HeroQuest: Jungles of Delthrak TOTAL REVEAL at UK Games Expo

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Published 2024-06-03
huge thanks to CaptainRubbish for their photos at the con!
That's the UK Games Expo where Avalon Hill revealed all about HeroQuest: Jungles of Delthrak!

Available for pre-order now at Amazon, Pulse, and BBTS, among others!

...you've maybe, possibly been waiting for this!
Make sure you check out Elvyler's Game Room - not a YT channel but a finely crafted blog site on all things HQ!
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Happy Fridays, everyone! Literally, that's the name of a channel giving the big reveals. Check them out!
   • Heroquest - Jungles of Delthrak Full ...  

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All Comments (21)
  • @griphith
    how amaising that we have a pet class for HQ! never thought of that as being a part of the game! the card next to the Raptor card talks about it being an animal ally
  • @MrBigB312
    17:34 I love how thematic and consistent these skills are. They feel like a very natural evolution from the barbarian and dwarf characters that fit what was already established. Bravo Avalon Hill!
  • @M-E_123
    The text on the Explorer card actually says he can disarm traps in the same way as the Dwarf - and that he is restricted to only using non-metal armour - so I think the armour restriction does let the Dwarf keep their place as a secondary frontline fighter. Although I can see arguments that the hero options / roles now break down as - Barbarian / Guardian Knight / Beserker (front line fighters - trading BP for 3 one use skills if you don't pick the Barbarian). Dwarf / Rogue Heir / Explorer (secondary fighter & trap specialist - with the Rogue & Explorer both trading BP & Metal Armour use for 3 "always on" skills & abilities). Elf / Bard / Druid (secondary fighter & secondary spell caster - if not using the Elf, you trade Metal Armour use / some weapon restrictions & spell choice flexibility for the ability to recycle one of your 3 Spells). Wizard / Warlock / Monk (main spell caster - with the Warlock trading extra spells / spell choice flexibility for a permanent ranged attack ability & ability to recycle one specific spell of their 3 - I think the Monk fits here due to their ability to continually recycle all of their powers, and the "big nuke" Fire abilities that are roughly equivalent to the Genie - and they retain the flexibility of the Wizard due to the double sided powers / utility powers they can access - and instead loses some of the Wizards magic item defence options by way of trying to balance things). Although I think most would argue that the Monk is an Elf replacement, I think the range of abilities they have (not just attack and healing) and extreme equipment restrictions making them something of a glass cannon the rest of the party needs to protect and support, push them much closer to taking up the Wizards role in the party - all 3 of these heroes (Wizard, Warlock & Monk) have difficulty with scaling to higher level encounters due to their powers & equipment staying pretty static - they are all strongest as starting characters, but start to fall behind later on when everyone else hits 4/5 attack and defence dice.
  • @l-ess
    I also think they will reuse the sabre tooth miniature as an enemy in the wizard quest pack. My idea was always to have it played as a tower that you climb up and the board gets smaller and smaller as you progress meaning in quest 1-4 you use the whole board, only the inner rooms for quests 5-8 and 9 and 10 just the very centre plus surroundings. And each floor has another mage that you need to defend like apprentice first, then beast master, etc 👍
  • One possible alternative rule, which I will use with my custom cards, is that when a Hero is poisoned, at the end of each of his turns, he must roll 1 Combat dice. If the result is a Black Shield, it loses 1 Body point. The next time he gets a Black Shield result this way, he will lose 1 Mind point. And so they will alternate the loss of vitality, until the Hero takes an antidote.
  • Great video! I love your channel Ash! The text for "Story mode" reads: Story - In story mode, heroes become incapacitated as in heroic mode, but they do not take the skull tile. Incapacitated heroes gain 1 body point if Zargon has no monsters active and at least one other hero is not incapacitated. If all heroes are incapacitated, then they've died in their attempt to complete the quest, and rules proceed as in the Game System rulebook.
  • @yodaflyz
    Considering most of us have played the original 14 quests multiple times, it would be nice to start a party of new hero's some place else. Especially with 2 new heros.
  • @nblack3879
