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RULEBOOK
F3649
F3654
14+
2-5
*OGPSNBUJPOUIBUDBOBžFDUHBNFQMBZ1BZBUUFOUJPOUPUIJTʛ
2 3
4 • 2 red dice 5
information in the quest notes to the the weakest with four points. 6. Place the Quest Book
XPSUIHPMEDPJOT3FDPSE
UIFNPOFZPOZPVSDIBSBDUFS
heroes as the quest unfolds and they Between You and the Game Treasure
5IFTFSFƁFDUUIFIFSPŒTXJTEPN
• Artifact
CARD 1
Give each hero player a sheet from the Quest Book. Cards
Spread the four character cards pad of character sheets, something Spread out the eight
to write with, their hero’s character 8. Study the Quest Map and monster cards and put
faceup on the playing table. The
number of dice and starting points DBSE
BOEUIFJSIFSPƀHVSF Place the Pieces in the Starting them faceup near the
for each hero appear on each card. Each hero
Room gameboard so that the
Look at the quest map that appears hero players can easily
player should Character Sheet
in the Quest Book, and only place refer to them. All the
Wizard ƀMMJOUIFJS Name
information on these
© 2021 Hasbro.
1 2 4
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UIFEBNBHFJT
6 7
W
spells. The spell groups are divided the earth spells, and the remaining elcome, my friends, to the world of HeroQuest—a place unlike any
between the wizard and the elf. spells should go to the wizard. PUIFS5PHBJOBDDFTT
ZPVNVTUƀSTUCFDPNFBQBSUPGJU*IBWFUBLFO
on the role of Zargon, the evil sorcerer; the rest of you have chosen your
10. Place the Dice
Genie Ball of Flame
roles as the brave heroes. As heroes, you must work together to save the Realm
Finally, put three white combat GSPN;BSHPOŒTFWJMGPSDFT8JMMZPVSWBMJBOUFžPSUTCFFOPVHI 5JNFXJMMUFMMBMM
dice and the two red dice near the
This spell conjures up a genie This spell may be cast on any
Heroes, you begin your journey with “Quest 1—The Trial” from
gameboard where the hero players
who does one of the following: one monster, enveloping it in
opens any door on the board BCBMMPGƀSF*UJOƁJDUT#PEZ
the Quest Book. Your goal is to seek out and destroy Verag, a foul
(revealing what lies beyond) 1PJOUTPGEBNBHF5IFNPOTUFS
or uses 5 combat dice to attack UIFOSPMMTSFEEJDF'PSFBDI
Sleep Heal Body Listen carefully now to these words from Zargon….
read “A Glimpse into the World of
HeroQuest” aloud to the players. “Heroes, your goal has been made clear. I, however, have my own
HPBMŐUPEFTUSPZZPVʛ:PVCFHJOUIJTƀSTURVFTUJOUIFSPPNXJUIUIF
This spell puts a monster into
a deep sleep so it cannot move,
attack, or defend itself. The spell
This spell may be cast on any
one hero, including yourself.
Its magical power immediately
stairway. Its location is revealed to you when I place the stairway tile on
the gameboard. On each of your turns, discuss with your comrades where
can be broken at once or on a restores up to 4 lost Body Points,
future turn by a monster rolling but does not give a hero more
1 red die for each of its Mind than their starting number.
Points. If a 6 is rolled, the spell is
UPNPWFBOEXIBUUPEP#FXBSFʛ:PVSEFDJTJPOTBžFDUBMMQMBZFST
broken. May not be used against
mummies, zombies, or skeletons. Water Spell Earth Spell
© 2021 Hasbro. © 2021 Hasbro.
CARD 10
8 9
10 11
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POFTQFMMHSPVQ TDSFFOGPSBNPOTUFSŒT#PEZ1PJOUT
with an open-door piece. Opening a A hero may perform any
door is also not one of the six actions. one of the following six actions on • The wizard starts with a small For those monsters requiring more
than one hit, monster damage is
Both looking and opening doors are UIFJSUVSO
*UJTQPTTJCMF
IPXFWFS
UIBU dagger. They have great knowledge
UIFZNBZOPUCFBCMFUPEPBOZ of magic and are a master spellcaster. tracked by the use of skull tiles.
simply considered to be additional
They begin each quest with nine Zargon, for each hit your monster
things you may do on your turn.
Action 1: Attack NBHJDTQFMMT
UISFFTQFMMHSPVQT sustains, you must record the hit
All doors start out closed. Once However, they are hindered by by placing a skull tile under the
As a hero, you may attack any monster
a door is opened, it can never their inability to wear normal NPOTUFSƀHVSFPOUIFHBNFCPBSE
that you are adjacent to. You are
be closed. armor or use large weapons.
adjacent if you are directly to the If the monster survives the attack, it
Getting caught in a trap, drinking side, front, or rear of another square
How a Hero Attacks cannot attack the hero back until
potions, and picking things up also on which a monster is located. You ;BSHPOŒTOFYUUVSO
4FFŔ)PXB
do not count as actions. They can be
done at any time during your turn.
may, however, only attack once per • As a hero, you must roll the white
Monster Attacks,” page 20, and “How a
turn. Your attack strength depends on combat dice to attack a monster.
