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HeroQuest Blood Sport!!!

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

Boss Battles!

Postby wallydubbs » February 18th, 2026, 7:28 pm

T'was a battle for the ages the night Sinestra and her team defeated defeat Kelvinos and his wintery followers. Having lost her Giant Wolves, Elven Archers and Ogre she's by herself now. Though she's at a slight disadvantage a choice will be given to her, she will be allowed the Summon Wolves spell, if she chooses to cast it her opponents will be allowed their Summon Undead spell too. For the sake of fairness she won't be able to Dispel that particular spell. The choice is hers. She also has 9 spells at her disposal. Asides from Summon Wolves and Dispel she can also cast Mirror Magic, Firestorm, Mind Blast, Werewolf Curse & Restore Dread. Reanimation is also in her spell arsenal but is useless with no undead on her team.

Voldrung, another undead hero of times forgotten has maintained his mind points and can cast up to 4 spells. He was successful over Gulthor and his followers in the first round. Although most of his team was lost a Blightweaver survived and shall join him in battle. Voldrung may cast Lightning Blot, Fear, Creeping Grasp, and if Sinestra casts Summon Wolves he'll be allowed to cast Summon Undead without hindrance.

Sinestra vs Voldrung & 1 Blightweaver

Sinestra walks out of the Gate a indeed casts Summon Wolves, rolling :roll4:, bring in 2 Giant Wolves to her aid.

Voldrung walks out and sticks to the opposite end of the arena away from the Wolves and casts Summon Undead in kind, rolling a :roll5:, spawning 2 Mummies and 2 Zombies to join his team. The Blightweaver joins him and casts Creeping Grasp on one of the Giant Wolves. Unfortunately he rolled a :whiteshield:, it took no effect.

The two Giant Wolves charge across the arena. One reaches a Mummy and it's 6 attack dice it only rolls 2 :skull:s. The Mummy successfully rolled a :blackshield:, reduced to 1 Body Point. The Other Giant Wolf couldn't quite reach them, just 1 space too short. Sinestra casts Werewolf Curse on the Blightweaver. Rolling for resistance he gets a :roll1:.

All Undead target a and surround the Giant Wolf and bring it down to 1BP. Voldrung sees an opportunity to use his Lightning Bolt to kill 1 Giant Wolf and wound the other. Moving into position he fires a Lightning Bolt, only for Sinestra to counter it with Dispel! So a mind point battles ensues between Sinestra and Voldrung. She rolls a :roll4:, added to her 9 Mind Points she has 13. Although Voldrung rolled a :roll6:, the point was moot. The Blightweaver rolled a :roll4: :roll6:, succumbing to the Werewolf Curse.
The Blightweaver transforms into a Werewolf and attacks the Mummy currently fighting the other Giant Wolf. He still, apparently tries to resist the spell only rolling 1 :skull:, which the Mummy blocked easily enough. Sinestra casts Restore Dread on her Wounded Giant Wolf, restoring it to full health. The 2 Giant Wolves now target the undead. One rolled 3 :skull:s, the targeted Mummy only produced 1 :blackshield: and was mauled. The other weakly only rolled 1 :skull: that a Zombie blocked, taking a bite on the arm but essentially no damage.

Back to square one Voldrung and his Undead target the Giant Wolf again, only bringing it down to 2 Body Points this time. The Blightweaver, recovered from the Werewolf Curse rolls :roll1: :roll4: and casts Channel Dread on the Giant Wolf. Sinestra counters with Mirror Magic, reversing the spell back onto him. Only a :roll1: was rolled so he took no damage.

Sinestra casts Mind Blast on Voldrung. The Giant Wolves slaughter another Mummy and a Zombie.

Voldrung rolls :roll6: :roll4: :roll6:, resisting the Mind Blast spell. The remaining Zombie flops its attack, but Voldrung rolls 3 :skull:s, enough to kill the first Giant Wolf. The Blightweaver rolls :roll1: :roll1:, resisting the Werewolf Curse, but futilely attacks the other Giant Wolf, which was blocked.

