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HeroQuest

Combat Cards
Volume I
Illustrated by Gerwin Broers


Rules by Ron Shirtz

Copyrighted 2001
These cards are for private use
for gaming only.
They may not be sold,
posted, converted, copied, or otherwise
distributed without the express
permission of the owners.
RoundHouse Parry & Riposte Mighty Blow

Any Hero with a two-handed You are able to completely parry You summon up a hidden reserve
sword or axe may strike all an attack without taking any of strength and will for a
adjacent enemies with a single damage, and immediately follow concentrated attack! After rolling
attack. Roll the weapon’s normal up with a return attack. The your combat dice multiply by 2 the
combat dice and apply the results opponent defends against your final die roll results, and apply that
to all enemies in adjacent squares. attack with a one less combat die. result against your opponent.

Dodge & Trip Careful Aim Heroic Charge

You successfully sidestep a single You take careful aim to hit your Your opponent quavers at your
opponent’s attack and take no opponent with a well-place shot mighty war cry as you charge him!
damage. Furthermore, with an arrow, throwing knife, or You attack with 2 extra combat
as he rushes by you trip him, any other type of missile weapon. dice and your opponent defends
causing him to fall heavily to the After rolling your combat dice with one less.
ground. That opponent multiply by 2 the final die roll
loses his next turn. results and apply that result against
your opponent.

Slip Heroic Sacrifice Disarm & Capture

Your path is blocked by one or You take the blow intended You need a prisoner
more opponents. You may for another member in your party! for information! If you roll enough
successfully slip through them You must be adjacent to the left or combat dice to kill an opponent,
unharmed as long as there is at right of your comrade to perform that opponent is disarmed and
least one empty square behind this feat. captured instead.
them.
Mob Rush Harass Captured!

2 or more Monsters adjacent to A favorite tactic of Goblins! Any The Chaos Master wants a
any Hero may combine their one Goblin may make it’s full Hero for a prisoner!
die roll attacks into a single movement, attack a Hero, and run Any 2 or more Monsters adjacent
large attack. away again at full movement rate. to any Hero may combine their
The Hero may not defend during die roll attacks into a single
the attack. large attack. If they successfully
beat the Hero’s Defense die roll by
at least two points, that Hero is
disarmed and captured!

Death Grip Back From the Dead Wounded Frenzy

Any Monster that is adjacent to a Just when you thought you had A Hero’s attack has merely
Hero after being killed will fall on successfully dispatch your angered a Monster by wounding it!
that Hero and cling to him or her. opponent, he jumps up from the Any one Monster under a Hero’s
That Hero loses his or her next ground and attacks you! attack suffers no damage and may
turn as a result. That opponent is given back one immediately counterattack during
hit point and will fight until he or the Hero’s current turn, with two
any and all Heroes are killed. extra combat dice. The Hero may
defend normally.

Snatch! Ambush! Thick Skull

Any Goblin may run up to it’s full One Monster appears suddenly out Any successful attack by a Hero
movement rate up to a hero, steal of nowhere to attack a Hero! against a Monster fails due to the
one type of item, and run away That Hero cannot roll any defense tough nature of the Monster.
again at full movement rate. dice against the first attack by the
The item stolen is determined by ambushing Monster.
the following red die roll:
1-2 Any one Potion
3-4 All Gems
5-6 All Gold

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