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HeroQuest Rules

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You will play the four heroes, Barbarian, Dwarf, Elf, and Wizard against Zargon.

Beginning a Quest

You will be given a goal that you must complete before you can successfully finish the quest. Your heroes start in a room with a stairway. This is also where you will end the quest. Your heroes will start with a weapon, a number of Body points and Mind points.

Order of Play

  • Barbarian
  • Dwarf
  • Elf
  • Wizard
  • Zargon

On Any Player's Turn

A player may do both of the following on his turn:

  • Move
  • Perform an action

Hero Movement

The number of square spaces you can move is determined at the beginning of each Hero's turn. Then, move carefully along the corridors and into rooms square by square. You do not have to move the entire distance indicated.

Hero Actions

Attack
You may attack any monster that you are adjacent to. You may only attack once per turn. Your attack strength depends on your attack weapon. Some weapons allow you to attack diagonally or from a distance. You may only attack with one weapon at a time.
The monster defends itself from an attack, but it has been killed when its Body Points reaches zero.
Cast a Spell
The Elf and the Wizard may cast a spell instead of attacking. You may cast a spell at anything that the hero can "see", including himself.
"See"ing is defined as a straight, unobstructed line from the spell caster to the monster or hero.
A spell can be used only once each quest.
Search for Treasure
Heroes may search for treasure in any room only once, and only if they are uninhabited by monsters. Some rooms may have a special treasure others may have hazards or Wandering Monsters who immediately attack. If you search for treasure without first searching for traps, you will spring the trap.
Search for Secret Doors
Secret doors are hidden portals that cannot be seen until you search for them. You may search only if the room or corridor is uninhabited by monsters.
Search for Traps
There are four types of traps — pit traps, falling block traps, spear traps, and chest/furniture traps. They can be found in both rooms and corridors, but they are hidden. If a hero move onto a square containing a trap, he will automatically spring the trap, possibly suffering body damage.
Once you have discovered a trap, you can jump the trap or disarm it.
Disarm a Trap
A discovered trap can be disarmed. To disarm a trap your hero must have a tool kit unless he is the Dwarf.
If you are successful the trap is considered gone. If you are unsuccessful you have sprung the trap and suffer body damage.

Traps

Jumping a Trap
A hero may attempt to jump a trap blocking his path. You must have at least two squares of movement left and land on an unoccupied square.
Pit Traps
A pit trap is a covered hole in the floor. Once a trap has been discovered a hero may be able to jump the trap, or on his next turn disarm it.
If a hero move onto a pit trap square he has sprung the trap, and suffered 1 Body Point of damage in the fall.
Once in the pit, you may search the pit for treasure or secret doors. You may also attack and defend, but with decreased attack and defend strength. You can move out of the pit on your next turn.
Falling Block Traps
Springing a falling block trap causes the ceiling to collapse. Falling block traps can give up to 3 Body Point damage. Once a falling block trap is sprung the path is now permanently blocked and cannot be disarmed or jumped. You must decide to ahead or back to an empty square. Your decision is a critical one. You could become trapped forever, or cut off from the rest of the Heroes.
Spear Traps
Once a spear trap is discovered, a hero may attempt to jump it or disarm it.
If a hero springs a spear trap, he may suffer 1 Body Point of damage. The spear trap is now gone forever and the square can be moved onto safely.
Chest/Furniture Traps
A chest/furniture trap can be a variety of things, including poisonous gas, poison needle, explosive latch, or a shooting dart.
Once a chest/furniture trap is discovered, a hero may attempt to disarm it. If you search the room for treasure before searching the room for traps, any chest/furniture trap will be sprung. The consequences of this is different for each trap.
If you successfully disarm the trap, the trap is removed and it is safe to search for treasure and secret doors.

Monster Movements

Monsters may not search for treasure, search for secret doors, move or attack diagonally, pass over heroes, move through walls, or open and close doors.

Monsters also do not spring traps. Monsters with enough movement squares will always successfully jump a trap. If a monster voluntarily falls into a pit they suffer no damage but attack and defend with less strength.

Monster Actions

A monster may attack any hero that it is adjacent to. A monster may only attack once per turn. A monster's attack strength is based on natural abilities and does not depend on a weapon.

When a monster attacks the hero is able to defend himself.

Cast a Chaos Spell

Zargon may cast a spell instead of attacking. Only certain monsters can cast spells.

Dead Heroes

Heroes die when their Body Points reach zero, and he does not have a Healing Spell or Healing Potion to save himself.

When a hero dies a new hero will take his place in the next quest. All of his armour, wepons, and treasure can be claimed by another hero in the room with him. If no other hero is with the dead hero when he dies, his possessions are claimed by any monster in the room, it may not however, use them.

A hero may escape death by immediately drinking a Healing Potion or if he is a spellcaster with a Healing Spell, and has not already performed an action on his turn, he can be healed by casting the spell on himself.

Another Hero cannot save a fellow Hero with a spell or potion. It will be too late.

Ending a Quest

To successfully complete a quest you must achieve the goal of the quest and return to the stairway. There is usually a final treausre or reward for successfully completing a quest.

If all four heroes die you failed the quest.

Between Quests

Your heroes' Body and Mind points are restored. All spells are returned to the Wizard and Elf.

You may also take a trip the armoury and purchase new weapons and armour with the gold coins you have accumulated.

Visiting The Armoury

You may collect valuable treasure, such as gold coins, during a quest. Between quests, you may use gold coins to purchase powerful weapons and armour from the Armoury.

These weapons allow you to increase your attack and defend strength, and may also give you unique combat advantages.

For instance, daggers and crossbows can attack a monster from a distance. Some long weapons allow you to attack diagonally.

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