Sinestra, almost out of spells decides to help her pet, sneaking up around the Blightweaver and swings her Wolf Staff down at him, but amazingly, the Blightweaver saw the blue coming and dodged away! The Giant Wolf goes after Voldrung rolling 4 :skull:s in its attack, but Voldrung astonishingly rolled 2 :blackshield:s to stay in the fight.

Voldrung casts Fear on the Giant Wolf. The Zombie comes over and hits it for 1BP of damage. The Blightweaver just barely resists the Werewolf Curse, rolling :roll5: :roll3:, runs over to help but flops on his attack, apparently still dizzy from the spell.

The Giant Wolf rolls :roll3:, succumbing to Fear. Though it successfully rolled 1 :skull: against the Zombie, the undead blocked it. The Giant Wolf than tries to run away but doesn't get very far.

Sinestra notes that her Giant Wolf is only down to 4 Body Point, so losing 3 more it would still be alive. Sinestra casts her last Spell, Firestorm. Voldrung was already down to 1 Body Point, this finishes him off along with the Zombie and Blightweaver. They burn up in the Arena while the Giant Wolf takes 2 damage, down to 2 Body Points, she and her pet Giant Wolf survive.
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Boss Battles!

Postby wallydubbs » February 19th, 2026, 4:01 pm

Through slightly disparaging means, Balur and his forces defeated the Bloomrot Scion. It took all his undead and even upon using Summon Orcs, only 1 survived. Balur, the Fire Mage is now on equal ground with his 2nd Round opponent and will not be able to use Summon Orcs. However he still has 5 helpful spells of: Ball of Flame, Escape, Fear, Firestorm & Tempest. Balur isn't the strongest in physical combat as he has 2 Attack Dice & 3 Body Points. But he's quick enough with 8 Movement and has a strong defense of 5 Defense Dice and 7 Mind Points. Only 1 Orc has survived to aid him this round.

Kessandria, the Witch Queen has survived the first Round along with 1 Mummy, as she celebrated a win over Venim, the mighty Dragon from Crypt of Perpetual Darkness. She is on equal footing with her opponent. She's not as fast or mentally fortified as the Fire Mage, but she has a strong attack (4AD) and even better defense (6DD), so pinning her down in combat might be more difficult than effectively casting a spell. But speaking of Spells she has a few of her own in the form of Cloud of Dread, Fear, Lightning Bolt, Sleep & Tempest. Balur might have the edge in magic, but in combat Kessandria is more effective. She's accompanied by a slow Mummy, but it's strong enough to stand up to an Orc in battle

Balur & 1 Orc vs Kessandria & 1 Mummy

Balur warns his Orc to keep his distance when coming out of the gate. So they keep a safe distance back.

As the Witch Queen and her Mummy slowly emerge from the opposing gate, she casts Cloud of Dread over the Arena, which she and the Mummy are immune to. Balur's mind points are too strong, having no effect on him, but his companion chokes to breathe.

Balur casts Tempest on the Witch Queen, moving away from the approaching Mummy. The Orc fails to break the spell as the Mummy looms closer. Kessandria is enveloped in a whirlwind. Balur casts Ball of Flame at the Mummy, rolling :roll2: :roll2:, the Mummy burns to ashes before it can make it to the Orc. Balur runs over to his follower and prepares to defend him against the Witch Queen, who is still too far to reach.

Kessandra, now free from the Tempest spell casts the same one on Balur and moves close, to keep them in line, aiming for her Lightning Bolt attack. But the Orc rolls :roll4: :roll6:, breaking the spell. Breaking line, he rolls a perfect 3 :skull: attack at Kessandria. With 6 Defense Dice she's able to roll 2 :blackshield:s, losing 1 BP. Balur, however, is stuck in a Tempest spell.

Kessandria casts Fear on the Orc and moves to attack Balur. Balur comes to just in time and casts Escape. The Orc rolls a :roll6: :roll3:, immediately breaking the Fear spell. Again the Orc puts all his heart and soul into it, rolling 3 :skull:! Kessandria matches that in :blackshield:s, blocking all hits, taking no damage!

