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Hero Quest 2021 Remake: Errata Compilation

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » August 8th, 2025, 2:00 am

So we're hearing about some minor alterations and a few substantial changes in retail CoPD (thanks Virg).

Body point removed from the Dragon and more gold is found (in the formerly empty or unmarked chests), we're presuming as a way to decrease the difficulty for a party of heroes who begins at basic level for this expansion (the story intro kind of acts like these are not the battle hardened champion veterans who have completed all of the quests up to this point already, maybe just a few... especially since you seem to be just lounging around waiting for an adventure to happen though you could imagine it happening many years later when things have been quiet for awhile I suppose too).

The pack hasn't been changed much, so it's still a good idea to have KK/ROTWL on hand, otherwise you will be substituting monsters when you run out (by color, as in the game system). The KK tile usage was removed. The app (again according to Virg who has reported these changes prior to me opening my box! also I don't have iOS and the App is not updated in Android OS yet) suggests you use the iron entrance/wooden exit doors for these adventures (borrowed from other packs of course).


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby wallydubbs » August 8th, 2025, 12:41 pm

Yeah, I commented on Facebook over it too:
Quest 3 & 5 both had unmarked chests, which has been fixed in this version.
The Stair & Crag tiles from Keller's Keep has been removed from Quest 3, and an addendum has been added in the "How to Play" section of the booklet. It addresses what to do if you run out of monsters as the original required components from KK & RotWL.

Quest 2 adds a note that dignifies Vander (the elf you're busting out of jail) with stats akin to the Elf.

And I don't know why this one concerns me, but the cover of the quest book no longer says "The Crypt of Perpetual Darkness by Joe Manganiello," it was replaced with "Joe Manganiello's The Crypt of Perpetual Darkness."
The majority of the quests are all pretty much the same.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » August 8th, 2025, 8:00 pm

Plase, how is exactly written the map side note in English at pages 10 and 14 of the book?


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » August 9th, 2025, 3:48 pm

Online Digital Quest 004 "Dread on the Horizon" (by Doug Hopkins) is purported to be a prequel to First Light, but is really a teaser for Wizards of Morcar. At GenCon it was played using the "First Light" board and components but would be played on the regular GS as well.

Errata: No Wandering Monster is mentioned.

Doug told one person that it was "a goblin" but then later clarified to me it was an "undead Goblin." So it is the exact same stats as a regular Goblin but with 0 MP. He wrote two copies he signed, one he put this info and the other he put "deal 1 BP to Kurgan" (in-joke!) as the "Wandering Monster."


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby wallydubbs » August 10th, 2025, 10:43 am

HispaZargon wrote:Plase, how is exactly written the map side note in English at pages 10 and 14 of the book?


Quest 3
Marsh of Sorrows
Vander translates the ancient elvish runes of the map and reads them to you: "When the black light of the new moon shines upon the great rock face in Marsh of Sorrows, the entrance to the lost goblin mine of Buubhealxea will appear. This is the first step on the path that will lead you to the final resting place of the death knight Kendrick Gilbane." You have followed the map diligently through the foggy and reptile-infested swamp to a rocky outcropping like the one on the map...

NOTES
A. "Zombies crawl out of the secret passage revealed by the new moon's light!" Secret door B is already discovered. On Zargon's turn, place a zombie on secret door B unless a Hero has previously reached this location. All of the traps marked "A" are so well hidden that any hero who searches for traps finds only one trap- the one closest to them. These traps are grasping vines. (See the discussion of new traps on page 5.)

B. The first hero to search this room finds 250 gold in the chest.

C. The Dread sorcerer represents a swamp hag, and she has the following spells: Lightning, Command, Sleep, Tempest, Rust, and Escape.
Movement 4 Attack 2 Defend 3 Body 2 Mind 3

D. The first hero to search for treasure finds a Potion of Defense on the bookshelf.

E. The first hero to search this room finds 250 gold coins in the chest.


Quest 5
Sunken City of Buubhealxea
A blast of stale air hits you in the face as the heavy iron door swings open, revealing a crudely carved staircase leading to a level below the mines. As you descend the steps, the sound of rushing water grows stronger. You discover the remnants of an ancient human city thought to have been lost to an earthquake centuries ago. Make your way through the sunken City now inhabited by the goblin queen's minions and travel farther down into the bowels of this subterranean maze of tunnels.