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ŕQBHF
your attack weapon. The stronger the The number of dice to roll depends
weapon, the greater the number of on the weapon you are using for the A Trip to the Armory
How Zargon Reacts BUUBDL
$IFDLZPVSDIBSBDUFSTIFFU
As a hero, you may collect valuable
to Hero Movement The elf is GPSZPVSBUUBDLTUSFOHUI*GZPVGBJM
considered to roll any skulls, your attack fails. treasures such as gold coins during a
As Zargon, you must adjacent to quest. Between quests, you may use gold
carefully watch a the monster
in any of • Each skull that you coins to purchase powerful weapons and
hero’s movement. these four roll is considered a QSPUFDUJWFBSNPSGSPNUIFBSNPSZ
TFFUIF
Continually refer to the positions. hit, resulting in 1 Body FRVJQNFOUEFDL:PVNBZQVSDIBTFBOZ
quest map in the Quest 1PJOUPGEBNBHFTDPSFE number of items from the deck. The items
Book. When a hero looks against the monster. are always in stock even if a player decides
down a corridor, place If hit, the monster Skull rolled to use the card for a quick reference.
on the gameboard any immediately defends
12 13
14 15
Artifacts
search. Do so by saying, “I am searching
for secret doors.” Zargon then discloses
room that have been placed directly on
UIFPUIFSTJEFPGBEPPS#FXBSFʛ5IF
• Zargon then puts a pit
trap tile on that square
Some of the special treasures are called any secret doors located in the room or ƀSTUIFSPUPFOUFSUIFSPPNUISPVHIUIBU
VOEFSZPVSIFSPƀHVSF
“artifacts.” Each is described in detail corridor that you are in by placing a secret EPPSXJMMFODPVOUFSUIFUSBQBOETVžFS and tells you that you
on its corresponding artifact card. door tile on the gameboard square where EBNBHFʛNote: As a hero, you cannot TVžFSFE#PEZ1PJOU
These items include weapons, armor, the secret door is located. search for these traps by looking of damage in the
and items that provide additional Do not move your hero through the door. You must be in the fall. This ends
powers. Finding an artifact may also ƀHVSFXIFOZPVTFBSDI room to search for any traps in it. your turn. You
be the objective of a particular quest. Monsters do not spring must then record
The door is not considered
On their turn, any hero who open until you move hidden traps. ZPVS#PEZ1PJOU
Secret door tile
has artifacts may give them to adjacent to it and damage on your
other heroes. The Four Kinds of Traps character sheet.
declare that you are opening it. Once
the door is opened, Zargon places The locations of pit traps, falling
Potions block traps, spear traps, and chest/
the items on the gameboard that are
As a hero, you may drink a potion at beyond the secret doorway. Once furniture traps are marked in gold on
any time. The way a potion works and opened, the door cannot be closed. the quest maps in the Quest Book.
IPXMPOHJUTFžFDUTMBTUBSFMJTUFEPOUIF
potion treasure card, and sometimes in Action 5: Search for Traps Pit Traps
the Quest Book. You may drink more There are four kinds of traps—pit traps,
than one potion at a time. Healing A pit trap is a covered hole in the
falling block traps, spear traps, and chest/ ƁPPS*GUIFUSBQJTGPVOEEVSJOHBTFBSDI
potions are very valuable. If your Body furniture traps. They can be found in
1PJOUTBSFSFEVDFEUP
ZPVNBZESJOL ;BSHPOTBZTUIFƁPPSMPPLTXFBLBOE
both rooms and corridors. Only Zargon points to the square where the trap is What Happens to a Hero in a Pit?
a healing potion before you die and save knows where these traps are hidden.
yourself by restoring 1 or more of your If, as a hero, you move onto a square
located. Zargon does not put a pit trap
tile on the gameboard at this time. It has • As a hero, once in a pit, you
#PEZ1PJOUT:PVNBZHJWFPOFPGZPVS that contains a pit, falling block or spear may search the pit for treasure
potions to a fellow hero, but you may not yet been sprung. Once a pit trap is or secret doors as if it were a
trap, you automatically spring the trap, discovered, a hero may be able to jump
do so only on your turn. QPTTJCMZTVžFSJOHCPEZEBNBHF separate room unto itself.
the trap, or on their next turn, disarm it.
Action A treasure chest or piece of furniture
4FFŔ+VNQJOHB5SBQ
ŕBOEŔ%JTBSNB • When in a pit, you may also attack
may also contain a trap. If you search 5SBQ
ŕCPUIPOQBHF*GBIFSPEPFT and defend, but you must roll one
4: fewer combat dice when doing so.
Search for GPSUSFBTVSFXJUIPVUƀSTUTFBSDIJOHGPS not search for traps and moves onto
traps, you spring the trap. Remember, it a pit trap square, they automatically
5IJTBQQMJFTUPNPOTUFSTBTXFMM
Secret Doors spring the trap.
often pays to take the time to search. As a hero, your minimum attack or
Secret doors are defend strength is always 1 combat
hidden portals that How a Hero Searches for Traps
die, even if the pit penalty would
cannot be seen when • As a hero, you can only
SFEVDFZPVSEJDFUPƽ
you, as a hero, look into search for traps if there are no
a room or down a corridor. monsters visible to you. • Normally, you can move out
of a pit on your next turn.
These doors are concealed
in a variety of ways,
• :PVNVTUƀSTUWFSCBMMZEFDMBSF Once a pit trap is sprung and a pit tile
your search. Do so by saying, “I am
including sliding panels searching for traps.” Zargon then tells placed on the board, the trap cannot
and pivoting bricks. you which squares, if any, have traps. be disarmed and removed. As a hero,
You cannot discover They do not, however, put any trap you may, however, attempt to jump over it.
a secret door unless tiles out on the board. At this time,
4FFŔ+VNQJOHB5SBQ
ŕQBHF
you search for one. they are still concealed and unsprung.