"I've had enough of you!" Kessandria grabs him by the head and snaps his neck.
Balur runs out of the gate again and casts Fear on the Witch Queen, who rolls :roll1: :roll3: :roll3: :roll1:, and fails to break the spell. But she musters the courage to catch Balur in line and casts Lightning Bolt, dropping Balur to 1 Body Point.

Balur wants to prove a point and goes in for the attack, rolling 2 :skull:s. Kessandra only rolls 1 :blackshield: this time and is taken down to 1 Body Point.. Kessandria than casts Sleep on Balur, which surprisingly takes hold! But thanks to the Fear Spell, which she hasn't been able to break, Kessandria only rolls 1 attack dice, a :whiteshield:.
Balur breaks the Sleep spell, moves away from the Witch Queen and casts Firestorm. As the Witch Queen and arena burns up, the Fire Mage dances into the fire, completely immune.
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Boss Battles!

Postby wallydubbs » February 19th, 2026, 10:16 pm

Jrackfost and his Yeti companion defeated Spawn of the Pit in the first round and seem rather confident as both lived. The King of the Ice Gremlins has an extra attack dice and extra body point over other Ice Gremlins as well as 1 more Mind Point, so he's formidable enough and has a Yeti standing by his side. Jrackfost also knows the Dread Spell Tempest.

Magrian defeated the Keeper in the first round, but it wasn't entirely single combat as the Keeper had a Dreadshifter and Golem while Magrian had a few Specters. The Dread Wraith is actually close to even strength against her opponents, so she won't be allowed to Summon Specters in this match. But she has 3 other spells and 4 Special abilities that could twist this in her favor: Channel Dread, Dreadlights and Fear are her spells; Terror, Consume Magic, :Reflection & Shift Reality are her special abilities.

The Yeti and Ice Gremlin cautiously walk out the gate and keep as far back to the side as possible, out of Magrian's reach. Magrian floats out and through a pillar, casting Fear on the Yeti.

Rolling a :roll5: :roll2: the Yeti succumbs to Fear. Jrackfost casts Tempest on the Dread Wraith to give the Yeti a chance to recover, but she Consumed the Magic, knowing that is the only spell the Ice Gremlin knows.

Magrian uses Shift Reality to cast Dreadlights on the Yeti, but it rolls a :roll5:, resisting the spell. Regardless floats towards them and attacks the Yeti for 2 :skull:, but the Yeti blocked 1, only taking 1 damage. The Yeti, still under the Fear spell rolls a :skull:, which is irrelevant as he actually needs a :blackshield: to land a hit against the Dread Wraith. Jrackfost does succeed in rolling 1 :blackshield:, but Magrian is able to block it with a :blackshield: if her own.

After Jrackfost and the Yeti run from Magrian she puts Terror into Jrackfost and targets the Yeti for an attack. Six attack dice, again, only gives her 2 :skull:, but this time the frightened Yeti fails to block, dropping to 2BP..
The Yeti fails to break the Fear spell and also fails to roll a :blackshield:, having no effect. The Terror sets in on Jrackfost, so he cannot target or harm Magrian.

Magrian gives cheese to the Yeti as it runs away and attacks with 4 :skull:s this time. Failing to produce a :blackshield:, the Yeti drops to 0BP and is dead.
Jrackfost, recovering from the Terror, attacks the Dread Wraith, managing a :blackshield:, which Magrian blocks.
On Magrian's next attack she land 3 :skull:s, taking Jrackfost down to 1BP.
The Ice Gremlin fails to roll a :roll6: on what otherwise would have been a perfect attack.

The Dread Wraith casts Channel Dread, rolling a :roll4:, sucking the life out of the Gremlin King. The Dread Wraith wins again.
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Boss Battles!

