version.

HispaZargon wrote:-Unsufficient use of the Archers miniatures in the quests. They just put some of them to fix runout errors from the original but meh, none Orc Archers are used in the maps... the worst feeling I had was seeing that they eliminated the Orc Crossbowmen of the original and they just replaced them by regular Orcs instead of using a couple of the Orc Archers included in the box. It makes no sense for me. These mistakes suggest me the expansion design has not been well thought, unfortunately.

So, is it an errata?


HispaZargon wrote:More things I don't like:
- The size of the ogre bosses miniatures. I can understand that FH is big because it is a kind of demon, but seeing ogres with double size of other ogres is something too hard for me...
- Insufficient use of the Archers miniatures in the quests. They just put some of them to fix runout errors from the original but meh, none Orc Archers are used in the maps... the worst feeling I had was seeing that they eliminated the Orc Crossbowmen of the original and they just replaced them by regular Orcs instead of using a couple of the Orc Archers included in the box. It makes no sense for me. These mistakes suggest me the expansion design has not been well thought, unfortunately.
- The number of BPs given to the other two Dread Sorcerers (just 1) is a clear direct transcription from the original. Under NA rules those sorcerers should have had 2 or 3 BPs, not 1. Festral BPs (3) look me also short, but ok, they are the same as a CW, I can live with it. Spending 15 cards slots for spells for just 3 sorcerers, 2 of them with just 1 BP makes me crying... those cards mostly will not be used!!




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