I’ve just realised something - you don’t roll for defence like normal hero quest? Which do you prefer hero quest combat or advanced hero quest combat? I was just thinking to myself, maybe hero quest allows weaker characters to get lucky and prevail? More so than advanced here request rules? This is just using at the moment. I’ve as yet been unable to play advanced to request using the rules. as I’ve been busy with work, and trying to prepare, and get all the bits in place before I start playing.
Got the new starter set yesterday plus the arising book & campaign deck. We're planning a campaign at my local club. Got the wild things box coming also, plus the faction counters. I'll definitely be adding more leshavalt & the shades plus more love the game & setting after playing a few games.
Glad to hear you are enjoying it. I am predominantly a goblin player but I have enough stuff now to run any faction in some form or another, and I intend to build up my Shades options because I love undead stuff. There are so many great options for this game it's sometimes hard to stay focused!
ROTWL is a really great expansion. the story, the use of the undead monsters, new room tiles, the tricks (and yes, there is at least one sucker punch in there many players will hate, but still not as bad as what you experience in KK!) and the recurring villain as well as the great artifact you track down. and unlike KK, you really will most likely need all of the extra figures included in the box as you play through the campaign! there are some differences between the original versions and the NA editions I grew up playing (we were used to artifacts and the Alchemist Shop being added for instance but there are also some changes within the quests, again I'm not familiar with them all but they exist)
I did a whole video sharing my thoughts on the druid here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9LEtnfZSmQc.html Ultimately, I think now we have so many choices people should just play the class they enjoy the most, although I am quite partial to the original team structure of fighter, trap expert, balanced, and wizard.
I am getting a few people saying they aren't getting my channel notifications anymore. You may want to make sure your notifications are still set to "all." I don't know if RU-vid have changed something.
For most of my videos I am using a Skyrim mat from Modiphius. One side has a really nice snowy wilderness, and the other side has the burial tomb with all the swirling patterns. It's my favourite gaming mat, and it's a good side for Moonstone games.
He's on a 40mm base, so completely covers a space on an Unmatched board and is bigger than Bigfoot. (But you can buy him separately, so you don't need to spring for a whole starter set if you want that one miniature.)
It's a shame you can't buy these older miniatures, as an airfix modeller, Airfix keep a lot of their old tooled kits for sale. Warhammer should do the same to pad out older games
Occasionally, Games Workshop do a "made to order" run on older miniatures. You have a short window to buy them. Unfortunately, they have never gone this far back, and even if they did, Grabber-Slashers would be very unlikely to get a look in. Their output is absolutely crazy, with new products landing every single week, so they really do focus on the grind of getting the next new hot thing onto the shelves. I would love to see more of the older stuff getting limited runs.
The creator Mike McMahan also made Solar Opposites and was a Rick and Morty showrunner, so it has some of that sort of vibe. Irreverent, fast-talking, with lots of quick gags.
Today I finally got my Grail game, Space Crusade, and I was super lucky it had the Dread Naught expansion. There are a few missing weapons, and the Orcs have no bolsters, but I can fix that. Interestingly enough, it also came with a complete copy of Darkworld aswell, talk about an epic find. Thanks to your videos, they have kept me interested and hoping for a day like today.
I made my own rules up based more on the MB Space Crusade, most of the tokens that came with this game I eliminated from play as they don't make much sense to me. I made the rules on my computer along with a "Mission 1". I think a lot of use who got ASC thought it was a more difficult version of space crusade but not "impossible to understand" rules. I've tried to read and understand them to play properly but I still don't get all the rules, it doesn't help I guess that I don't know much about the world of Warhammer and tabletop games, they way it's printed the makers are "assuming" you know Warhammer lol
I think once I got my head around the idea of the tactical displays, and only setting out a map when there is a battle rather than moving around on the board tiles like in Space Crusade, it all slotted into place. It's an incredibly clever game.
It certainly raised a few eyebrows when it first came out! I hadn't heard anything about the game until it turned up for review, though. I understand Modiphius also publish an RPG supplement for Lower Decks which would probably be quite amusing for the right crowd.
I think, the voice was not recorded but synthesized. It is quite apparent in the German version where “Sagor“ (spelled like this because it sounded more like the English original when read by a German) pronounced some syllables quite oddly. It was on sale for (I think) 5 Deutschmarks apiece at Toys‘R Us in the 90ies. I was amazed that Zagor/Sagor tried to even out the players‘ progress by random events, boosting or weakening them (according to what the computer knew about their progress). When I revisited the game a few years ago, I found some rule issues, but maybe this was my fault. Have to revisit it again soon.
I think a not to much talked about target group for Talisman; introducing board gaming to young kids. I used to play Talisman 2nd edition with my friends in the 90´s. Now I use 5th edition as a gateway to get my 6-year old daughter into board games other than Ludo or 4-in a row. The main strength of Talisman to me is the ability to (as long as 1 player know the rules) just sit down and play without introduction. "Goal of the game is getting strong enough to reach the center. - Ok what do I do now? Roll a dice. -Ok then what? Go here or here. -Ok i go here now what? Draw a card/roll a dice" etc. No need to overexplain, just go and explain as questions arise. To me the 12 year old recommended age restricition is holding the game back, this game is superb for 6-year olds. We have had great games playing friendly rules and she absolutely loves it. A cooperative mode will remove the disappointment of losing and I look forward to trying this.
