The problem with removing the "Chaos Spell Tokens" and replace them with "standard" Dread Spell Cards is that in ATOH instead of each boss bad guy having one use of a variety of spells, he gets multiple uses of each of several Spells. The tokens are much more useful for this fact... otherwise you are introducing a less handy way to calculate how many uses he has left (or else requiring the printing of multiple cards of each, so you're asking for 15 cards instead of 15 tokens). The exchange of tokens here is similar to how the "Sky Orb" in MOTM was supposed to work.
Additionally, some of these tokens require the target of the spell to do something as well, so being able to easily hand the hero player the token so he can see the effect is a handy feature as well (granted you can do this with a card, but both can have one in hand).
As mentioned Rise of the Dread Moon re-introduces token use into HQ in a big way... reputation tokens, lunar charms, disguises... so to me it fits fine with the new system and having even more tokens (such as for the big potions which otherwise were just something you wrote down on a character sheet and crossed off when used) would enhance the game to me.
RULE CHANGES...
The game goes back and forth through different mechanics. Why did we go "backwards" using Equipment cards when we already had the Armory board? Why did we lose the Character boards and go back to having "standard" size cards? (even though the cards have gotten bigger over time... NA cards are bigger than EU cards and remake cards the biggest of all). I'm fine with it either way but I'm just saying the original treatment of the evil chaos tokens fits just fine with current HQ.
I don't agree that you MUST discard the Giant Healing Potions when the ATOH campaign is over, I was making suggestions for those who worry that it would somehow harm the difficulty of the next campaign if you had some left and want some excuse to get rid of them. I'd say the best part there is that you are required to hand them over and are compensated with gold. I guess the issue there would be they could use that gold to buy some other potions (possibly also healing potions).
GAPS...
My point about gaps is simply echoing what the designers themselves have been saying about their own game. Obviously they are trying to sell a product that is fully functional and fairly easy for most (non-hardcore gamers) to understand, pickup and play out of the box for those who buy it, without having to write your own game. But when weird circumstances come up, there's already a rule... Zargon is to use his experience and imagination to make the best decision he can in that game! I think the AH team should certainly evaluate any quirks that come up in the conversion process, but I don't expect them to have a 100 page book detailing their ruling on every possible errata (and it's not incumbent upon Zargon to have a lifeline to twitter/x or discord to answer every possible question that players will come up with on the fly in the middle of a game either).
What if Zargon doesn't have any "experience"? Well, with these expansions, we're already assuming the level of experience of the 14 game system quests, at minimum (even if some choose to start off GMing at a later point, they can't stop you). Even if you've just played as a hero at this point, you have still been able to observe how Zargon (whether a human player or the rudimentary AI of the companion app) runs the game and this will influence how you do stuff (or how not to do it!).
When it comes to an item from one expansion possibly causing some anomaly in another expansion, should they bother to address it? Sometimes they do, sometimes they don't. It's natural to wonder if you can use the Elf spells in other packs or the Mercenaries from Frozen Horror in mage of the mirror. So answering what happens if an Elven Chainmail wearer falls into a Pit of Darkness, or someone uses the Rabbit boots on them makes a certain amount of sense. Some of it though is so easy to guess, I don't blame them leaving it out. Those who are unsatisfied will go online and hash it out with us and make their own decision in the end.
Up to this point AH has committed themselves to preserve as much of the nostalgia of the legacy game as they are legally allowed to do (barring some aesthetic choices). This means that they fill "fix" things they think are broken, but preserve what they can from the old game. So Pits of Darkness will still be there, but how they work is anyone's guess. A few lines of clarification wouldn't take up that much space in the quest book, I wouldn't think, but I wouldn't expect pages of exceptions and edge cases being laid out.
In the related topic on WOM I could imagine people expecting that the Mercenaries section will be discarded in favor of the Mercenary stuff laid out in Frozen Horror, but that's not a given. It doesn't have to be that it would be exactly the same as from that later pack. With regard to being able to disarm sprung Pit (but not Pits of Darkness) and Fallen Block traps, perhaps they could introduce a new kind of Toolkit like the boards you nail over the pit from Legacy of Sorasil, or a Pick Axe or Blasting powder? Maybe the Pick Axe wears out and the others have a built-in "use limit" on how many traps can be repaired in this way, requiring you to buy another (compare to the "Re-Agent Kit" from ROTDM).
So yes, I agree we should argue about it and we should tell AH what we think is best, and they will make their decision and the fans playing will make their decision. I'm not giving AH an excuse NOT to explain things, and I don't think they're doing that either. Hence I would expect clarifications of some kind in ATOH/WOM remakes, not just a straight up reprint (a la Game System/KK/ROTWL/Frozen Horror). They know by now that the fans do have opinions, and popular homebrews and that there are "issues" in these old sets. They also understand that there are long standing, contradictory fan fixes to some of these things, so I think they are also trying to avoid stepping on toes in some of those cases by making a definitive ruling. Yet in other areas they seem perfectly free to state an "unpopular" decision as definitive (see Crossbow or Courage decisions). Nothing is truly finally definitive in HeroQuest of course, even if it's "canon" or "official"...










or similar, the item already exists in the Quest and the Heroes don't get to take it with them so this seems like a simple tweak, rather than introducing a whole new system that doesn't replace the old one but sits alongside it sustained presumably by some form of paradox engine.
= one hit & pushback
= cancels one hit








