The tournament looks like the perfect game to play after playing a quest and there is no time for another and maybe half the party goes home . I love it
Actually got mine last night ahead of all the opening videos for once. This actually looks like they hit it out of the park with this expansion. I love the how they blended the two versuons (EU vs US). I can see a homebrew revolving around certain spells to open the door. As to the Pit of darkness, -Homebrew- if the heroes have a rope (and maybe climbing gear) the players may opt to take a turn to climb in safely, then a turn to climb out (maybe 1 move die so clear a path for the next player to climb out). Enraged critters are going to be a big surprise for my players.
I would house rule it to allow a Wizard or any other 1 base AD hero to be able to use a Potion of Strength to roll 3 dice to attempt opening the stone door. Thematically this potion is enhances your base character stats and not your weapons.
I’m excited - I did get mine yesterday! Lots of good stuff! The actual quests themselves look like they’re gonna be tough! Minor spoiler (but not really): I now know why they put a disclaimer about Player Safeguards…..there are a lot of traps that can and will lock heroes in a room with no way out! Ironically, the only mention of bone weapons is during the section that calls them out, and by rolling a 7 during an arena battle. Otherwise, I can’t find anything else in the other quests about it.
As I had mentioned on another one of your videos, I am disappointed they didn’t give us a bear mini OR that they didn’t change the card art for the beast form of the Druid. Ultimately, my biggest complaint is just like the Knight in Rise of the Dread Moon: the new hero isn’t mentioned in the quest book and doesn’t really fit the expansion theme. At least with FH & MotM: the alternate gender heroes makes sense for the themes of the expansion. These new heroes don’t make any sense. I’ll say the Bard & Warlock make sense for those expansions….but I think AtOH would have made better sense to have the Knight and the Rogue should have been in RotDM. And maybe then had the Druid as a stand alone hero pack? Or even save the Druid for the leaked potential Jungles of Delthrak expansion, as a Druid who is all about the wild seems more in theme for a jungle expansion than they do for an Ogre expansion…..would have been nice to have gotten some sort of powerful hero to really help with these strong ogres! And a hero that is tied to the story in some way? But to give us a halfling/gnome hero to fight against ogres…..seems out of place.
Oh - and one final nitpick…..they don’t have enter and exit doors like in KK, RotWL, FH, and MotM, but certain quests utilize them. Not sure if RotDM included or used them? But was alittle odd to see a mechanic used that had a precedent set in other expansions but didn’t include the doors. Would have been cool to see some ogre themed entrance/exit doors like they did with FH!
Easy home-brew fix for "weak" parties and stone doors. Allow the party to use their movement action to help raise the door (they would have to start their turn next to the door), rolling twice their base attack but having to end their turn immediately after the attempt regardless of result. Justify it by saying "lift with your knees". Edit: It would also serve as a nice layer of "bad luck protection" for even a stronger party.
The multi-phase Ogre is basically given a boost of adrenaline during battle? That is epic! This looks to be the best expansion. I sure hope we get "Wizards of Zargon"... and a box of just all the hard-to-find miniatures. I want like five versions of every character class and Ragnar, Mentor, and Witch Lord. Nope, not letting that dream go. LOL!
The companion was originally for the soli quests but if you are playing with thee people in the beginning before they find a fourth during the adventure they can take the wolf. Then when one of the players gets their second hero the companion can stay or go as the party needs
4:42. re: 'base attack.' if we assume the attack # written on the hero card, okay. druid, monk, & wizard have a problem. can magic open doors? because then the druid could use shapeshift, wizard could use genie or pass through rock, and the monk could use a "style" to increase his attack (or maybe his base attack of 1 that is really 2 would count?). if you disallow all those special tricks, the Wizard, if he thought to bring earth spells, could still pass through the wall next to the stone door to get in/out if he had to. Ogre Mercenary could do it (hopefully you earned enough gold first) but the wolf (boulderdasher?) could not. as Zargon if somehow only these heroes were playing (with no Ogre) I'd allow their magical abilities to substitute... or I suppose make them fight another arena battle to earn enough gold to hire that Ogre
This expansion seems amazing. I love that there are more Mercenaries now, as I think that's an incredible mechanic that has a lot of homebrew potential. The Wolf is another welcome addition, giving parties with fewer than 4 Heroes that extra boost they might need to clear content. (It will be especially nice for cases where not every player was able to show up, but still wants to play a game.) EDIT: Oh wow, the World's End Tournament sounds fantastic! This is perfect for the situation I was just talking about before, where most of your players were able to show up for game night but one or two couldn't make it. Setting up a simple World's End Tournament night could be amazing for filler games (i.e. non-Quests). I am in love with this new system and all the fun it can provide, especially for the homebrew scene. Bravo, Avalon Hill! 👏
Geek Gone Giddy is very grateful for @Amalgamash s tactful spoiler warnings from the outset. Wishing ya’ll a happy tournament. I think Ogre Clans in Scotland are still negotiating all 5 seasons of tempestuous elemental weather ❄️ 🐣 ☀️ 🍂
Looks like another great video from you ash. I want to thank you for the careful way you handle spoilers in all your videos and also the respectful way you talk about different element different elements of the game and you're acknowledgment that other people may feel differently about them. It really makes your videos A Cut Above the rest. I'm probably not going to listen to most of this video because I'm wanting to maintain all the little surprises but thank you nonetheless. I'm looking forward to this expansion a whole lot and I hope you enjoy it as much as you think you will.