Absolutely. I talked quite a bit in my core game review about the accessibility of the game and its family-friendliness, and the way you can just start playing and see what happens. I think it's one of the big selling points of the system - creating a simple way for children to engage in a fantasy adventure. As I understand it, sometimes the age on board games is skewed slightly high, and that's to avoid having to go through the more stringent safety checks required for toys made for very young children, but in this case I think they have gone for a slightly higher age just because of some of the more complicated card-timing issues. They probably also have to be careful because of the presence of monsters and demons.
@@AlwaysBoardNeverBoring Good on you, I feel sometimes this is overlooked so ty for bringing that up! Yes it is a random game from the 80's, but that is part of it's charm! With more mean rules it also makes for a good have a beer while playing a boardgame in the background type of thing. Embrace the fun of randomness, injustices and that every game not have to be a competition where the smartest win every time and the you realize Talisman is great.
Can’t wait for my box to arrive, maybe they need to consider making and publishing a hardback core rule book that covers all the rules and expansions. Be a good way to clean up the rules and I’m sure many people would buy a copy if it included pictures and art work too.
As I understand it, the Avalon Hill team is pretty small and has limited bandwidth, and if they do something like a book then it takes them off projects like new expansions. It's a constant balancing act to figure out what people want the most and what is going to generate the most sales, and I suspect they are always going to fall on the side of new expansions.
@@AlwaysBoardNeverBoring that makes sense but maybe something for them to do in the future I would love a hardback core book for Heroquest be good to have something to tie everything together and over years of old and new content it gives them a chance to refresh and update the rules for future generations
@@louistrinnaman7344 it would be good. I think that’s part of what First Light is going to achieve - a revised rules set clarified and enhanced after the last few years of feedback.
@@AlwaysBoardNeverBoring the copy that I found was also the 1987 edition, do you know what was changed in the remake and remasters and revamps of this I believe there was multiple do so far ?
There are only two English-language editions. This one, and then the one done by Fantasy Flight Games (which they later revised) during their partnership with Games Workshop. That edition existed within FFG's Terrinoth setting, folded in rules from the Catacombs expansion, included determination tokens to mitigate dice rolls, and then added in a combat system so bad they had to strip it back out and reinstate the original system. Surprisingly, it's usually cheaper to buy the original game than it is to buy the FFG edition these days.
@@AlwaysBoardNeverBoringthanks for that info ! I’m digging through the game now and I’m curious since you have so much experience are there theings that you change when you play or that you don’t like about it and would change ? Or is it your fav game for a reason and it’s perfect for you ?!
@@kcsnipes I don't tend to use a lot of homebrew rules for any game. Sometimes just a few minor tweaks, but usually I just play rules as written. DungeonQuest I play as intended.
Interesting. I like the roving villains. That would be fun in a regular game where you try and bait them into other players. That said, until this has a Space Marine and the Chainsaw Warrior, I'm not buying.
Balance idea. Entering demon form doesn't cost an action. When you're in demon form, you stay in demon form for like three turns or five turns. This incentivizes heroes to use demon form in battle. Ideally they could have the halfling form cast other spells besides fear and dark wing - and only cast these when they're not in demon form. I think part of the problem is that the heroes in general have too few spell (or ability) cards. Revamp the game to have a lot more - and to unlock them as you progress e.g. you can use gold to buy them aka a way to level up without having literal experience and character levels. Yea the quests would need to be rebalanced too for the progression, and ideally add some basic difficult scaling mechanics for easy vs normal vs hard.
Edit the idea to have it cost a mind point instead of a card is also a good idea. Definitely there are things they could've done to balance the heroes and give them and ways to get more abilities as you progress through the game (level up without literal levels) without it becoming very complicated either.
They are the same scale as the Talisman base game which is a match for HeroQuest. I showed side by side images of some HeroQuest and Talisman miniatures in my Talisman review and on Instagram. Here's the link to the review - go to around the four minute mark for the comparisons: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-OBP4rW0vLgs.html
I don't think I am even gonna play the trials- or try the co-op. I think I will accept the 4 brutal adventure cards and the 4 new characters, and the horned toad. The content that is there for the main game satisfies me. thank you for the exceptional review as always
Thanks for watching. The co-op stuff won't be for everyone - I personally thing Talisman is always going to work better as a competitive game where you can annoy your friends and family - but the new characters are worth it, I think. The extra events and spells are nice, but I would have liked to have seen a few more.
@@AlwaysBoardNeverBoring I did see some of those old expansions on the discount table. Some of them look pretty interesting! I'm tempted to buy some for the sculpts, but feels like kind of a waste
Salut , pourquoi tu met 6 cartes ? Car nulle part c’est indiqué 6 cartes . Car si tu joues en solo tu met un deuxième deck du même nombre que toi tout simplement.
I'm pretty sure I explained this in the video. There are no solo rules for Wizard of Oz in the rules book, so I used the solo rules from the third game in this series - Lord of the Rings - which says to create a dummy hand of 6 cards for use in the trade step.
@@AlwaysBoardNeverBoring oui justement il n’y a pas de règle solo car c’est un jeu coopératif donc tu joue comme ci c’était minimum deux joueurs donc 4 cartes chacun et tu joue comme ci l’autre c’était un automate ( uniquement pour les échanges ) comme tu le fais.
I used the official solo rules for this game system, as they are published in the Lord of the Rings. You only have one "player hand" and then you have a dummy hand used only for trading. If you want to play solo, these are the official rules. You can, if you prefer, just play double-handed, with two decks of cards, as if there were two players at the table.
@@AlwaysBoardNeverBoring lucky the frog's customer service were able to make some replacements for me. Not exact, but they fit the bill - i just covered s&h.