Postby wallydubbs » February 20th, 2026, 3:53 pm

Krag and his Yeti won in the first round through a major upset as the Yeti 1-punched a 3 Body Point Dragon in Qwindrak while Krag took out the Abomination assistant. It was a quick and surprising win on their part. As a reminder, Krag has 7 Movement, 5 Attack Dice, 5 defense dice, 4 Body Points and 3 Mind Points.

Vilor and one of his Dread Warriors survived their first round match against the Witch Hand and her followers. Vilor is one of the few Dread Warriors working on mastering Ice Spells. He has 8 Movement, 4 Attack Dice, 3 Defense, 4 Body Points and 5 Mind Points. He has 5 significantly helpful spells in Chill, Ice Storm, Lightning Bolt, Sleep & Tempest. Admittedly their opponents are stronger but Vilor's spells could switch the tide of battle in their favor.

Krag & 1 Yeti vs Vilor & 1 Dread Warrior

Krag and the Yeti are careful not to make the same mistake their first round opponents made and go too far across the arena. Maintaining a safe distance back.

Vilor is out first, noting how close the together his opponents are and casts Ice Storm atop. Balls of Ice pelt Krag and the Yeti from the sky, accomplishing the maximum amount of damage with :skull:s upon the Yeti, taking him down to 2 Body Points, also dealing 3 damage with another imposing 3 :skull:s!

The Yeti charges the Dread Warrior, swiping his shield away and punching his helmet off his head. Dealing 2 Body Points of the Damage the Dread Warrior is locked in the hug, his armor now crushing into his ribs. Krag has just enough space to reach Vilor, rolling 3 :skull:s in his attack, Vilor fails to roll a :blackshield: and drops to 1 Body Point.

Vilor has 1 more movement than Krag and uses all 8 spaces to run to the corner or the arena, and tries to save his Dread Warrior by casting Sleep upon the Yeti. Rolling a :roll5: :roll2:, the Yeti's tight bear hug turns into a soft cuddle as the Dread Warrior is able to wriggle free and bring down his mace for 2 Body Points of damage onto the sleeping Yeti, killing the hulking Sasquatch. He runs away once the deed is done, but not enough to escape Crag's chase. He can't reach Vilor but can reach the Dread Warrior, with 5 attack dice her rolls 3 :skull:s. The Dread Warrior, only at 1 Body Point fails to block the blow as his head is taken off.

Vilor casts Tempest on Krag and calms walks up to him as he's enveloped in a whirlwind. Vilor just reaches in and touches him, casting Chill to inflict the 4th and final body point. Vilor takes the win, walking out of the arena alone this time.
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Boss Battles!

Postby wallydubbs » February 20th, 2026, 10:56 pm

Tormuk, the Elven Necromancer, survived the first round along with 1 of Terrellia's Elven Archer guards. They were the only survivors upon defeating Ograk and his army of Greenskins. Tormuk has 6 Movement, 4 Attack Dice, 4 Defense, 6 Body Points and 6 Mind Points, he can also cast the Dread Spells Command, Mind Blast, Mirror Magic & Werewolf Curse. He also has the Reanimation Spell, which can't be cast as he has no undead and Summon Wolves, but due to the closeness of their points it won't be allowed. Also, the Elven Archer is also under Tormuk's spells d if ever left with no allies may forfeit the fight and return to Terrellia.

Festral and his personal guard fought off Abraxus and his greenskins where only Festral himself and 1 Dread Warrior survived. Festral's Dread Warrior has an extra attack and defense dice. Festral has 8 Movement, 4 Attack Dice, 5 Defense, 3 Body and 8 Mind Points. He also has 3 spells: Dominate, Mind Lock & Mind Burst that he may case 3 times. Upon consulting with Festral prior to the match, he was more than willing to allow Tormuk to cast Summon Wolves, thinking the Mind Points of the wolf will suit his spells, if Tormuk dares.

Tormuk & Elven Archer vs Festral & Dread Warrior

Tormuk and the Elven Archer exit the gate and each takes a side of the arena. Tormuk casts Summon Wolves and rolls :roll2:, only bringing 1 Giant Wolf to the arena. Though he was hoping for more.