Honestly, some of the kindest and most fulfilling feedback I could ask for; thank you very much! I'll work hard to maintain this level and improve as best I can :)
Looks like you can solo the Tournament. Overall you could include all the monsters from the expansions. Awesome. We in the UK have few places to order, but it's still preorder only as far as I can tell. Definitely worth a buy. Thanks Ash for great content.
LOVE the flexibility of the tournament. Didn't think I would like it - I was too skeptical for some reason. But it is a clean system and very well done.
I hope that if someone talented from our community does put together a downloadable pdf of the tournament form that they include monsters from the other expansions maybe even hoped for future monsters like ratmen giant rats giant spider’s minataurs trolls ext.
Multiphase won’t carry extra damage if i m zargos. i would carry extra damage if the Spawn of Pit had 10BP and changed phase when BP reaches 6 or less. (a little like DnD 4e Bloodied state)
But every Hero has 1 Attack Die as base... that's how unarmed battle works. For the wizard there is just one weapon to give him a second one... and that is an artefact
I like the idea of needing to use the Warlock Demon form to have enough strength to open a stone door. Or the Druid animal form (although fits better for the Bear form, rather than a Wolf). But strictly speaking, do those count for non-attack purposes? The Monk is an interesting one to consider along these lines - do they count as making "unarmed attacks" when trying to open a stone door? The animal companion Wolf & various hirelings also cause some issues when considering stone doors - but do the rules even allow them to open doors in the first place?
Hired mercenaries seem to be able to open normal doors just fine, but animal companions cannot. Interesting to think about these stone doors being mechanically separate...but since they exist to block and then reveal contents of a room, I would probably count them as normal doors for the sake of ruling for mercs and animals. Base attack is what they are after. It's such an odd way to carry it out though -- "base attack" But we all know and AH have acknowledged that the base includes the starting weapon. So we're more or less handwaving that detail to say "this is how muscular the character is by default, when being administered tests of strength." I've seen an interpretation about the Monk- use the stat on the card, so 1; they attack with 2 if unarmed, but this strength test isn't an attack...so the Monk would fail the test by that logic. Wild stuff.
There is an official lore order, but you can play any expansion after the game system. Playing expansions I'm sequence can be fun following the order, but you may run I to overpowered heroes at some point if they continue to gather resources and upgrades...and have lucky rolls!
@@AshQuest Yeah, overpowered is correct. I house rule for slower character progression with random shop between quests. I also limit how many items & potions they can carry plus my Goblins can item (not worn)/potion steal (25% chance, roll 2 combat die; 2 skulls = steal) when passing through Heroes but can't attack that turn.
The tournament looks like the perfect game to play after playing a quest and there is no time for another and maybe half the party goes home . I love it
Actually got mine last night ahead of all the opening videos for once.
This actually looks like they hit it out of the park with this expansion. I love the how they blended the two versuons (EU vs US).
I can see a homebrew revolving around certain spells to open the door.
As to the Pit of darkness, -Homebrew- if the heroes have a rope (and maybe climbing gear) the players may opt to take a turn to climb in safely, then a turn to climb out (maybe 1 move die so clear a path for the next player to climb out).
Enraged critters are going to be a big surprise for my players.
"when is Ash going to cover this?" I asked myself, then I realized I needed to scroll down. excellent!
