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Game System

RULEBOOK
F3649
F3654

14+
2-5

F3649UU00_HEROQUEST_CORE_Instructions_I.indd 1 2/18/21 1:58 PM


H eed well my words, for I am Mentor, Guardian of
Loretome. I will tell you of times past, of darker days when the Realm
was saved against all hope. For I fear the darkness is about to return....
The sinister forces of Zargon, an evil sorcerer, had swept all before them. At
the sight of the Black Banner and the massed hordes of Dread, even the bravest
XBSSJPSTPGUIF3FBMNƁFE UIFMBOEXBTMBJEUPXBTUF BOEBMMQFPQMFTEFTQBJSFE
There then came a mighty warrior prince from the Borderlands—Rogar the USING THIS RULEBOOK
barbarian. He bore a glittering diamond on his brow—the Star of the West. Hope
SFUVSOFEBOEQFPQMFƁPDLFEUPIJTTUBOEBSE MFBWJOHUIFJSIJEJOHQMBDFTJOUIFIJMMT If You Are New to The Six Hero Actions....pages 12-20
and forests. Other great heroes joined him: Durgin the fearless dwarven warrior HeroQuest ..........................page 4 Attack • Cast a spell • Search for trea-
GSPN8PSMEŒT&OE.PVOUBJOT -BESJMUIFFMWFOƀHIUFSNBHFGSPNEJTUBOU&MFUIPSO  sure • Search for secret doors • Search
and Telor the wizard whose sorcery was to save Rogar on many occasions. What makes the game unique? • What’s
in the box? • How do you start? for traps • Disarm a trap
For many years Rogar trained his army, being careful to avoid open battle
with Zargon’s general until all was ready. He ever harried Zargon’s supply lines How Do You Start?.......pages 5-8 The Evil Sorcerer
and wiped out countless orcs and goblins who had allied themselves with the Choosing your role: Zargon or a hero? Zargon’s Turn…..........pages 20-22
evil sorcerer. Monster movement and actions
• Game setup – what Zargon needs to do
Then came the day for which Rogar had waited. His army had grown strong before you begin playing • Attack • Cast a Dread spell • Dead
and was well practiced. Camping in the high passes, Ladril saw the Dread Hosts heroes • What happens if you run out
from afar and bade Durgin blow the call to arms on his mighty horn. Rogar’s A Glimpse into the World of monsters?
army poured down upon the enemy from two sides and the battle was joined. of HeroQuest…............pages 9-10
Many foul creatures and good warriors perished that day. Yet, as the light of
Zargon’s story Ending the Quest…...........page 22
EBZGBEFE JUXBTEBSLOFTTUIBUƁFEUIFƀFME#VUUIFWJDUPSZXBTOPUBCTPMVUF What happens between quests? • Lost
Both Zargon and the evil sorcerer’s general escaped beyond the Sea of Talons, BSUJGBDUTř6OƀOJTIFERVFTUT
and even now they plot their revenge. To Begin the Quest…..pages 11-12
Soon their plots will be ready, and the Reading from the Quest Book • Order of
Realm will have need of a new Rogar. play • On a hero’s turn • Hero
But where are the heroes to equal him? movement • Looking and opening doors
You have much to learn if you are • How Zargon reacts to hero movement
to become as great as Rogar and his
companions. I will help all that
I can. The book I protect—
Loretome—was written when
Take Note
time began. All that ever was and
Throughout this rulebook, information is coded with
all that ever will be is recorded in
TQFDJƀDJDPOTEFQFOEJOHPOXIPNJUJTJOUFOEFEGPS
its countless pages. Through
Loretome I may guide you, but Information and instructions for Zargon.
I may not intervene, lest a greater
evil befall the world, and the evil
forces of Zargon triumph forever. Information and instructions for the heroes.

Useful information that will help you play the game.