Festral comes out and hides behind a pillar so the Elven Archer can't targets him, so he casts Dominate on the Giant Wolf, but Tormuk counters this by casting Mirror Magic, reversing the spell, now potentially holding Festral under Dominate. With his 6 Mind Points Tormuk only rolls 2 :skull:s, Festral with 8 mind points rolls only 3 :skull:s, but it's enough to cancel the spell.

The Giant Wolf free of the spell darts after Festral only for his personal guard to step between them. The Dread Warrior blocks its attack and and takes the attack instead. The Giant Wolf rolled 2 :skull:s, which the Dread Warrior failed to block, dropping to 1Body Point. The Elven Archer looked for a good spot and loosed an arrow at the Festral's personal guard, but the Dread Warrior raised his shield and blocked it.

Festral casts his 2nd Dominate spell, rolling 6 :skull:s to none. Tormuk already used his Mirror Magic so wasn't able to defend the Giant Wolf this time. Festral backs behind the pillar and sends the Giant Wolf after the Elven Archer, landing 2 hits, but unable to kill the Elven Archer. Festral's Body Guard charges Tormuk and lands 2 hits, taking Tormuk down to 4 Body Points.

The Elven Archer tries to run away from the Giant Wolf, knowing if he can kill Festral the spell will break. He rolls forward, catching sight of Festral behind the pillar. With a perfect attack he looses an arrow for 4 :skull:s. Festral, with 5 defense dice manages 2 :blackshield:s, dropping to 1 Body Point, but still alive. Tormuk casts Command over the Dread Warrior, who rolls :roll6: :roll3: :roll3:, resisting the spell, causing Tormuk to flee.

Festral uses his 3rd Dominate spell on the Giant Wolf, rolling 4 :skull:s to 1. Taking control of the Giant Wolf again he sends it after Tormuk.The Giant World mauls Tormuk landing 4 hits to finish off the Elven Necromancer. The Dread Warrior couldn't reach the Elven Archer, but with Festral out of Dominate spells he attacks the Giant Wolf from behind, crippling it's back leg with 2 :skull:s.
The Elven Archer tries to finish off Festral, loosing an arrow for 4 :whiteshield:s, missing completely.
Festral casts Mind Burst on the Giant Wolf, 4 :skull:s to none, depleting the Giant Wolf's Mind Points, the beast goes into shock. Festral's Body Guard circles around the pillar and find the Elven Archer, killing him with a stiff swing from his mace. The Giant Wolf was crippled and in shock, Festral and the Dread Warrior eventually put the beast out of its misery.
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Re: HeroQuest Blood Sport!!!

Postby Daedalus » February 21st, 2026, 12:08 pm

wallydubbs wrote:. . .Nelath vs Melar & 1 Abomination

Nelath is the first out of the gate and she waits for her opponents, showing no apprehension.

Both Melar and the Abomination run out, unable to reach Nelath so they attempt to sow discourse with her. The Abomination fails to say anything of note, but Melar reaches her and she suffers 1 mind point of memory damage.
Shaking it off she fires a Lightning Bolt through the Abomination, killing it.
Melar casts Summon Orcs, rolling a :roll6: summoning 6 Orcs to do his bidding. Melar flees once the spell is cast, leaving the arena. The Orcs close in for the attack. The Orc Archer fires an arrow that she blocks. The Orcs are rather fast, 2 circle the pillar to take Nelath from behind (not like that). Together the force her down to 5 Body Points. The Orc with the Warhammer runs in to aid them, but she blocks his attack. The two remaining Orcs stay to the sidelines, singing a chant that will hopefully persuade Nelath to be good again, but neither one seem to reach as her as they both rolled a :skull:.

Nelath casts Firestorm, which causes 3 damage, but only 2 can be defended. This causes all the Orcs in the arena to burn up, leaving Nelath as the victor.

(Hilarious commentary) Orcs, ya burnt!
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Boss Battles!