I would house rule it to allow a Wizard or any other 1 base AD hero to be able to use a Potion of Strength to roll 3 dice to attempt opening the stone door. Thematically this potion is enhances your base character stats and not your weapons.
I like that idea!
I’m excited - I did get mine yesterday! Lots of good stuff! The actual quests themselves look like they’re gonna be tough!
Minor spoiler (but not really): I now know why they put a disclaimer about Player Safeguards…..there are a lot of traps that can and will lock heroes in a room with no way out!
Ironically, the only mention of bone weapons is during the section that calls them out, and by rolling a 7 during an arena battle. Otherwise, I can’t find anything else in the other quests about it.
As I had mentioned on another one of your videos, I am disappointed they didn’t give us a bear mini OR that they didn’t change the card art for the beast form of the Druid.
Ultimately, my biggest complaint is just like the Knight in Rise of the Dread Moon: the new hero isn’t mentioned in the quest book and doesn’t really fit the expansion theme. At least with FH & MotM: the alternate gender heroes makes sense for the themes of the expansion. These new heroes don’t make any sense. I’ll say the Bard & Warlock make sense for those expansions….but I think AtOH would have made better sense to have the Knight and the Rogue should have been in RotDM. And maybe then had the Druid as a stand alone hero pack? Or even save the Druid for the leaked potential Jungles of Delthrak expansion, as a Druid who is all about the wild seems more in theme for a jungle expansion than they do for an Ogre expansion…..would have been nice to have gotten some sort of powerful hero to really help with these strong ogres! And a hero that is tied to the story in some way? But to give us a halfling/gnome hero to fight against ogres…..seems out of place.
Oh - and one final nitpick…..they don’t have enter and exit doors like in KK, RotWL, FH, and MotM, but certain quests utilize them. Not sure if RotDM included or used them? But was alittle odd to see a mechanic used that had a precedent set in other expansions but didn’t include the doors. Would have been cool to see some ogre themed entrance/exit doors like they did with FH!
Bottom line: the halflings are ogre food
Easy home-brew fix for "weak" parties and stone doors. Allow the party to use their movement action to help raise the door (they would have to start their turn next to the door), rolling twice their base attack but having to end their turn immediately after the attempt regardless of result. Justify it by saying "lift with your knees".
Edit: It would also serve as a nice layer of "bad luck protection" for even a stronger party.
The multi-phase Ogre is basically given a boost of adrenaline during battle? That is epic! This looks to be the best expansion. I sure hope we get "Wizards of Zargon"... and a box of just all the hard-to-find miniatures. I want like five versions of every character class and Ragnar, Mentor, and Witch Lord. Nope, not letting that dream go. LOL!
The companion was originally for the soli quests but if you are playing with thee people in the beginning before they find a fourth during the adventure they can take the wolf. Then when one of the players gets their second hero the companion can stay or go as the party needs
4:42. re: 'base attack.' if we assume the attack # written on the hero card, okay. druid, monk, & wizard have a problem. can magic open doors? because then the druid could use shapeshift, wizard could use genie or pass through rock, and the monk could use a "style" to increase his attack (or maybe his base attack of 1 that is really 2 would count?). if you disallow all those special tricks, the Wizard, if he thought to bring earth spells, could still pass through the wall next to the stone door to get in/out if he had to. Ogre Mercenary could do it (hopefully you earned enough gold first) but the wolf (boulderdasher?) could not. as Zargon if somehow only these heroes were playing (with no Ogre) I'd allow their magical abilities to substitute... or I suppose make them fight another arena battle to earn enough gold to hire that Ogre
These additions look outstanding, and seem like they’ll add a bunch of really fun roleplay/narrative opportunities in the game. SO EXCITED!! 🤩
This expansion seems amazing. I love that there are more Mercenaries now, as I think that's an incredible mechanic that has a lot of homebrew potential.
The Wolf is another welcome addition, giving parties with fewer than 4 Heroes that extra boost they might need to clear content. (It will be especially nice for cases where not every player was able to show up, but still wants to play a game.)