16 17
18 19
° Ifshield,
you roll anything except a black • 1BTTPWFSIFSPFT possessions. It may not, however, use
them. They are removed from the game.
the trap is disarmed. • Move through walls How a Hero Defends
Note: A disarmed pit trap is considered • Open or close doors A defending hero usually
SPMMT%FGFOEEJDF
MFTT
How a Hero Escapes Death
to be a regular gameboard square.
• Share a square on the gameboard if in a pit or under certain
"TBIFSP
JGZPVS#PEZ1PJOUTIBWF
been reduced to 0, there are two
Monsters do not spring hidden traps. spells, and more after situations where you can save yourself:
QVSDIBTJOHBSNPS&BDI
THE EVIL Therefore, they have no need to
search for them, or to disarm them. white shield rolled by the White shield
rolled • Ifanyyoupotion
have in your possession
SORCERER Monster Movement
defending hero blocks
1 hit from the attacking monster.
that can restore life to
you—such as a healing potion—you
and Actions
ZARGON’S TURN Unlike heroes, monsters do not move Action 2: Cast a Dread Spell
can immediately drink it. The potion
XJMMJOTUBOUMZSBJTFZPVS#PEZ1PJOUT
Zargon, only after all four heroes have by dice roll. Each monster’s maximum above 0, restoring you to life.
As Zargon, you may cast a Dread spell
completed a turn, is it your turn. You may
then move every monster currently on
movement per turn is listed in the
monster chart on the Game Master’s
instead of attacking. You must give your
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• Ifspell,
you are a spellcaster with a healing
the gameboard. Like heroes, monsters and you have not already
screen, and also on the eight monster for in the quest notes. A monster can only performed an action on your
may move and perform an action, or cards. Monsters do not have to move the cast a spell on a hero that it can see. turn, you can be healed
may perform an action and then move. entire distance indicated on the monster
A monster cannot move part way, You may only cast a spell on your by casting the spell
chart. There are two monster actions. on yourself.
perform an action, and then turn. A spell may only be cast once
ƀOJTIJUTNPWFNFOU Action 1: Attack per quest. Once a spell is cast, the
spell card is discarded for the remainder
A monster may attack any hero that it is PGUIFRVFTU"TQFMMBOEJUTFžFDUTBSF
adjacent to. However, a monster may only explained in detail on its corresponding
attack once per turn. A monster’s attack spell card.
strength is based on its natural abilities
and does not depend on a weapon. Several of the Dread spells are not
VTFEJOUIFƀSTURVFTUT5IFZBSF
How a Monster Attacks to be used in future quests and can
• An attacking monster rolls the also be used by you when designing your
own quests.
number of Attack dice shown in
the monster chart on the Game Dead Heroes
Master’s screen. Failure to roll any