*OGPSNBUJPOUIBUDBOBžFDUHBNFQMBZ1BZBUUFOUJPOUPUIJTʛ

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F3649UU00_HEROQUEST_CORE_Instructions_I.indd 2-3 2/18/21 1:58 PM
WELCOME GETTING STARTED HOW ZARGON
The HeroQuest game is a fantasy adventure set deep within a hidden
*GZPVBSFQMBZJOHGPSUIFƀSTUUJNF 
punch out the cardboard tiles from
SETS UP
stone labyrinth. This maze of underground rooms and corridors is
controlled by Zargon and the evil sorcerer’s forces of Dread.
the parts sheet and put them aside. THE GAME
Four valiant heroes have been summoned by Mentor, the good and Choose Your Role Zargon, to set up the game properly,
ancient sage, to do battle with evil. Theirs is the ultimate heroic you must follow these steps:
One player must take on the role
challenge—descend into a treacherous world of the unknown and of Zargon, the evil sorcerer. The 1. Open the Quest Book and Read
SFTUPSFIPOPSUPUIF3FBMN%FTUSPZUIFGPSDFTPG%SFBEʛ other players then assume the roles the First Quest
Bonded by their loyalty to the Realm, the brave heroes unite. Stepping of the heroes: the barbarian, the
cautiously, they journey deeper and deeper into a dark, hidden world… dwarf, the elf, and the wizard. Turn to “Quest 1—The Trial.” This quest
NVTUCFQMBZFEƀSTU3FBEJUTJMFOUMZ
*GGFXFSUIBOƀWFQFPQMFBSFQMBZJOH 
to yourself.
one person must still play as Zargon.
The remaining players can control &BDIRVFTUGFBUVSFTUISFFEJžFSFOU
WHAT MAKES GAME CONTENTS more than one hero. Note that the
quests are more challenging if you are
sections: the parchment text, the
quest map, and the quest notes.
THIS GAME • Gameboard playing with fewer than four heroes.
Parchment Text
UNIQUE? • 31 monster miniatures: 8 orcs, 6
goblins, 3 abominations, 4 Dread
The Important Role of Zargon The parchment text outlines the heroes’
The role of Zargon is a vital one in the challenge as well as the reward they
• One player takes the role of warriors, Dread sorcerer, gargoyle,
4 skeletons, 2 zombies, 2 mummies game. The person who plays as Zargon will receive if they are successful. This
Zargon, the evil sorcerer and serves as the Game Master. This means:
controller of the game; the other • 4dwarf,
hero miniatures: barbarian,
elf, wizard • You sit behind the Game
section is always read aloud to the hero
players at the beginning of the game.
players assume the roles of
Master’s screen.
the heroes—the barbarian, the
• 2 tables, throne,
15 furniture pieces: Quest Map
dwarf, the elf, and the wizard. alchemist’s • You control the quest for
The quest map shows how the
• AHeroQuest
game for 2 to 5 players, bench, 3 treasure chests, tomb, the other players.
gameboard is to be laid out as the game
is played in 14
sequential gameplay sessions called
sorcerer’s table, 2 bookcases, rack,
ƀSFQMBDF XFBQPOTSBDL DVQCPBSE • You alone know where the monsters, progresses. The map is marked with
secret doors, treasures, and traps symbols that show the starting positions
quests. Each quest is described • 10 skull pieces are located in the labyrinth. of the monsters—sinister creatures
in detail in the Quest Book.
• 4 plastic rat pieces • You alone have access under your control. These symbols are
• One quest may take an hour or
• 21 dungeon doors: 5 closed, to the Quest Book. identical to those on each of the monster
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two to play, with each subsequent 16 open Anyone can play as Zargon, but Master’s screen. The maps also show
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• During a quest, a hero may acquire • 93 game cards: 24 treasure cards,
23 equipment cards, 14 artifact
players who are familiar with the
game may be more comfortable taking
you where to place pieces of furniture,
stairs, doors, and blocked-square tiles.
valuable treasures. These riches cards, 12 dread spells cards, 12 POUIJTJNQPSUBOUSPMFBUƀSTU In addition, there are symbols for traps,
may be used between quests to spells cards, 8 monster cards
If You Are Playing as Zargon secret doors, and treasure chests. These
purchase powerful weapons and
protective armor from the armory. • 4 turn-order cards As Zargon, you will be running the
symbols are shown on the map legend.

• The heroes work together to defeat • Cardboard tiles: stairs, blocked


squares, pit traps, secret doors,
quest. If necessary, read through the Do not place anything on the
HBNFSVMFTƀSTUTPZPVVOEFSTUBOE gameboard at this time. Only reveal
Zargon and the evil sorcerer’s falling-block traps, skulls IPXUPEPUIJT
"OE BTZPVXJMMTFF UIFMBZPVUXIFOUIFIFSPƀHVSFT
forces of Dread. Individual
winning is not the goal. United the • Quest Book below, you must read through the have moved to a position on the
gameboard that requires you to do so.
heroes stand. Divided they fall. • 4dwarf,
character cards: barbarian,
ƀSTURVFTUJOUIF2VFTU#PPL
Remember, the Quest Book is for
• The adventure never ends… elf, wizard
your eyes only. However, there are
Quest Notes
additional quests are available in • Game Master’s screen sections of each quest that you must Read the quest notes thoroughly before
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TPMETFQBSBUFMZ 
• Pad of character sheets read to the players. These passages are the start of the quest. They explain
• 6 white combat dice noted throughout the Quest Book. what happens in certain rooms and

4 • 2 red dice 5

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F3649UU00_HEROQUEST_CORE_Instructions_I.indd 4-5 2/18/21 1:58 PM
detail the unique situations with which Body Points 5. Position the Game • Treasure Cards Gem!
the hero players have to contend. 5IFTFSFƁFDUUIFIFSPŒTQIZTJDBM Master’s Screen Between 4IVƃFUIFTFDBSET
Read the notes silently to yourself. strength. The barbarian is the You and the Gameboard. before each quest.
You will later disclose the strongest with eight points; the wizard Keep them facedownTucked into the toe of an old

in a pile within easy


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information in the quest notes to the the weakest with four points. 6. Place the Quest Book
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UIFNPOFZPOZPVSDIBSBDUFS

reach of all players.