NOTES
A. If a hero searches for secret doors in this room, inform them that there is a loose panel in the wall revealing a crawl space that leads to the other room marked with an "A."

B. If the hero searches for a secret door in this room, inform them that there is a tight passage through the fireplace leading to the secret door in the room above it marked with the other "B." The door to the east wall seeps water from underneath and is clearly holding back a deluge. It is well and truly shut and cannot be opened.

C.If a player searches the room for treasure, tell them that they find a mouse trying to get at an old piece of cheese on a high shelf in the cupboard. If they decide to feed the mouse the cheese, give them a rest miniature. They can use the mouse in front of any door in the quest book to make the game master place everything visible in that room before they enter. When the mouse is used once in this way, it scurries off.

D. If a player searches for secret doors in this room, slide the desk up in the direction of the arrow one square and reveal the secret door behind it.

E. The goblin queen Buubhealxea has the following spells: Command, Fear, and Escape. Her treasure chest contains a gnawed-on femur bone, 400 gold pieces, and a skeletal key (a skeletal hand whose outstretched index finger has been carved into a key).

F. The first hero to search this room finds 250 gold coins in the chest. Secret door can only be found in room D.
Movement 8 Attack 3 Defend 3 Body 3 Mind 2
X. The door is locked. It can only be opened by the skeletal key located in Buubhealxea's treasure chest.
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby manaknight14 » August 10th, 2025, 2:26 pm

It’s subtle, but the best errata fix from those two maps is they finally show the destination squares for the Escape spells!
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Re: Hero Quest 2021 Remake: Errata Compilation

Postby HispaZargon » August 10th, 2025, 4:29 pm

Ok, thanks to both, no I have it clear!

About Venim stats, it seems to be confirmed that the errata is common to all language versions, right? Please, anyone has a retail questbook with other stats?


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » August 10th, 2025, 6:21 pm

Eudoxio is 100% right... as reported on the HeroQuestFans Discord, the stats for Kedrik Gilbane in Quest 9 are copied and pasted for Venim in Quest 10 in this retail version. The Dragon being easier I'm convinced now is a complete glitch in the printing rather than an attempt to craft an easier difficulty on purpose.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » August 10th, 2025, 6:56 pm

BigSpender beat me to it! Great video: https://www.youtube.com/watch?v=QyQDeAhqctk

Retail version CoPD fixes and new errata:
(It is interesting that all the card images inside the quest booklet still say "2021" except Lightning bolt which has no copyright date but I guess that was true in the original Mythic printing as well).

HispaZargon wrote:The Crypt of Perpetual Darkness questbook (ref. "F3649"):
- Page 9: Vander stats are missing. This character is supposed to be an elf but it is not clear if he has the same stats as the Elf hero or must have other ones. - If Vander had the same stats as the Elf hero, he should need at least a Short sword to be able to have such stats. Another approach would be consider Vander rules the same as prisoner Sir Ragnar from Game System questbook as Eudoxio pointed here. An official feedback about this from Hasbro would be appreciated.


He has Elf hero stats. The App reflects this and even gives him 2 attack dice, despite not mentioning any weapon. It doesn't say he's wounded, and the App lets him do everything the hero can (other than cast spells, though he can use artifacts like spell scrolls). A very powerful ally...

- Page 10: Chest in the room connected to note B has no dedicated description in any map Note. - Fortunately Hasbro has officially confirmed that if there's not a note about special treasure, you'll pull a treasure card just like any other room (see here).


250 gold coins.
- Page 11: The swamp hag knows the Escape spell, which allows the spellcaster to escape to a previously designated place on the quest map. However, there is no such designated place on the map. - One good option could be defining such place in the room with the stairs as suggested here but it is just a speculation. An official feedback about this from Hasbro would be appreciated.


The "zargon" symbol is used to designate the escape location, between the two zombies in the northern small room.

- Page 11, Note A: MightySlayer720 pointed here that sentence "Zombies crawl out of the secret passage revealed by the new moon's light!" should had been better included on Note B since Zombies and secret door are there. Maybe it is not an errata but official confirmation from Hasbro about this would be appreciated.


Notes say Secret Door B is already discovered. Place a Zombie on Secret Door B unless a hero has already reached it.

- Page 12: The top and bottom chests marked C should had been coloured in orange because they contain traps.


Fixed with correct colors.