skulls results in a failed attack. As a hero, you die when your
#PEZ1PJOUTBSFSFEVDFEUPƽ
BOE
you do not have a healing spell or
healing potion to save yourself.
20 21
22 23
UK: consumer_affairs@hasbro.co.uk
2-5
14+
Quest Book
Page 3
1/20/21 9:10 PM
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26&45ƾ
The Trial
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NOTES
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26&45lj
The Rescue of Sir Ragnar
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LOJHIUT
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NOTES
A. 5IFUSFBTVSFDIFTUIBTBUSBQXJUIBQPJTPOOFFEMF Finding Sir Ragnar:8IFO4JS3BHOBSJTGPVOE
BO
JOJU*GBIFSPTFBSDIFTGPSUSFBTVSFCFGPSFUIFUSBQJT BMBSNTPVOET6TFUIFQMBTUJD%SFBETPSDFSFSƀHVSFUP
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ULAG
26&45ǀ
Lair of the Orc Warlord
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NOTES
A. 5IJTJTUIFPSDŒTBSNPSZ5IFƀSTUIFSPXIPTFBSDIFT ULAG:
GPSUSFBTVSFƀOETBTUBžXFBQPOUIBUUIFZNBZBEEUP 6TFUIFPSDƀHVSFXJUIUIFMBSHFTXPSEUPSFQSFTFOU6MBH
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TUBžJTFYBDUMZMJLFUIFPOFEFTDSJCFEJOUIFBSNPSZ
B. 5IFƀSTUIFSPXIPTFBSDIFTGPSUSFBTVSFƀOETHPME MOVEMENT ATTACK DEFEND BODY MIND
DPJOTBOEBQPUJPOPGIFBMJOHJOUIFDVQCPBSE5IFQPUJPO
SFTUPSFTVQUPMPTU#PEZ1PJOUTXIFODPOTVNFE 10 4 5 2 3
26&45ǁ
Prince Magnus’ Gold
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XIJMFCFJOHUBLFOUPUIF,JOH"SFXBSEPG PGPSDTXIPTFMBJSJTJOUIF%BSL.PVOUBJOT
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NOTES
A. 5IFTFBSFUIFUISFFDIFTUT5IFZBSFNBSLFEXJUI 5IFIFSPFTDBOOPULFFQUIFHPMEJOTJEFUIFUSFBTVSFDIFTUT
UIFQSJODFŒTSPZBMTFBM&BDIDIFTUJTMPDLFEBOE
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12-13
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26&45ǂ
Melar’s Maze
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NOTES
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26&45ǃ
Legacy of the Orc Warlord
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NOTES
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UIFFRVJQNFOUJTGPVOE&BDISFNBJOJOHIFSPNVTU MOVEMENT ATTACK DEFEND BODY MIND
UIFOFOUFSUIFSPPNUPDPMMFDUUIFJSCFMPOHJOHT
5IFIFSPFTNBZBHBJODBTUTQFMMTPODFUIFZFOUFS 8 4 4 3 3
UIFSPPNBOESFDMBJNUIFJSNBHJDBMQPXFST (SBLLOPXT%SFBETQFMMTUIBUIFNBZDBTU
POFQFS
B. 5IFTFTUBJSTMFBEPVUPGUIFEVOHFPOUPGSFFEPN"OZ UVSOJOTUFBEPGBUUBDLJOH5IFTQFMMTBSFGFBS
TMFFQ
BOE
IFSPXIPNBOBHFTUPNPWFPOUPUIFTUBJSXBZUJMFIBT UFNQFTU
3FGFSUPUIF%SFBETQFMMDBSETGPSEFUBJMT
A A
C
WARDOZ
D B
26&45DŽ
The Lost Wizard
őő8BSEP[
UIF,JOHŒTQFSTPOBMXJ[BSE
IBT MVSFTPG%SFBENBHJD:PVNVTUƀOEPVUXIBU
EJTBQQFBSFE)JT.BKFTUZGFBSTUIFXJ[BSE IBQQFOFEUP8BSEP[:PVBSFFBDIUPCFQBJE
IBTCFFONVSEFSFEPSTVDDVNCFEUPUIF HPMEDPJOT
VQPOSFUVSOJOHUPUIFTUBJSXBZŕ
NOTES
A. "MMUIF%SFBEXBSSJPSTJOUIJTRVFTUBSFNBEF JOUPBTUPOFTUBUVF5IFZBSFVOBCMFUPNPWFGPSƀWFPG