Postby wallydubbs » February 21st, 2026, 4:05 pm

Buubhealxea and her Orc followers impressively survived a tough battle against the guardians of the Scepter. 3 Dread Warriors, a Polar Bear and Yeti were no easy feat. This was due to their numbers and Buubhealxea's spells. The Goblin Queen only has 3 Orc followers left, but she has 3 spells to assist: Command, Escape & Fear. Buubhealxea has 8 Movement, 3 attack dice, 3 defense, 3 Body & 2 Mind points.

In grueling battle with the Storm Master, the Witch Lord came out on top with 1 of his Doomguard left, all his undead were wiped out mainly by storms and seismic activity. But the Witch Lord, asides from his spells is a competent fighter with 10 Movements, 5 attack dice, 6 defense, 4 body and 5 Mind Points, though his mind points are somewhat irrelevant as he is immune to most spells. The Witch Lord generally casts Command, Fear, Firestorm, Lightning, Summon Undead & Tempest. However despite being outnumbered the predictions favor the Witch Lord so he will not be allowed to Summon Undead in the interest of fairness.

Buubhealxea & 3 Orcs vs Witch Lord & Doomguard

Buubhealxea and 2 of her Orcs spread out, unsure which way the Witch Lord will come out. The Orc Archer positions himself behind a pillar so he can't be the target of a spell.

The Witch Lord comes out guarded by the Doomguard, the Witch Lord casts Tempest on Buubhealxea, aware that his Doomguard IS susceptible to magic.
One Orc was on the other side of the arena and wanted able to make it to the Witch Lord. Buubhealxea was enveloped in a whirlwind while the Orc with the Warhammer charged the Doomguard. He had 1 shot a Dread Warrior in the first round, attempting this again he only rolls 1 :skull: that the Dread Warrior easily blocked. The Orc Archer, turned from the pillar and aimed at the Witch Lord, but only rolled 3 :whiteshield:, missing his shot.

The Witch Lord casts Command on the Orc Archer, rolling :roll5: :roll1:, that Archer sees his partner running toward the Witch Lord from the other side of the arena and takes him out with an arrow. The Dread Warrior rolls 4 attack dice but only gets 1 :skull: that the Orc with the Warhammer failed to block.

The whirlwind subsides over Buubhealxea and casts Command on the Doomguard, who rolled :roll3: :roll6: :roll1:, resisting the spell. The Orc Archer rolled :roll6: :roll6:, breaking the Command spell. He looses an arrow at the Witch Lord this time for 2 :skull:, the Witch Lord only blocks 1, taking 1 damage.

The Dread Warrior charged the Orc Archer and smashed his face in with his mace. The Witch Lord casts Fear on Buubhealxea.

Buubhealxea rolls :roll4: :roll2:, succumbing to the Fear spell. An attack would be nearly pointless against the Doomguard so she casts her own Fear spell on him.
Rolling :roll3: :roll2: :blackshield:,the Doomguard tests Fear as well and goes for an attack with a perfect 4 :skull: attack. Buubhealxea manages to roll 2 :blackshield:s. Surviving with 1 Body Point. As she fails to break the Fear spell she casts Escape, vanishing from the arena. The Witch Lord calls the Doomguard back as Buubhealxea runs out of the gate, finally breaking the Fear spell. The Witch Lord easily takes her out with a Lightning Bolt. The Witch Lord and his Doomguard survive with no casualties this time.
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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » February 22nd, 2026, 3:50 am

Qwindrak is the reoccurring villain of First Light whom the heroes fight 4 times. However this iteration of Qwindrak is the only one that survived the first round. With 4 Body Points, the Dragon is joined by 2 Abominations as they had a shut out against Grak and his team in the first round. Qwindrak has 2 spells that he can only cast once, Firestorm & Lightning Bolt. However the Dragon can cast Ball of Flame an unlimited number of times. Qwindrak, in a sense, has a bit of revenge backing him in this match.