- Page 13: Note B says this about the two spell scrolls found by Heroes: "Randomly determine which scrolls they receive from the available spell scrolls", however, full spell scrolls cards deck for this questpack is unknown since it is not defined anywhere. - In page 27 of this questpack are only shown two spell scroll cards which could be enough but in such case a "random" selection has no sense since there are only two different cards and the heroes find just two. Most probable, the questpack is refering to a full deck including all the spell scroll cards included in the other two Mythic Tier questpacks and probably also including KK and ROTWL expansions ones, but again, it is not explained anywhere so a clarification from Hasbro of what cards are they refering to in Note B would be welcome.


Unchanged. Only Tempest and Lightning Bolt cards are included in the box, so unless you have other expansions you'll get these I guess so the "random" is pointless on its own.

- Page 14: Chest in a room on the left side (with the Abomination and the Bookcase) has no dedicated description in any map Note. - Fortunately Hasbro has officially confirmed that if there's not a note about special treasure, you'll pull a treasure card just like any other room (see here).


Note F added, 250 gold coins and secret door can only be found in room D.

- Page 14: The map shows areas at fireplace and alchemist bench coloured in orange. This colour is only used in the rest of official maps to identify traps and in this case they are not. - They should have not been coloured to avoid confusion.


The orange square from note D has been removed, and Fireplace has been colored yellow with a legend on the right indicating its a secret passage leading above to the secret door.

- Page 15: The goblin queen Buubhealxea knows the Escape spell, which allows the spellcaster to escape to a previously designated place on the quest map. However, there is no such designated place on the map. - Probably the designated square may be the one identified with an "X" like in Balur's quest of basic Game System but there is not any explanation about it in Note X text.


"zargon" symbol used again to indicate Escape location, just below the Abomination in the newly designated "F" room.

- Page 17, Note C: It is not explained what type of Potion of Healing find the Heroes - Maybe we should assume the one they found is the same as the ones from the Treasure deck of Game System because this questbook does not describe any Potion of Healing in the Alchemist's Shop page. A clarification from Hasbro about this topic would be great.


Unchanged. No clarification. We could guess maybe it was intended to be a 1d6 healing because of the one added in the retail Prophecy of Telor Alchemist Shop, but that might be a stretch. This pack after all does not say you should shop at other places. It's just left up to Zargon to decide what kind it is...

- Page 21, Note F: It is said that the chair must be slided down to reveal the secret passage, however there is no room in the quest map to slide down the Throne model because it would 'hit' a wall. - The easiest and better solution for this is just removing the throne from the board.


Unchanged. I guess if we imagine it sinking into the floor (and disappearing) that makes sense.

- Page 25, Note A: It is unclear if trap marked A disappears once a Hero activates it. - Like other traps no represented by any permanent cardboard tile like Spear Traps or Axe Traps, probably the trap disappears once activated since it would not be undetectable anymore, but a clarification from Hasbro about this topic would be great.


Unchanged. If the trap disappears, what happens next? Did the first hero make a "hole" in the wall that others can just walk through? We played it like it just persisted. They could jump over it, but quickly realized it was the "only way" into the central room.

- Page 25, Note A: Same errata as on page 17 Note C, it is not explained what type of Potions of Healing find the Heroes. - A clarification from Hasbro about this topic would be great.


Unchanged as before, just capitalized Potions of Healing. If we imagine people who buy this are only expected to have the Game System, maybe 1d6 healing makes the most sense as the intention?

- Page 25: In Magical Darkness in Venin's Lair rules description, the correct text should have been "-1 the second time they attack" instead of "-2 the second time they attack" - Heroes who cannot see in magical darkness should have -1 attack dice the second time they attack instead of -2 since otherwise the text has no sense as it is written. If first and second times dice reduction had been -2, it should have been explained in a single sentence, not two. Additionally, I guess that heroes' eyes adaptation to darkness should be gradual so, an intermediate reduction of only 1 dice instead of 2 may have more sense. An official feedback about this from Hasbro would be appreciated.


New version clarifies it is "-2 the first and second time" one of these heroes attacks.

- Page 27: The Artifact Reference on this page could be confusing since some Artifacts could be listed but not used, while others are found in the quest book but could not be in the Artifact Reference since it only has room for 10 items. More details provided by Kurgan in this post.


