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.
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Dale Yu: Review of Knarr

Knarr

  • Designer: Thomas Dupont
  • Publisher: Bombyx and Pandasaurus
  • Players: 2-4
  • Age: 8+
  • Time: 30 minutes
  • Played with review copy provided by publisher

In Knarr, you are the leader of a band of Vikings that you send to new destinations. Manage the recruitment of your crew, and choose the best territories to explore. Depending on the destinations reached (for trading or influence) and the Vikings who accompany you, you can increase your reputation to gain even more wealth. Each turn, you:

  • Place a new member in your Viking crew, activate the effects of all of them with the same icon, and get another one from those available under the matching color on the central board, or
  • Explore new destinations, with the opportunity to trade with those places and get more gains or reputation.

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Dale Yu: Review of Emerge

Emerge

  • Designer: Adam DeYoung
  • Players: 2-4
  • Age: 14+
  • Time: 75 minutes
  • Played with review copy provided by publisher

New islands have emerged from the ocean, and as scientists, you must research the new, developing ecosystems present there. Watch the islands on the board grow in three dimensions as you learn more about them, and add colorful plants and animals to each island as you explore their ecosystems.  Each round in Emerge, earn points by rolling your dice and using them to collect research and make discoveries. All players start with the same research board, but throughout the game you can modify your own board and change what you’re researching. After eight rounds, score points based on how flourished and biodiverse your islands are as well as varying research objectives.

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Review GACHIJO: Four Ninja and the Castle of Treasures

Players: 2-4

Designer: Martin Nedergaard Andersen and Banana Moon Studio Sapporo

Artist: Banana Moon Studio Sapporo and Richard Zimba

Time: 15-90 minutes

Four clans have each sent a ninja to enter the ancient enchanted castle to gain the valuable treasures said to be within! The enchanted castle has a magic maze which changes with each turn, can you cleverly maneuver you ninja to the treasures and back home first? GACHIJO is a fun dungeon crawl with lots of Japanese flavor.

Banana Moon Studio Sapporo will be bringing this exciting game to you soon on KS. This preview is based on online play so the pictures are of the prototype. GACHIJO cleverly uses transparent board/sheets to build the castle and surrounding grounds. Two of the boards have walls which move as you slide the board stepwise. Walls come in 2 forms low walls which are dotted and high walls which are solid. Both will impede your ninja’s progress although with right tool you can bypass the short walls. The rest of the boards will provide the castle walls and prizes. Martin Nedergaard Andersen has designed maze/puzzle games before, such as the fun little Bandido and Bandida, but here GACHIJO brings the puzzling to a new level morphing mazes instead of static walls. There are different levels of complexity and different castle designs for variety.  As one of 4 ninja your mission is to gain the items needed to complete the goal card and return to your base.

To play, you have 3 actions which can be any combination, in any order, either move your ninja or slide one of the wall boards one step, but you must do at least one of each of those actions. As you move you may encounter gems, tools or weapons which you can pick up as you pass over them. To claim a treasure you must end your turn there. You may also encounter magic spells of luck both good and bad! 

As you travel through the castle, if you have the correct tools it will allow you to maneuver through terrain obstacles more easily. For example grappling hooks let you climb walls. Some tools like the wall can help protect you. Your ninja will have status markers to show when the tools are in use. Tools are discarded after use.

You may also encounter a ninja from another clan. If you have the correct weapon you can attack! If you have a smoke bomb you may be able to avoid detection. Other tools may also protect you. If not, you are wounded and your opponent will gain a shinobi chip and  you gain a frog chip. Shinobi chips are part of the goal cards. Frog chips contain random values and are VP but are not revealed to anyone, even the owner, until the end of the game. When wounded you are returned to your base and you lose an action for one round.  

Lastly, if the symbols align you may be able to summon a demon who can attack your opponents. Demons move independently of your ninja. This is another way to earn shinobi chips.

Once you have gathered the requirements on the goal card you raise your flag and race back your base to secure the win.

I had a great time playing GACHIJO. I normally shy away from too much conflict but I do love a good dungeon crawl. There is no player elimination but getting wounded is a hindrance. Player vs Player is a must since that is how you gain shinobi chips. The movement of the walls is novel. It’s fun trying to map out the most profitable path through the castle while hindering your opponents. GACHIJO is clever and challenging and even though there can be a bit of “bash the leader at the end”, it doesn’t out stay it’s welcome. For those that like theme and some tactical puzzles and don’t mind a bit of chaos I would highly recommend GACHIJO.

Thoughts of Opinionated Gamers:

Love It: Lorna

Like it:

Neutral:

Not for me:

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Dale Yu: Review of Urbify

Urbify

  • Designer: Kalle Malmioja
  • Publisher: Looping Games
  • Players: 2-4
  • Age: 12+
  • Time: 45 minutes
  • Played with review copy provided by publisher

Our city is prospering and growing at a dizzying pace, and building permits are continually being negotiated in the main city council departments. Several political parties govern in coalition and use their influence and personnel to carry out the most successful construction projects, and thus end up being the most popular and beloved party in the city. Who knows, maybe that will catapult them to more ambitious political projects?

Each player takes on the role of a political party that strategically influences each of the 4 city councils (economy, transport, culture and tourism) to obtain the best building licenses, and thus gain prestige when building them and different benefits when inaugurating them. The player whose political party has more prestige when the construction of the city is finished, will have won.

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Dale Yu: Review of The Easter Escapade (Holiday Hijinks #8)

The Easter Escapade

The egg hunt is in disarray. Can you crack the case?

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