Against the Ogre Horde

A guide to the 2024 quest pack that adds the Druid, an ogre fortress and the World's End Tournament arena.

What This Pack Is

Against the Ogre Horde is an Avalon Hill quest pack for the 2021 HeroQuest Game System (you need the core box to play it). It came out in 2024 and contains a quest book of 10 quests, 28 miniatures, 29 cards and a sheet of cardboard tiles. It brings a new hero, the Druid (two figures, one male and one female), a family of ogre monsters led by the Ogre Lord, and ranged versions of goblins, orcs and skeletons.

The campaign has two halves. Quests 1 to 3 take place in the World's End Tournament, an arena where the heroes fight teams of monsters under special rules. Quests 4 to 10 are a classic dungeon crawl into the fortress of the Dirgrusht ogres, whose lord Zargon is trying to corrupt. The quest book asks you to play the quests in order, but it also says groups who want "the original quest experience" may skip the tournament and start at Quest 4.

Classic edition (1989–1990): an earlier Against the Ogre Horde was released in 1990 for Europe and Australasia only; it was never sold in North America. That original had 7 quests and no Druid or tournament. When people online talk about "the Ogre Horde", check which edition they mean. This page covers the 2024 Avalon Hill pack.

Grak is not an ogre. Grak is the son of Ulag the Orc Warlord, from Quest 6 of the core quest book. The ogres in this pack are led by the Ogre Lord.

What's in the Box

The Druid and Animal Allies

The Druid's own abilities are printed on its hero card; the Druid page covers how to play the hero. What the quest book explains is the general rule for animal allies, which the Druid's wolf uses (and which later packs reuse):

The "fewer than four hero players" limit matters: in a full five-player game (four heroes and Zargon) no one brings an animal ally. With two or three heroes, an ally is a free extra body on the board, which is a real help against ogres.

Meet the Ogres

The quest book prints this monster chart for the four ogres. These are the pack's own numbers.

MonsterMoveAttackDefendBodyMind
Ogre Warrior65451
Ogre Champion65461
Ogre Commander46562
Ogre Lord466105

Big monsters reach further

The pack adds a rule for large monsters: a monster that takes up two squares can attack any creature on the 10 squares around it, diagonals included. Standing "beside the corner" of a two-square figure does not keep you safe the way it does with ordinary monsters, which can't attack diagonally.

The 10 squares a two-square monster can attack A grid four squares wide and three tall. The monster fills the two middle squares of the middle row. All ten surrounding squares, including the four corners, are shaded as attackable. 1234 56 78910 Ogre
A two-square monster can attack all ten numbered squares, corners included.

What an ogre hit looks like

These are exact odds for one attack against a hero who rolls the usual 2 Defend dice (a hero blocks on a white shield, 1 face in 3):

AttackerAt least 1 Body lost2 or more3 or moreAverage loss
Ogre Warrior / Champion (5 dice)84.7%60.4%30.9%1.87
Ogre Commander / Lord (6 dice)90.6%72.6%45.7%2.35

A Wizard with 4 Body Points who stands next to an Ogre Warrior has a 9.7% chance of dying to a single attack, and a 54.5% chance of being dead after two. Keep the Wizard out of reach.

Going the other way, an ogre blocks on black shields (1 face in 6), but it rolls a lot of them. The Barbarian's 3 Attack dice against an Ogre Warrior's 4 Defend dice cause at least 1 Body Point of damage 62.9% of the time and 0.98 on average, so it takes the Barbarian about five or six attacks on average to bring down a 5-Body Ogre Warrior alone. Ogres are a whole-party problem. Gang up on one at a time, and use spells that don't need a combat roll.

New Rules in the Fortress Quests

Ranged monsters

Whenever Zargon places a skeleton, orc or goblin, he may use the ranged version instead. A ranged monster rolls its normal Attack dice against any target it can see that is not adjacent, but only 1 Attack die against an adjacent target. The answer to archers is to close the distance: an archer in your face is barely a threat.

Mind Points and shock

This pack makes Mind Points matter. Track Mind damage on the bottom row of the character sheet. A creature at 0 Mind Points is in shock: it rolls only 1 red movement die, 1 Attack die and 2 Defend dice, and armor, weapons and artifacts don't add dice. Restoring any Mind Points ends the shock. Spells that target Mind (such as Sleep) have no effect on monsters with no Mind Points, such as skeletons.

Dread spells that attack the mind

The pack's Dread Sorcerers cast one spell per turn and, if they cast, may still move but may not make a weapon attack. Killing the caster ends any spell it has active.

Exact odds for one Mind Burst. "Hero hurt" means the sorcerer rolled more skulls; "caster hurt" means the hero did.

Caster (Mind)Hero (Mind)Hero hurtCaster hurtHero's average Mind loss
Nexrael (5)Barbarian (2)77.3%6.2%1.57
Nexrael (5)Dwarf (3)63.7%14.5%1.18
Nexrael (5)Elf (4)50.0%25.4%0.87
Nexrael (5)Wizard (6)27.4%50.0%0.43
Festral (8)Barbarian (2)94.5%1.1%3.01
Festral (8)Wizard (6)60.5%21.2%1.34

The Barbarian, with only 2 Mind Points, is one bad Mind Burst from shock. Against Festral he loses 3 Mind Points on an average cast, which is more than he has. Send the high-Mind heroes at the sorcerers and keep the Barbarian on the ogres.