    @AshQuest Here's your missing Story Mode text and a bit more info about the Goblin Warlock: Story - In story mode, heroes become incapacitated as in Heroic mode, but they do not take the skull tile. Incapacitated heroes gain 1 Body Point if Zargon has no monsters active to complete the quest, and rules proceed as written in the Game System rulebook. The Goblin Warlock actually is more like a Dread Sorcerer mini. It's a generic figure that is used a couple times in the quest to represent a named Goblin caster for multiple enemies. If we see CoPD get a physical release, I imagine we could see this mini republished there as well!
  • @lucarocks7866
    Appreciate all the videos, HQ or otherwise. Can't always comment but your channel but I watch all of the videos. Thanks!
  • Awesome! Been looking for as much info as I could find. Just trying to get an equipment breakdown now I plan to let the player pick barbarian or one of the berserkers, all three use the same skills. Same for the dwarf and two explorers
  • @Jeffs40K
    I wish instead of making another expansion, they made a second core set... One-based one-outside woods, paths between trees, clearings with ruins, and camps for all these new enemies, but also works well with orcs, goblins, undead, etc. Maybe make one end have an entrance to a cave with two or three rooms. with 2 more hero upgrades, maybe an un-elemental caster like Necromancer or Cleric, and an Elf Ranger or Beast Master. Could make rock or tree tokens to block paths.
  • @MrBigB312
    26:44 Can’t wait to see who/what these npc characters are so we can start printing proxies! 😁
  • Aside from Druid forms, I'd like a to see a Ranger or Spelunker class that can have an animal companions. For the spawnlings, I plan on using the Warhammer Quest spiders. I'll probably use the snake from the Epic Encounters box set. To recover the Berserker skills, how about requires 3 mind points, and if they are at full mind and body points at the end of Zargon`s turn, then recover their skills. On the gems, I say no about adding gold, however on a white shield there are two gems instead of one.
  • @gregjohnson4193
    Thanks Ash, been waiting for your awsome reveal of this expansion. Keep up the good work.
  • @crimsonsun2000
    Hasbro, Amazon and stores with it listed are all sold out in the UK.. I'm hoping we will see another wave of options for purchasing it soon.
  • @MrLukkyNL
    Very nice video once again. At this stage my rage went like a mage on age.
  • @CountOrlok22
    Been dying for your thoughts on this. I'm so excited! It's exactly what I had hoped for. Pulp fantasy and adventure tropes galore!
  • @off1k
    Looks like another good expansion by AH. The Berserker skill cards are kinds similar to some of my Barbarian skill cards. I actually have a Barb skill card called Berserk, it's very powerful. But you can only have skill cards equal to their mind points for the Barb and Dwarf in my house rules. And I agree the Berserker should have been 6 BP. The Explorer skill cards will be semi useless in my house rules as I remove all hazard cards (except poison) because there's less opportunity to search for treasure. I also reduce the amount of Wandering Monster cards because the DM has chance to bring in a WM or WM Party. Also have slower character progression as I have random shop/armoury, you're not guaranteed to be able to buy what you want regardless of how much gold you have. Not all equipment cards will be available and each equipment card = 1 purchasable item. Yeah the order of play optional rule is something I've been using lately but only with my optional initiative order rule. I've made Initiative Cards for this rule. Here's my initiative order rules: When Monsters appear on the board for the first time, play stops immediately. The DM will shuffle the 24 initiative cards numbered 1 to 5 (3x1s, 4x2s, 5x3s, 5x4s, 7x5s) and then takes the top 14 cards to be used as the "Initiative Stack". The DM draws the top card of the initiative stack to determine the DMs combat order. If the DM draws a 2, the DM moves/action all monsters 2nd that round, the Heroes can choose any order they wish. After each combat round the DM draws a new initiative card providing there's still enemies on board. When all 14 cards have been used, re-shuffle all 24 cards and repeat process. If the DM draws the 5 card, the DM moves/action all monsters last as per normal rules for that round. If for example the 2nd turn Hero reveals monsters, the DM draws initiative card to determine DM's turn within the remaining 2 Heroes ignoring any “5” cards revealed. A 3 or 4 card in this case means DM is last. The Hero that revealed the Monsters will then finish their turn before remaining Heroes and DM take their turn.