PGTUPOFBOENBZSPMMFYUSB%FGFOEEJDF UIFJSUVSOT)PXFWFS
EVSJOHUIBUUJNFUIFZDBOOPUCF
B. 5IJTJTUIFXFBQPOTSPPN5IFƀSTUIFSPXIPTFBSDIFT IBSNFE"GUFSƀWFPGUIFJSUVSOT
UIFZDPNFCBDLUPMJGF
GPSUSFBTVSFJOUIJTSPPNƀOETUIFNBHJDBMBSUJGBDU#PSJOŒT D. 8BSEP[ŒTUSFBTVSFDIFTUDPOUBJOTHPMEDPJOT
"SNPS*UTVTFJTFYQMBJOFEPOUIFNBUDIJOHBSUJGBDUDBSE 5IF[PNCJFJOUIJTSPPNJTESFTTFEJOXJ[BSEŒT
C. 5IJTDIFTUIBTBUSBQXJUIBQPJTPOOFFEMFJOJU*GBIFSP SPCFT*UJT8BSEP["GUFSEFTUSPZJOH8BSEP[
UIF
TFBSDIFTGPSUSFBTVSFCFGPSFUIFUSBQJTEJTBSNFE
UIFZ ƀSTUIFSPXIPTFBSDIFTGPSUSFBTVSFƀOETUIFDPJOT
MPTF#PEZ1PJOUT5IFZUIFOƀOEBƁBTLƀMMFEXJUI 5IFZBMTPƀOETPNFQBQFSTPO8BSEP[ŒTCFODI
BOVOJEFOUJƀBCMFQVSQMFMJRVJE%POPUUFMMUIFIFSP 5IFTFQBQFSTQSPWFUIBU8BSEP[XBTDPOTVNFE
XIBUUIFMJRVJEJTBUUIJTUJNF*GUIFZESJOLUIFMJRVJE
JU CZUIF%SFBENBHJDIFXBTFYQFSJNFOUJOHXJUI
UBTUFTUFSSJCMFBOEDBVTFTUIFIFSPUPUFNQPSBSJMZUVSO BOEXBTUVSOFEJOUPBNJOEMFTT[PNCJF
26&45Dž
The Fire Mage
őő5IFPSDTPGUIF%BSL.PVOUBJOTIBWFCFFO DPVOUFSIJTTQFMMT:PVIBWFUIFSFGPSFCFFO
VTJOH&MFNFOUBMƀSFNBHJDJOUIFJSSBJET#BMVS
DIPTFOUPFOUFSIJTMBJS
EFFQCFOFBUI%BSLƀSF
UIFƀSFNBHF
JTUIPVHIUUPCFSFTQPOTJCMF $SBH)JT.BKFTUZPžFSTFBDIIFSPBSFXBSE
GPSIFMQJOHUIFN/PƀSFNBHJDDBOIBSN PGHPMEDPJOTGPS#BMVSŒTEFTUSVDUJPOŒŒ
#BMVSBOEUIF,JOHŒTXJ[BSETBSFVOBCMFUP
NOTES
6TFUIF%SFBETPSDFSFSƀHVSFGPS#BMVS'JSFTQFMMT A. 5IFUSFBTVSFDIFTUDPOUBJOTHPMEDPJOTBOE
EPOPUBžFDUIJN UIFBSUJGBDUDBMMFEUIF8BOEPG.BHJD*UTVTFJT
#BMVSIBTUIFGPMMPXJOHTQFMMT
XIJDIIFNBZVTFPODF FYQMBJOFEPOUIFNBUDIJOHBSUJGBDUDBSE
EVSJOHUIFRVFTUCBMMPGƁBNF
ƀSFTUPSN
UFNQFTU
BALUR:
TVNNPOPSDT
GFBS
BOEFTDBQF
3FGFSUPUIF%SFBE
TQFMMDBSETGPSEFUBJMT5IFFTDBQFTQFMMUFMFQPSUT MOVEMENT ATTACK DEFEND BODY MIND
IJNUPUIFTRVBSFNBSLFEŔ99ŕJOUIFNJEEMFSPPN
*G#BMVSVTFTUIFFTDBQFTQFMM
EPOPUQVUIJNPOUP 8 2 5 3 7
UIBUTRVBSFVOUJMUIFIFSPFTPQFOUIFEPPS
26&45dž
Race Against Time
őő"HVJEFIBTMFEZPVJOUPBOVOEFSHSPVOE UPSDIBOEJOEBSLOFTTZPVIFBSIJNMBVHI
NB[FUIBUJTSVNPSFEUPIPMEBHSFBUTFDSFU ő'BSFXFMM
NZIFSPFT
ŒIFUBVOUTBTIFNBLFT
)FIBTMFEZPVEPXONBOZEBSLDPSSJEPST IJTFTDBQF:PVSFBMJ[FUPZPVSIPSSPSUIBUJUJT
BOEƀOBMMZZPVƀOEZPVSTFMGJOBSPPNXJUI BUSBQʛ:PVNVTUFTDBQF
NBLFJUCBDLUPUIF
UISFFEPPST4VEEFOMZUIFHVJEFQVUTPVUIJT TUBJSXBZPSQFSJTIJOUIJTEBSL
GPSHPUUFOIPMFŒŒ
NOTES
A. 5IJTJTUIFSPPNXIFSFUIFIFSPFTCFHJOUIFJSRVFTU C. 5IJTDIFTUIBTBUSBQXJUIQPJTPOPVTHBT*GB
B. 5IFTFUSFBTVSFDIFTUTFBDIDPOUBJOHPMEDPJOT IFSPTFBSDIFTGPSUSFBTVSFCFGPSFUIFUSBQJT
EJTBSNFE
UIFZMPTF#PEZ1PJOUT*OTJEFUIF
DIFTUJTUIFBSUJGBDUDBMMFEUIF&MJYJSPG-JGF*UTVTF
JTFYQMBJOFEPOUIFNBUDIJOHBSUJGBDUDBSE
B 11
22-23
7
5 A
ƾƽ
2/12
6
9
26&45ƾƽ
Castle of Mystery
Ŕ-POHBHP
BXJ[BSEOBNFE0MMBSEJTDPWFSFE HVBSEFECZBIPTUPGNPOTUFSTXIPXFSF
UIFFOUSBODFUPBHPMENJOF6TJOHIJTHSFBU USBQQFEJOUJNF$BOZPVƀOEUIFFOUSBODF
QPXFST
IFCVJMUBNBHJDDBTUMFBCPWFUIF UPUIFHPMENJOF 0UIFSTIBWFUSJFE
CVU
NJOFUPQSPUFDUJU5IFMPXFSDIBNCFSPG UIFDBTUMFUIXBSUFEUIFNFWFSZUJNFŒŒ
UIFDBTUMFIBTNBOZNBHJDBMEPPSTBOEJT
NOTES
"TTPPOBTBIFSPNPWFTUISPVHIBOZEPPS
