The Druid

The Druid, the hero from the 2024 Against the Ogre Horde quest pack, brings a wolf animal ally into the dungeon.

Meet the Druid

The Druid arrived in the Avalon Hill Against the Ogre Horde quest pack (2024), a 10-quest expansion for the 2021 HeroQuest Game System. The pack includes two Druid figures, one male and one female, so you can pick the one you like.

The Druid's signature rule is Animal Allies: the Druid fights alongside a wolf. Having a second friendly figure on the board changes how you think about every corridor and doorway, and that is what this page is about.

Starting Statistics

The Druid moves with two red six-sided dice (2 to 12 squares, 7 on average), like every hero, and attacks and defends with the normal combat dice. The Druid's Attack, Defend, Body and Mind values, and the wolf's own numbers, are printed on the cards in the pack. We couldn't confirm them from an official source, so this guide doesn't print them: see the hero card and the Animal Ally card.

Classic edition (1989–1990): the original Against the Ogre Horde (1990, Europe and Australasia only) had no Druid. The Druid and the wolf are new to the 2024 Avalon Hill version.
Think of it this way: the wolf is a second pair of hands. On a board where monsters can't move through figures or move diagonally, an extra body is also an extra wall.

The Wolf: Playing Two Figures

How the wolf moves, attacks, and what happens when it is defeated are all set out on the Animal Ally card. Read it before the first quest. The board rules it plays under are the same as everyone else's, and they are what make the wolf useful:

Holding a Junction with Two Figures

Wolf Tactics

Block, don't just bite. A wolf standing in a corridor stops monsters reaching the heroes behind it. Sometimes that matters more than its attack.

Two attacks on one target. When the Druid and the wolf both reach the same monster, you get two separate attack rolls on it.

Don't leave the wolf alone. A wolf that runs ahead of the party gets surrounded. Keep it within a turn's reach of the Druid.

Plan both moves. Decide where each figure ends before you roll for either, and remember the hero turn rule: move then act, or act then move, never split.

Standing Up to Ogres

The pack's main enemies are ogres, led by the Ogre Lord, with goblin, orc and skeleton archers in support. Ogres roll a lot of Attack dice, so it helps to know how often a big attack gets through. When a monster attacks you, it counts skulls and you block one for each white shield you roll. Each die has 2 white shields out of 6, so each Defend die blocks one time in three.

Chance a Monster Wounds You

Look at the 5-dice row: even with 4 Defend dice you lose at least one Body Point 67.9% of the time. Against heavy hitters, don't stand next to them unless you mean to finish them. Use the wolf and the corridors to choose which hero they reach. Archers attack from range, so a wall of figures doesn't stop them shooting at anyone they can see. Figures do block line of sight, though, so keep your weakest hero behind someone.

The World's End Tournament

The first three quests in the pack are the World's End Tournament, arena fights where a Challenger side and a Defender side alternate activations instead of taking whole turns. The pack also has a Solo Combatants rule for a team that is down to its last member. That is a tournament rule, not a way to play the game alone.

Alternating Activations

In an alternating fight, the wolf and the Druid give your side more activations to spend, and the order you spend them in matters. Use your first activation on the figure that is in the most danger, and keep a figure in reserve to answer the other side's move. Check the quest notes for exactly how many figures each side activates and in what order.

The Druid in the Party

Good Partners

Wizard or Warlock: they want someone to keep monsters away. The wolf is a perfect bodyguard.

Barbarian, Knight or Berserker: a front-liner plus the wolf can close two corridors at once.

Bard: the wolf gives the Bard another friend to stand diagonally behind.

Common Mistakes

Treating the wolf as disposable. Check the card for what happens if it falls. Losing it early can cost you for the rest of the quest.

Blocking your own party. Heroes can pass over other heroes when they move, but a badly placed figure can still cut off line of sight for spells and ranged attacks.

Try It at the Table

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