Josiah Fiscus: Review of Heroquest Against the Ogre Horde

Heroquest: Against the Ogre Horde

  • Designer: Stephen Baker
  • Publisher: Avalon Hill, Hasbro
  • Players: 2-5
  • Age: 14+
  • Time: 90 minutes
  • Played with copy provided by publisher

Like many other expansions for the new version of HeroQuest, Against the Ogre Horde is a remake of an expansion for the old version. To that end, it includes all of the scenarios from the original, with only very minor tweaks to the map layouts. One of the reasons for these slight tweaks is to enable the new ogre leader figures to fit onto the map. The old version’s ogre leaders had bases that were just a single space, like all other figures. But this new version gives them absolutely massive sculpts, taking up twice the real estate of normal figures, and being far more detailed and terrifying than their predecessors (which, let’s face it, looked downright goofy).

But this expansion is far more than a reprint to increase the availability of an old classic. It also includes a litany of brand new content, not the least of which are three brand new scenarios. Each one of these scenarios takes place on a map made solely out of tiles included with this set (the main board is not used at all). These tiles are used to create a battle arena, consisting of an 8×9 square central area and a smaller adjoining starting area for each team. This is quite a departure from the secrets and exploration elements present in other scenarios, and shifts the focus to combat, combat, combat. There are even additional rules for non-scenario-based battles in this arena, using point values for team vs. team combat, which could even be monster vs. monster.

This arena mode is the chassis that the three new scenarios are built on. As an introductory lead-in to the original scenarios, the quest book starts with a series of arena battles, allowing the heroes to gain some gold and experience before venturing into the more deadly and longer originals. There are no traps, no secret doors, and no real surprises, but it does provide a nice intro to the new monsters. Obviously certain hero spells won’t be of any use at all. And for non-quest arena battles there is no method at all for integrating dread spells or some of the nastier boss monsters. It’s hard to imagine that someone would choose to play this simple battle game over the scads of alternative games out there; but if you only have 20 minutes and are craving some HeroQuest, it’s the best you can do.

This new version of Against the Ogre Horde also introduces the concept of Animal Allies. In games with fewer than four hero players, one of the heroes can bring along an animal companion. This serves to level the playing field without resorting to one player needing to control multiple heroes. The animal will take a turn immediately after the controlling player, moving a fixed amount and attacking, but cannot open doors, carry items, or perform actions other than attacking. This expansion provides only one such animal ally, the Wolf, but it seems clear that future expansions intend to add more options. With even one more animal ally available, it would be possible to have a party consisting of only two hero players, each with an animal ally, which seems like a very appealing way to play. This addition is thematically resonant and consequently is sure to generate arguments about which player gets to have the pet. Our sessions showed that the power of the wolf’s 3-dice diagonal attack was impossible for the Zargon player to ignore. Your cute little pet is therefore often going to be the first to die, sadly enough.

Like many of the expansions, Against the Ogre Horde also adds a new hero. The Druid comes with two minis and two corresponding illustrated cards, to allow players to choose either a male or female version. The Druid is cut from the same cloth as the Elf, having just a touch of magic (three spells) while trading a shortsword for a dagger. This is mostly a statistical downgrade, though the powerful spells (especially Shapeshift) offset this. Essentially, while at full health, the Druid rolls an extra die on attack and defense, as they are transformed into a bear. This does raise the question of if we might have been better served if the second mini was a bear, rather than an alternate-gender human, but this is a minor complaint. In our games with the Druid so far, she’s been a liability in trap-heavy scenarios, as her extra defense doesn’t help against pits and the like. But if you make sure to have another character scouting ahead, she can be quite powerful, and is especially strong when working alongside other healing characters.

Finally, the most exciting addition is the inclusion of ranged versions of several basic monsters (goblins, orcs, and skeletons). The rules text is just a couple sentences, but what potential they hold! Any time one of the normal versions of these monsters would be placed, Zargon can instead opt for a ranged version. Ranged monsters attack at full strength against anything in line of sight, but only roll one die for adjacent attacks. With such a simple (dare I say elegant) augmentation, Zargon’s options are greatly expanded. And so are the tactical possibilities for all players. Heroes will need to consider charging in to minimize the power of ranged monsters, while weighing this against the risks of running into a trap. Meanwhile, the Zargon player will have a strategic decision to make each time one of those monsters appears in a room. This not only injects variety into the scenarios in this box, but it breathes new life into older scenarios as well. This may not be the flashiest or most complex addendum to HeroQuest, but it is the most ingenious, and the one that pushes this expansion into must-buy territory.

For all its innovation and content, the weakest point of Against the Ogre Horde is the rulebook itself. Rule additions this simple shouldn’t generate this amount of confusion. As an example, the new stone doorway specifies that it cannot be opened by the Wizard, since that character rolls only one attack die. But you know who else rolls only one attack die? The Druid, a character included in this very box. It’s easy enough to assume that the rule must apply to the Druid as well, but it’s difficult to imagine why they specified only the Wizard in that case.

As a more egregious example, the arena battle uses ”point values” for each side to assemble their team. The point values for heroes are clearly explained with examples. But the point values for monsters are completely omitted, and must instead be extrapolated from the illustration. An illustration which, incidentally, pretty strongly implies that monster point values are calculated differently from hero point values (attack dice instead of attack dice plus one). None of these things are deal-breakers, or impossible to adjudicate, but they do seem bafflingly inexact for a production that is otherwise remarkably polished.

As an owner of the 1989 version of HeroQuest, rare expansions like the original Against the Ogre Horde seemed forever out of reach. What copies did exist were often incomplete and outrageously expensive. So this is an expansion that would have sold like gangbusters if the publisher simply re-released it as is. But instead, Avalon Hill has absolutely showered buyers with brand new content as well. In addition to what’s been mentioned already, there are new types of door, new traps, the option to hire an ogre mercenary to your side, new dread sorcerer spells, new artifacts, and even a new movement rule (you can move 8 spaces without rolling if no monsters are on the board). All of these are just the icing on top of this very tasty cake. So should this be the first HeroQuest expansion you purchase? The only drawbacks to that approach are the difficulty of the scenarios (it’s easy to die to these nasty new monsters) and the lack of additional dice (which is a welcome addition that some other expansions have included). But for veteran players looking for some exciting new options, Against the Ogre Horde is not to be missed.

Ratings from the Opinionated Gamers

  • I love it! Josiah Fiscus
  • I like it.
  • Neutral.
  • Not for me.

About Dale Yu

Dale Yu is the Editor of the Opinionated Gamers. He can occasionally be found working as a volunteer administrator for BoardGameGeek, and he previously wrote for BoardGame News.
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