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rating
Ludopedia
9.0
rating
BGG
Our Verdict
HIGHLY RECOMMENDED
If you love HeroQuest and cooperative play, this expansion will keep you hooked on fresh quests.
Highlights
- Epic new quests
- Exclusive Fimir spells
- Strong cooperative focus
Keep in mind
- Requires prior expansions
- Potentially long playtime
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About the game
What you do in a play session
SundayQuest Adventures: Echoes of the Witch Lord arrives as the thirteenth foray into the HeroQuest universe, delivering an expansion that deepens the saga begun in Wizards of Morcar. The box contains thirteen brand‑new quests, a selection of Fimir magic spells, and a host of treasures that will shake up the group's strategy. Each quest works like a mini‑novel: seasoned heroes must explore dungeons, battle monsters, and uncover the secrets left by the dreaded Witch Lord. Because the expansion is both cooperative and role‑playing, the table becomes a true storytelling stage where collective decisions shape the narrative. To get the most out of it, players should have already completed Kellar's Keep, Return of the Witch Lord, Against the Ogre Horde, and the Wizards of Morcar expansion, as Echoes continues directly from those events. The material is presented in a book format with maps, monster sheets, and spell cards, all nicely illustrated and ready for integration into sessions. Playtime ranges widely – from an hour for short missions to four hours for epic campaigns – and the game supports 2 to 5 players, allowing smaller groups to still enjoy a full experience. While there is no official weight rating, the complexity sits in the medium‑high range due to resource management, spell selection, and character coordination. In short, Echoes of the Witch Lord is the perfect expansion for anyone who fell in love with HeroQuest and wants to keep the cooperative adventure rolling.
Expansion for
Published additional content
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
2
OK
3
OK
4
OK
5
OK
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
(Self-Published)
Designer
Giles McNeill
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
How many players can join?
The game supports 2 to 5 players, just like the base set.
What’s the typical playtime?
It varies – about 60 minutes for short quests and up to 240 minutes for longer campaigns.
Do I need the other expansions?
Yes, it’s recommended to have completed Kellar's Keep, Return of the Witch Lord, Against the Ogre Horde and Wizards of Morcar first.
What’s the complexity level?
Medium‑high, due to spell management and cooperative decision‑making.
What’s inside the box?
Thirteen new quests, Fimir spell cards, treasure items, maps, monster sheets, and an additional rulebook.