UIFZNVTUTUPQ B. 5IJTTRVBSFJTUIFFOUSBODFUPUIFNJOF"OZQMBZFS
JNNFEJBUFMZBOESPMMSFEEJDF5IFZBSFUIFOUFMFQPSUFEUP XIPFOUFSTUIJTSPPNNBZUBLF
HPMEDPJOT
UIFTRVBSFXJUIUIFTBNFOVNCFSBTUIFEJDFUPUBM*GUIBU )PXFWFS
BTMPOHBTUIFZBSFDBSSZJOHUIFHPME
UIFZ
TRVBSFJTBMSFBEZPDDVQJFE
UIFZMBOEPOUIFIFSPPSNPOTUFS NBZOPUBUUBDLPSEFGFOEUIFNTFMWFT*GUIFIFSPQVUT
JOUIFTRVBSF5IFIFSPPSNPOTUFSUIBUJTMBOEFEPOMPTFT UIFHPMEEPXO
JUEJTBQQFBSTCBDLJOUPUIFNJOF
#PEZQPJOU
BOE
JGTUJMMBMJWF
NVTUSPMMSFEEJDFUPTFF
XIFSFUIFZBSFUFMFQPSUFE*GUIFTBNFTRVBSFOVNCFSJT 5IFRVFTUJTPWFSXIFOBMMPGUIFNPOTUFSTBSFLJMMFEPSXIFO
SPMMFE
SPMMBHBJO5IFƀSTUUFMFQPSUFEIFSPSFNBJOTPOUIF BMMPGUIFIFSPFTIBWFMFGUUIFRVFTUCZSFUVSOJOHUPUIFTUBJST
TRVBSF)FSPFTNBZPOMZQBTTUISPVHIPOFEPPSQFSUVSOʛ POBSPMMPGPS8IFOUIFHBNFJTPWFS
UFMMUIFQMBZFST
UIBUBMMUIFHPMEGPVOEBUUIFNJOFFOUSBODFJTGPPMŒTHPME
A. *GCPUIPGUIFTF%SFBEXBSSJPSTBSFEFGFBUFE
UIFƀSTUIFSP BOEJTXPSUIMFTT"OZPUIFSUSFBTVSFUIBUJTGPVOEJTSFBM
UPTFBSDIGPSUSFBTVSFƀOETUIBUPOFPGUIFXBSSJPSTXBT
XFBSJOHUIFNBHJDBMBSUJGBDUDBMMFEUIF3JOHPG3FUVSO
*UTVTFJTFYQMBJOFEPOUIFNBUDIJOHBSUJGBDUDBSE
Wandering Monster in this Quest: Ollar’s ghost appears, chuckles wildly, and disappears
Page 23
1/20/21 9:10 PM
4C 2S 12in. x 9in. folded to 6in. x 9in.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
24-25
C
B
26&45ƾLj
Bastion of Dread
őő-BOETUPUIFFBTUIBWFCFFOQMBHVFECZ BSFMFECZBTNBMMHSPVQPG%SFBEXBSSJPST
NBSBVEJOHPSDTBOEHPCMJOTXIPIBWFBMMJFE :PVNVTUƀHIUZPVSXBZJOBOELJMMBMMPGUIF
UIFNTFMWFTXJUI;BSHPO5IF,JOHIBT NPOTUFSTZPVƀOE"IFSPFBSOTBCPVOUZ
PSEFSFEUIBUBCBOEPGXPSUIZIFSPFTTIPVME PGHPMEDPJOTGPSFBDIHPCMJOLJMMFE
CFTFOUGPSUIUPEFTUSPZUIFN5IFPSDTBSF HPMEDPJOTGPSFBDIPSDLJMMFEHPMEDPJOT
XFMMQSPUFDUFEJOBTUSPOHVOEFSHSPVOE GPSFBDIBCPNJOBUJPOLJMMFEBOEHPME
GPSUSFTTLOPXOBTUIF#BTUJPOPG%SFBE5IFZ DPJOTGPSFBDI%SFBEXBSSJPSLJMMFEŕ
NOTES
A. 5IJTJTUIFBSNPSZ5IFƀSTUIFSPUPTFBSDIGPSUSFBTVSF IBETFBSDIFEGPSUSFBTVSF5IFHBSHPZMFDBOOPUCF
ƀOETBTIJFMEFYBDUMZMJLFUIFPOFEFTDSJCFEJOUIF IBSNFEVOUJMJUIBTFJUIFSNPWFEPSBUUBDLFEBIFSP
BSNPSZ"MMUIFPUIFSXFBQPOTIFSFBSFVOVTBCMF C. 5IJT%SFBEXBSSJPSIBTBNBHJDTXPSE8IPFWFSLJMMT
B. 5IFHBSHPZMFBQQFBSTUPCFBTUPOFTUBUVFUIBUEPFT UIF%SFBEXBSSJPSNBZUBLFUIFTXPSEBTBQSJ[F
OPUNPWF5IFUSFBTVSFDIFTUJTBUSBQ*GBIFSP 5IFTXPSEJTUIFBSUJGBDULOPXOBT0SDŒT#BOF*UT
TFBSDIFTGPSUSFBTVSFCFGPSFUIFUSBQJTEJTBSNFE
VTFJTFYQMBJOFEPOUIFNBUDIJOHBSUJGBDUDBSE
UIFHBSHPZMFTQSJOHTUPMJGFBOEJNNFEJBUFMZBUUBDLT
*GBIFSPEJTBSNTUIFUSBQƀSTU
UIFZEJTDPWFS
BSF
UPMECZZPVXIBUXPVMEIBWFIBQQFOFEJGUIFZ
WITCH
LORD B
X
26&45ƾƿ
Barak Tor—Barrow of the Witch Lord
Ŕ8BSXJUIUIFFBTUFSOPSDTJTCSFXJOHBOEUIF UIF4UBSPGUIF8FTUJTSFUVSOFEUPTBGFUZ5IF
,JOHOFFETUPVOJUFUIFMBOETGPSUIFDPOƁJDUUP 4UBSPGUIF8FTUMJFTJO#BSBL5PS
UIFSFTUJOH
DPNF5PEPUIJT
ZPVNVTUƀOEUIFBODJFOU4UBS QMBDFPGUIFFWJM8JUDI-PSE)FXBTEFGFBUFE
PGUIF8FTUBTXPSOCZUIF3VMFSTPG-FHFOEJO CZUIFNBHJDBMSpirit BladeMPOHBHP5IJT
BHFTQBTU"SFXBSEPGHPMEDPJOTJTPžFSFE CMBEFJTUIFPOMZXFBQPOUIBUDPVMEIBSNIJNŕ