EDIT: Oh wow, the World's End Tournament sounds fantastic! This is perfect for the situation I was just talking about before, where most of your players were able to show up for game night but one or two couldn't make it. Setting up a simple World's End Tournament night could be amazing for filler games (i.e. non-Quests). I am in love with this new system and all the fun it can provide, especially for the homebrew scene. Bravo, Avalon Hill! 👏
Geek Gone Giddy is very grateful for @Amalgamash s tactful spoiler warnings from the outset. Wishing ya’ll a happy tournament. I think Ogre Clans in Scotland are still negotiating all 5 seasons of tempestuous elemental weather ❄️ 🐣 ☀️ 🍂
Looks like another great video from you ash. I want to thank you for the careful way you handle spoilers in all your videos and also the respectful way you talk about different element different elements of the game and you're acknowledgment that other people may feel differently about them. It really makes your videos A Cut Above the rest. I'm probably not going to listen to most of this video because I'm wanting to maintain all the little surprises but thank you nonetheless. I'm looking forward to this expansion a whole lot and I hope you enjoy it as much as you think you will.
Honestly, some of the kindest and most fulfilling feedback I could ask for; thank you very much!
I'll work hard to maintain this level and improve as best I can :)
@@AshQuest you are very welcome my friend.
fighting ash in an arena... why does this look familiar? ah yes... we gotta play again!
Amazing thanks for all the insight and explanation
Looks like you can solo the Tournament. Overall you could include all the monsters from the expansions. Awesome. We in the UK have few places to order, but it's still preorder only as far as I can tell. Definitely worth a buy. Thanks Ash for great content.
LOVE the flexibility of the tournament. Didn't think I would like it - I was too skeptical for some reason. But it is a clean system and very well done.
I hope that if someone talented from our community does put together a downloadable pdf of the tournament form that they include monsters from the other expansions maybe even hoped for future monsters like ratmen giant rats giant spider’s minataurs trolls ext.
There should be a bear miniature with the ogre horde quest pack
Well.... here it is, Arena Mode! Awesome coverage!
Basically, because of Games Workshop and Copyrights from the original.
Multiphase won’t carry extra damage if i m zargos. i would carry extra damage if the Spawn of Pit had 10BP and changed phase when BP reaches 6 or less. (a little like DnD 4e Bloodied state)
Oger Mercenary could open the stone doors
I suppose the wolf would be quite useful in the solo-quests for the Elf and the Barbarian? It's not a hero per se?
Potion of Strength!
Monk is really build for tournaments, only 1 point... Or add something for one of the techniques?
How long does it generally take before the expansions make it to the app?
But every Hero has 1 Attack Die as base... that's how unarmed battle works. For the wizard there is just one weapon to give him a second one... and that is an artefact
Base in this context is what is shown on their character card, which ranges from 1 to 3 depending on hero.
I like the idea of needing to use the Warlock Demon form to have enough strength to open a stone door.
Or the Druid animal form (although fits better for the Bear form, rather than a Wolf).
But strictly speaking, do those count for non-attack purposes?
The Monk is an interesting one to consider along these lines - do they count as making "unarmed attacks" when trying to open a stone door?
The animal companion Wolf & various hirelings also cause some issues when considering stone doors - but do the rules even allow them to open doors in the first place?
Hired mercenaries seem to be able to open normal doors just fine, but animal companions cannot. Interesting to think about these stone doors being mechanically separate...but since they exist to block and then reveal contents of a room, I would probably count them as normal doors for the sake of ruling for mercs and animals.
Base attack is what they are after. It's such an odd way to carry it out though -- "base attack" But we all know and AH have acknowledged that the base includes the starting weapon. So we're more or less handwaving that detail to say "this is how muscular the character is by default, when being administered tests of strength."
I've seen an interpretation about the Monk- use the stat on the card, so 1; they attack with 2 if unarmed, but this strength test isn't an attack...so the Monk would fail the test by that logic. Wild stuff.
Can't wait to play Arena
With all these quest expansions available to us is there a play through order to it all?
Yes there is, try Google like Heroquest Quest order or similar👍 can’t remember the website unfortunately
There is an official lore order, but you can play any expansion after the game system. Playing expansions I'm sequence can be fun following the order, but you may run I to overpowered heroes at some point if they continue to gather resources and upgrades...and have lucky rolls!
@@AshQuest
Yeah, overpowered is correct.
I house rule for slower character progression with random shop between quests. I also limit how many items & potions they can carry plus my Goblins can item (not worn)/potion steal (25% chance, roll 2 combat die; 2 skulls = steal) when passing through Heroes but can't attack that turn.
Where is the fun in the heroes taking several turns to open a door? What‘s the purpose? Does not compute 🤔🤪
First like :). Greetings from France.
Bonjour friend!
@@AshQuest, I am Spanish, but of course: Bonsoir!