The Elven Alchemist and 2 of his Dead Warriors survived the first round against Qwindrak's 3rd iteration, having lost 2 Dread Warriors. He has 4 spells: Mind Blast, Restore Dread, Werewolf Curse & Summon Wolves, however the Alchemist won't be able to use Summon Wolves until all other spells are used and allies are eliminated. As a reminder he has 8 movement, 3 attack, 3 defense, 4 body & 4 mind points.

Alchemist & 2 Dread Warriors vs Qwindrak & 2 Abominations

As is standard precaution, the Alchemist and his 2 Dread Warriors keep their distance as Dragons are known to move swiftly.

When the opposing gate opens the Abominations don't go very far, the Dragon doesn't even try. He breathes a Ball of Flame at one of the Dread Warriors, rolling :roll4: :roll2:, taking 2 damage, but not killing him.

The Alchemist casts Werewolf Curse on an Abomination, who rolls :roll1:, now inflicted with the curse, while one of the Dread Warriors goes after the other Abomination, rolling 3 :skull:s in his attack that the monster fails to block. This gives the other Dread Warrior a chance to charge the Dragon. He thrusts his sword into Qwindrak's ribs, dealing 2 Body Points of Damage, the Dragon is now down to 2 Body Points.

Qwindrak spots a diagonal line from the Dread Warrior all the way across the arena to the Alchemist, casting Lightning Bolt. Both Dread Warriors are down to 1 Body Point, the Alchemist is at 2. Qwindrak tries flying away. The last Abomination resists turning into a Werewolf and tries to finish off one of the Dread Warrior, but his attack only yields 3 :whiteshield:s. The Dread Warrior retaliates and bashes the Abomination's head in with his mace. The other Dread Warrior gives chase to Qwindrak and has just enough space to reach him, rolling 2 :skull:s, enough to finish the Dragon but he manages 1 :blackshield:. The Alchemist knows Qwindrak is coming for him and casts Restore Dread on himself, back to full health.

Qwindrak, having lost his Abominations casts Firestorm over the arena, killing the 2 Dread Warriors and taking the Alchemist back down to 2 Body Points.
Having lost his teammates the Alchemist had 1 spell left before he could call in the wolves. The Alchemist casts Mind Blast on the Dragon.
With 6 mind points it was easy for the Dragon to break the spell. He'll need to take out Qwindrak now before he gets the chance to Summon Wolves. A Ball of Flame is too risky, so he flies across the arena, reaching the Alchemist and rolls a perfect 5 :skull: attack, finding so much more satisfaction in eating the Alchemist instead of burning him alive.

Qwindrak the Dragon is the sole survivor of his team.
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Re: HeroQuest Blood Sport!!!

Postby Daedalus » February 22nd, 2026, 3:07 pm

In the first round, I understand that Buubhealxea had her spell allotment reduced to 3 as a handicap against the Scepter of Power minion team. However, against the Witch Lord, it appears that she was sorrowfully outmatched. Was there a points reason this time for again not including her Lightning Bolt, Rust, and Tempest spells?
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Re: HeroQuest Blood Sport!!!

Postby wallydubbs » February 22nd, 2026, 4:14 pm

Daedalus wrote:In the first round, I understand that Buubhealxea had her spell allotment reduced to 3 as a handicap against the Scepter of Power minion team. However, against the Witch Lord, it appears that she was sorrowfully outmatched. Was there a points reason this time for again not including her Lightning Bolt, Rust, and Tempest spells?


Maybe I'm missing something, but looking back at The Sunken City of Buubhealxea, Quest 5 of CoPD, Command, Fear & Escape are the only spells she's allowed... I double checked the Mythic Tier as well... Perhaps you're thinking of the Swamp Hag in the Marsh of Sorrows?

Otherwise, according to my points system, I have Buubhealxea and 3 Orcs at 30pts combined. The Witch Lord & Doomguard has 32, which is why I didn't allow Summon Undead. The Only spells I take out are ones that spawn new monsters unless the match is uneven or the opposing team can summon or spawn new monsters too.


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