UPCFEJWJEFEFWFOMZBNPOHBMMIFSPFTXIFO
NOTES
A. 5IFTFBSFGBMTFEPPSTBOEDBOOPUCFPQFOFEBUBMM “You have broken the magic seal that kept the Witch
B. 5IF4UBSPGUIF8FTUJTJOUIF[PNCJFŒTIBOE -PSEJNQSJTPOFE/PXIFIBTBXPLFO
BOEZPV
NVTUSVO0OMZUIFSpirit BladeDBOIBSNIJNŕ
C. 5IJTJTBTQFDJBMGBMMJOHCMPDLUSBQUIBUDPMMBQTFT
BVUPNBUJDBMMZBGUFSUIFMBTUIFSPQBTTFTCZJU*UJTOPU E. 5IFƀSTUIFSPUPTFBSDIGPSUSFBTVSFƀOETB
TQSVOHCZUIFIFSPFTBTUIFZNPWFPOUPUIFTRVBSF"GUFS NBHJDBMTUBžIJEEFOCFIJOEUIFCPPLDBTF*UJT
JUGBMMT
JUGPSFWFSCMPDLTUIBUQBUICBDLUPUIFTUBJST UIFBSUJGBDULOPXOBTUIF8J[BSEŒT4UBž*UTVTF
JTEFTDSJCFEPOUIFNBUDIJOHBSUJGBDUDBSE
D. 5IJTJTUIFUPNCPGUIF8JUDI-PSE5IF8JUDI
-PSEJTSFMFBTFEGSPNIJTJNQSJTPONFOUXIFOUIF The Witch Lord: 5IF8JUDI-PSEJTOPUBžFDUFECZ
ƀSTUIFSPFOUFSTUIFSPPN6TFUIF%SFBETPSDFSFS BOZXFBQPOPSTQFMM0OMZUIF4QJSJU#MBEFDBOIBSN
ƀHVSFUPSFQSFTFOUUIF8JUDI-PSEPOUIFCPBSE IJN5IFIFSPFTNVTUUSZUPSFDPWFSUIF4QJSJU#MBEFJO
3FBEUIFUFYUUIBUGPMMPXTUPUIFQMBZFST UIFOFYURVFTU5IF8JUDI-PSENPWFTTQBDFQFSUVSO
BOESPMMT"UUBDLEJDF)FBMTPLOPXTUIFGPMMPXJOH
TQFMMTTVNNPOVOEFBE
GFBS
DPNNBOE
BOECBMMPG
ƁBNF
3FGFSUPUIF%SFBETQFMMDBSETGPSEFUBJMT
Wandering Monster in this Quest: Skeleton
Page 27
1/20/21 9:10 PM
4C 2S 12in. x 9in. folded to 6in. x 9in.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
28-29
B
26&45ƾǀ
Quest for the Spirit Blade
Ŕ:PVIBWFBXPLFOUIF8JUDI-PSEʛ)FQPTFTB 0OMZUIJTBODJFOUXFBQPODBOIBSNUIF8JUDI
NPTUTFSJPVTUISFBUUPUIF,JOHJOUIFDPNJOH -PSE5IFSpirit BladeXBTGPSHFECZUIF
XBS5IF8JUDI-PSENVTUCFEFTUSPZFECFGPSF EXBSWFTPGUIF8PSME&OE.PVOUBJOBOEDPPMFE
IFDBOCSJOHIJTBSNZPGVOEFBEUPBUUBDL)JT JOUIFFMWFO'PVOUBJOPG-FCFO5IFTXPSEOPX
.BKFTUZŒTGPSDFT:PVSHPBMJOUIJTRVFTUJTUP MJFTTPNFXIFSFJOBOBODJFOUSVJOFEUFNQMFŒŒ
ƀOEUIFSpirit BladeBOESFUVSOJUUPTBGFUZ
NOTES
*OUIJTRVFTU
UIFSVMFTGPSGBMMJOHCMPDLTRVBSFTBSFEJžFSFOU A. 5IFƀSTUIFSPXIPTFBSDIFTGPSUSFBTVSFƀOET
"OZQMBZFSXIPNPWFTPOUPPOFPGUIFTFTRVBSFTNVTUSPMM UIF4QJSJU#MBEF*UJTBNBHJDBMBSUJGBDU*UTVTF
SFEEJF*GUIFZSPMMB
PS
UIFZMPTF#PEZ1PJOU*GUIF JTFYQMBJOFEPOUIFNBUDIJOHBSUJGBDUDBSE
QMBZFSJTFRVJQQFEXJUIBIFMNFU
UIFZPOMZMPTF#PEZ1PJOU B. 5IFUSFBTVSFDIFTUDPOUBJOTHPMEDPJOT
POBSPMMPG.POTUFSTBSFOPUBžFDUFECZUIFTFTRVBSFT
%POPUQMBDFUIFGBMMJOHCMPDLUJMFTPOUPUIFHBNFCPBSE
)FSPFTBSFOPUCMPDLFECZUIFTFTRVBSFTJOUIJTRVFTU
26&45ƾǁ
Return to Barak Tor
őő/PXUIBUZPVIBWFGPVOEUIFSpirit Blade
ZPVGBJM
UIF8JUDI-PSEXJMMMFBEIJTBSNZPG
ZPVNVTUSFUVSOUP#BSBL5PSBOEEFGFBU VOEFBEBOEBUUBDL)JT.BKFTUZŒTGPSDFTGSPN
UIF8JUDI-PSE5IF,JOHIBTSJEEFOGPSUI UIFSFBS5IFOOPUIJOHSFNBJOTUPQSFWFOUUIF
UPNFFUUIFFBTUFSOPSDTBU%BSLƀSF1BTT*G GPSDFTPG%SFBEGSPNPWFSSVOOJOHUIFMBOEʛŒŒ
NOTES
A. 5IF8JUDI-PSEŒTUPNCJTOPXFNQUZ THE WITCH LORD:
6TFUIF%SFBETPSDFSFSƀHVSFGPSUIF8JUDI-PSE MOVEMENT ATTACK DEFEND BODY MIND
5IF8JUDI-PSEJTOPUBžFDUFECZBOZXFBQPOPS
TQFMMPUIFSUIBOUIF4QJSJU#MBEF5IF8JUDI-PSE 10 5 6 4 6
IBTHSPXOTUSPOHFSʛ
4FFTUBUT"MTP
IFLOPXT
UIFGPMMPXJOHTQFMMTTVNNPOVOEFBE
GFBS
XIJDI *GUIF8JUDI-PSEJTEFGFBUFE
