I just got the last of the expansions today, and I was astonished at the special abilities for the Minotaur. Stampede is very handy, certainly, but how is it that this does not make the Minotaur unfairly powerful? When the Highlander charges into battle he only gets a +2, but then he has to miss a turn. The Minotaur gets to add his attack roll in every battle (and being able to use this ability throughout every battle in a single turn is even more ridiculous) and suffers no ill consequence! Every time he rolls a six is going to be deadly to everything else. And just so long as he gets to roll the die for movement (obviously he doesn't do this during the Blizzard, with the Poltergeist, after casting Teleport, or anything along those lines) he is guaranteed to have a bonus to his attack roll every single time. That means that his starting strength as it pertains to battle on his turn is not actually 4 but somewhere from 5 to 10. That's way too strong to start the game.
He needs some sort of negative counter to balance out the power of this ability: miss a turn, can't charge for at least one turn, movement slowed to 1 for a turn; or else the power needs to be limited as it is with the Highlander. I know that someone tweaked the Minotaur's design in the homebrew section and that was a good start. I still think he could use some more work.