Unchanged. The extra items listed in CoPD seem chosen at random just to fill space, but in the retail version all of them get special art cards (with the same stats as the original cards). Interestingly the text on the cards has not been "jazzed up" in any way with altered or extra "flavor text" as in First Light. In fact, the layout of the grids on the maps have not been redrawn with new colors like SQT or PoT retail versions either. All changes to the booklet were very subtle, except one big one...

- Page 27: A Lightning Bolt Spell Scroll card is shown in this page but there is not any physical card included in the Mythic Tier box nor Game System box for Lightning Bolt Spell Scroll as for the rest of Spell Scrolls.
- Page 27: The Lightning Bolt Spell Scroll description does not say it crumbles to dust after use like the rest of spell scrolls, implying it can be used again and again, clearly an oversight.


The card image is included as a reference at the end of the book as before, but the new physical card uses the new artwork. Both the booklet reference (using the old art) and the new card both mention that it crumbles to dust after it is used.

And of course the Oil of Acid Immunity which never had a card before (or even a reference at the end of the book, which would have made more sense than including say, the Battle Axe or the Crossbow) has its own Artifact card in two versions... one with 2021 style art and one with the new Joe Manganiello "metal" style art.

OTHER CHANGES:

Special art for the "Rat and Candle" Tavern ended to Quest 1's notes section as decoration, not for any of the other quests. QR code added for the app.

Potion cards use "Alchemy" cardbacks (ROTDM, JoD) instead of Equipment. Holy Water is still Equipment.

Dread Skull tiles seem to have a little "misty" background to them rather than being almost pure black as in the originals. Maybe they were brightened up? Tavern is a little brightened up in new version.

The GIANT "made in China" text has been replaced by a "Hasbro Inc." text that is much smaller and transparent.

Kellar's Keep assets: Crag tile and stairway tiles are removed from Quest 3 entirely. These tiles didn't have any official function other than decoration originally.
A note mentioning the assets from KK and ROTWL being used on page 4 is a repetition of the game system rule reminding Zargon to use a monster of the same color if he runs out.

Page 22 is now an issue because the 6 skeletons that appear at once cannot be sourced from just this box and the Game System, however following the above it will always be some combination of skeletons, zombies, and/or mummies unless you happen to have another expansion box available while playing. Like the "Elven Riches" in MOTM this is kind of like a quasi-errata now.

The lack of Spell Scrolls from KK/ROTWL though does seem like a new errata (hard to draw 1-2 "random" from a deck of only 2 cards).

Plastic entrance/exit doors are not included, so presumably you would use an extra closed door for this. The App depicts the familiar iron and wooden doors as found in KK/ROTWL (which you will of course not have if you only have this and the GS).

NEW ERRATA:

"Venim" the black dragon boss of Quest 10 (pg. 25) suddenly has been given the stats of Kedrik Gilbane (boss of Quest 9, pg. 23). The correct Venim stats were 9 movement, 6 attack, 6 defend, 5 body, and 4 mind, but now both characters have 7 movement, 5 attack, 5 defend, 4 body, 4 mind. In both versions, these characters have identical spells (except the dragon gets the addition of "Sleep" and his Firestorm is called acid breath and does "acid damage"). Michael on Avalon Hill Discord has confirmed that this was not an intentional nerf, but is 100% an error, and are making plans to correct it (presumably in the next update of the app, digital and maybe even print versions). However people did note that the PDF of CoPD that came out after this statement of his reproduces all the same errors with no changes (maybe it was too late to stop it from coming out or the editor didn't get the communication?)

Not so much an errata but a design improvement... Venim has a gray rubber "boot" to affix to the base. At first one may think this is to prevent it from toppling over, but unless the figure is warped, it stands up pretty well on its own. Where the base helps is to 1) differentiate it as a "gray" monster even if it is painted though this isn't very useful since there's only one other gray monster in the temple room where you have your last battle... though I guess maybe you left a bunch of Dread Warriors roaming around while you ran to the main room? ... and 2) it stands up much better when you have stacked skull tiles under the monster's base! Of course with only 3 tiles under it, it's less likely to be unsteady than if it had the intended 4 under.
Last edited by Kurgan on October 18th, 2025, 5:37 pm, edited 3 times in total.


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Re: Hero Quest 2021 Remake: Errata Compilation

Postby Kurgan » August 10th, 2025, 8:09 pm

Big Spender caught some great things... like Eudoxio, he caught Venim's change before I did! He mentioned something about Quest 5 with A and B being swapped in the new version...


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