IFWBOJTIFTJOBQVž
IFDBODBTUUXJDF
CBMMPGƁBNF
DPNNBOE
BOE PGGPVM
CMBDLTNPLF8IFOUIFTNPLFDMFBST
UIF
UFNQFTU3FGFSUPUIF%SFBETQFMMDBSETGPSEFUBJMT IFSPFTIFBSUIFUJOLMFPGNFUBMTLJUUFSJOHBDSPTTUIF
ƁPPS0OUIFƁPPS
UIFZƀOEBOBSUJGBDUŐUIFNBHJDBM
4QFMM3JOHŐUIBUUIF8JUDI-PSEXBTXFBSJOH*UT
VTFJTFYQMBJOFEPOUIFNBUDIJOHBSUJGBDUDBSE
"GUFSUIJTRVFTUJTTVDDFTTGVMMZDPNQMFUFE
BMMTVSWJWJOH
IFSPFTBSFBXBSEFEUIFUJUMFPGŔ$IBNQJPOŕCZUIF,JOH
'BMMJOHCMPDL
USBQT 3BDL
$IFTUT
%PPST 8FBQPOTSBDL
#MPDLFE
TRVBSFT
Page 33
1/20/21 9:10 PM
4C
The Monsters
Goblins Orcs Abomination
5IFTFHSFFOTLJOOFE 0SDTBSFSFMBUFEUPHPCMJOT -JUUMFJTLOPXOPG
DSFBUVSFTBSFTNBMM CVUBSFMBSHFSBOENVDI UIFTFNPOTUFST5IF
BOERVJDL%FTQJUF NPSFQPXFSGVM5IFZ IVMLJOHBNQIJCJPVT
UIFJSTUBUVSFBOE GPSNUIFSBOLBOEƀMFPG IVNBOPJETBSFVTFECZ
MBDLPGCSVUF ;BSHPOŒTBSNJFT5IPTF ;BSHPOUPFOGPSDFIJT
TUSFOHUI
UIFZBSF XIPBSFBMMJFEXJUIUIF UZSBOOZBOEBSFRVJUF
EBOHFSPVTGPFT FWJMTPSDFSFSBSFƀFSDF EBOHFSPVTFWFOXIFO
BOEEFBEMZXBSSJPST FODPVOUFSFEJOEJWJEVBMMZ
34-35
Dread Warriors Skeletons Zombies
5IFTFIVNBOTIBWF 5IFBOJNBUFESFNBJOT -JLFTLFMFUPOT
[PNCJFT
CFDPNFNPOTUFSTŐ PGMPOHEFBEXBSSJPST
BSFNBHJDBMMZBOJNBUFE
NJOJPOTPGEBSLOFTT TLFMFUPOTGPSNUIFCVML DPSQTFT6OMJLF
5IFZBSFBMXBZTIFBWJMZ PGUIFBSNJFTPGUIF TLFMFUPOT
TPNFTUJMM
BSNPSFEBOEPGUFOCFBS VOEFBE5IFZBSFTMPX CFBSUSBDFTPGEFDBZJOH
XFBQPOTFODIBOUFEXJUI CVUSFMFOUMFTT
DPOUSPMMFE ƁFTIBOENVTDMF5IFJS
%SFBENBHJD5IFTF%SFBE CZ%SFBENBHJD NPWFNFOUTBSFTMPX
XBSSJPSTTUSJLFGFBSJOUPBMM BOEBXLXBSE
BOEUIFZ
CVUUIFCSBWFTU
PSNPTU DBSSZUIFTUFODIPGUIF
GPPMJTIPGPQQPOFOUT HSBWFXIFSFWFSUIFZHP
Mummies Gargoyles
&NCBMNFEBOEQSFTFSWFE 5IFTFGPVMDSFBUVSFTBSF Dread Sorcerer
CZTFDSFUBOENBHJDBMBSUT
BMTPQSPEVDFECZ%SFBE
5IJTƀHVSFXJMMCF
NVNNJFTBSFDPOUSPMMFE NBHJD*OFTTFODF
UIFZ
VTFEBTTFWFSBM
CZBNPSFQPXFSGVM BSFTUPOFTUBUVFTPG
EJžFSFOUDIBSBDUFST
WFSTJPOPGUIFNBHJD HSFBUNPOTUFST
CSPVHIU
CPUIHPPEBOECBE
UIBUBOJNBUFT[PNCJFT UPMJGFUISPVHIBSDBOF
JOWBSJPVTRVFTUT
BOETLFMFUPOT5IFZBSF SJUVBMT5IFJSTUPOFTLJO
WFSZIBSEUPPWFSDPNFJO NBLFTUIFNWFSZIBSE
TJOHMFIBOEFEDPNCBU UPXPVOEJODPNCBU
Page 34
Page 35
1/20/21 9:11 PM
1/20/21 9:11 PM
36
HEROQUEST, AVALON HILL and HASBRO and all related trademarks and logos are trademarks of Hasbro, Inc. © 2021 Hasbro.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
2S 12in. x 9in. folded to 6in. x 9in.
Hasbro, Pawtucket, RI 02861-1059 USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by: Hasbro, De Entree 240, 1101 EE Amsterdam, NL. GB Hasbro UK Ltd., P.O. Box 43, Newport, NP19 4YH, UK.
Tel.: 00800 22427276.
Retain this information for future reference.
Consumer contact:
US/Canada: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02861-1059 USA. TEL: 1-800-255-5516.
Australia consumer service: https://consumercare.hasbro.com/en-au
New Zealand consumer service: https://consumercare.hasbro.com/en-nz
UK: consumer_affairs@hasbro.co.uk Parents:
avalonhill.com
4C