New dungeon features

Moving when the coast is clear

Unthreatened movement: when no monsters are active on the board, heroes may skip the movement roll and count each red die as a 4. Two dice become 8 squares, which beats the 2d6 average of 7.

Ogre mercenaries

Between quests, one ogre mercenary (a sparring partner of the tournament champion) is available to hire for the gold cost on its card. It moves and acts on a chosen hero's turn and can move, open doors, attack and defend, but can't carry items. Keeping it for the next quest costs half its price; if it is defeated, rehiring it costs the full price again.

The World's End Tournament

Quests 1 to 3 are arena battles. The heroes and their allies form the Challenger team; Zargon's monsters are the Defender team.

"Solo Combatants" is an arena rule, not solo play. When a fighter is the last member of their team left standing, the crowd's cheers give them a basic maneuver after each enemy turn: either a move or a 2-die attack on an adjacent creature. It applies to both sides, so a lone surviving monster gets it too. It has nothing to do with playing HeroQuest by yourself; for that, see Playing Without Zargon.

Tournament treasure

A hero who searches for treasure next to a treasure chest in the arena rolls two red dice, then removes the chest:

RollResultChance
2Explosive trap: lose 3 Body Points1 in 36 (2.8%)
3–4Poison gas: lose 2 Body Points5 in 36 (13.9%)
5–6Arrow trap: lose 1 Body Point9 in 36 (25%)
7One bone battleaxe6 in 36 (16.7%)
8–9100 gold coins9 in 36 (25%)
10–11200 gold coins5 in 36 (13.9%)
12300 gold coins1 in 36 (2.8%)

That is a 15-in-36 (41.7%) chance of getting hurt. Open arena chests with a healthy hero, not one who is down to 1 or 2 Body Points. Bone weapons work like the armory weapon of the same name but have no gold value and can't be sold.

Arena battles outside the campaign

The tournament also works as a stand-alone skirmish. Each hero has a power of 1 plus the Attack dice of their strongest attack; add the heroes together for the Challenger team's power. Zargon then builds a Defender team from the book's World's End Team Roster whose total power is no higher than that. There is also a monster-versus-monster variant where two players draft equal-power teams.

The Ten Quests

Titles and goals as the quest book gives them, without Zargon's secrets.

#QuestThe goal
1The Tournament GauntletName your team and beat three waves of tournament competitors.
2Proven WorthyDefeat the reigning arena champions, the Wolves of World's End, and earn the attention of the Master of Battle.
3Glory and GoldFace Gruzbella Hammerhand, the Master of Battle, in the arena.
4Infiltrating the Fortress of OgresFind the fortress's hidden iron gate in the caverns around it. (Start here to skip the tournament.)
5Beyond the GateDestroy the war room where the ogres plan their raids, hold it, then escape.
6Lair of the Ogre HordeGet through the horde's lair without raising the whole army.
7Tumultuous HallsCross the mess halls toward the ogre leader.
8The Pit of DreadTake the Dread Sorcerer Festral's Ring of Power and throw it into the Pit of Dread.
9Fortress of the Ogre LordDefeat Ekur, the corrupted lord of the Dirgrusht ogres.
10Flight to the SurfaceEscape the fortress with the alarm raised behind you.
flowchart TD S["Start the pack"] --> Q1["Quests 1–3<br/>World's End Tournament"] S -->|"skip the arena"| Q4["Quest 4<br/>find the iron gate"] Q1 --> Q4 Q4 --> Q57["Quests 5–7<br/>war room, lair, halls"] Q57 --> Q8["Quest 8<br/>The Pit of Dread"] Q8 --> Q9["Quest 9<br/>defeat the Ogre Lord"] Q9 --> Q10["Quest 10<br/>escape to the surface"]

Many of the fortress quests set their own goals ("hold this room for one hero's full turn", "throw the ring into the pit") and their own exits, so heroes don't always leave by the spiral stairway. Read the parchment text carefully; it tells you what counts as finishing.

Try It at the Table

  1. Play an arena match tonight. Set up the tournament hall, total your heroes' power as described above, and have Zargon build a Defender team of equal or lower power. It is usually shorter than a dungeon quest and teaches the alternating-activation rhythm.
  2. Pick a Mind Burst target. Before Quest 6, decide which hero will go after Dread Sorcerers. Look at the Mind Burst table above: the Wizard is the only base hero who is more likely to hurt the caster than be hurt.
  3. Focus fire. When two ogres come through a door, have every hero attack the same one. Two wounded ogres hit exactly as hard as two healthy ones.
  4. Plan for the stone doorways. If your Barbarian is down, a stone doorway may take the Dwarf or Elf several turns to open (25% a try). Don't leave the strongest hero on the wrong side of one.

Where Next