TIFFU%POPUSFUVSOUIJTDBSE
UPUIFEFDL

heroes as the quest unfolds and they Between You and the Game Treasure

move into certain rooms and corridors. Mind Points


Master’s Screen
© 2021 Hasbro.

5IFTFSFƁFDUUIFIFSPŒTXJTEPN 
• Artifact
CARD 1

2. Place the Gameboard Cards


intelligence, and resistance to magical 7. Separate the Game Pieces
Borin’s Armor

on the Table These cards are special,


JOƁVFODF5IFXJ[BSEIBTUIFHSFBUFTU
Separate the doors, furniture, as you will discover in
-BZUIFHBNFCPBSEƁBUPOBUBCMF5IF mental strength with six points; the
monsters, and all of the cardboard the quest notes. Keep
HeroQuest logo should be on the right barbarian the least with two points. Armor—This magical suit of

these cards behind the


plate mail gives you 2 extra

game tiles into four piles.


Defend dice. Unlike normal
plate mail, this mysterious,

side of the board as it faces you. ultralight metal armor does

Game Master’s screen.


4. Direct the Hero Players to Fill
not slow down its wearer. May
be combined with the helmet

To identify the monsters quickly, refer


and/or shield. May not be used
by the wizard. Artifact

3. Place the Character Cards in Their Character Sheets


© 2021 Hasbro.

to the last page of the


on the Table • Monster
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.

character Character the pieces that go into the starting


cards can also be found in the monster
CARD 1

sheet with the Attack Defend Starting Points


SPPNPOUIFHBNFCPBSE
VTVBMMZ
chart on the Game Master’s screen.
Dice Dice Body Mind

starting Body UIFPOFXJUIUIFTUBJSXBZ 


and Mind
You are the wizard. Weapons:
You have the ability to
1PJOUTPGUIFJS
DBTUNBOZEJžFSFOUTQFMMT Armor:
Do not put out any traps or secret
doors. Do not reveal treasure at • Dread Spell Cards Ball of Flame
However, you cannot wear
character.
weapons. If
There are 12 Dread
armor or use large
Therefore, you must cast
Body Points: this time. spells. These spells
they
your spells wisely andwish,
avoid they
may name
physical combat where belong to Zargon and
you are weak. Starting This spell may be cast on any

Attack Defend Starting Points


their character.
Quests Completed (circle):
room of are very powerful as
one hero, enveloping them in
BCBMMPGƀSF*UJOƁJDUT#PEZ
1PJOUTPGEBNBHF5IFIFSP

you will discover in


ƾ ƿ ǀ ǁ ǂ ǃ DŽ Dž dž ƾƽ ƾƾ ƾƿ ƾǀ ƾǁ
Dice Dice Body Mind
“Quest 1” UIFOSPMMTSFEEJDF'PSFBDI

1 2 4
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6 During the with the


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the quest notes. Keep


Gold Coins: Potions & Other Items: Dread Spell

stairway © 2021 Hasbro.

Movement.......................... 2 Red Dice


Starting Weapon................ Dagger quest, a hero’s
© 2021 Hasbro. tile and these cards behind
Body and Mind
CARD 13
Starting Armor................... None
closed door the Game Master’s screen.
1PJOUTBSF
© 2021 Hasbro.

2.5 x 3.5in, rounded corner, 2 sides


Character
CARD 4 Card CARD 4 Some Dread spell cards will
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Attack Dice PSMPTU#PEZ1PJOUTNVTUCFDIBSUFEPO POMZCFVTFEXJUIUIF2VFTU1BDLT
the hero’s character sheet. Any treasure
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5IFTFSFƁFDUUIFƀHIUJOHQPXFS
of the hero’s weapon. During the found on the quest must also be recorded
quest, the hero’s attack strength IFSF1MBZFSTTIPVMETBWFUIFJSTIFFUT
is continually changed by events and bring them to each game session.

FHTQFMMT DPNCBU FUD  9. Sort the Cards
Sort the cards into nine separate
Defend Dice
piles: equipment, treasure, artifacts,
5IFTFSFƁFDUUIFBCJMJUZPGUIFIFSP NPOTUFST %SFBETQFMMT BJSTQFMMT ƀSF
to dodge or absorb enemy hits. spells, water spells, and earth spells.
During the quest, the hero’s defend
strength is continually changed by
FWFOUT
FHTQFMMT DPNCBU FUD  Charting Body Points

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F3649UU00_HEROQUEST_CORE_Instructions_I.indd 6-7 2/18/21 1:58 PM
• Hero Spell Cards – remaining spell groups go to
Air, Fire, Water, Earth the wizard. The spells and their
There are four groups of hero spells,
each of which represents one of
FžFDUTBSFFYQMBJOFEJOEFUBJMPO
their corresponding spell cards. A GLIMPSE INTO
the four natural elements—air,
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Suggestion: If this is the players’
ƀSTURVFTU UIFXJ[BSETIPVMEUBLF THE WORLD OF HEROQUEST
group contains three individual UIFƀSFTQFMMT UIFFMGTIPVMEUBLF

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

can easily reach them. Keep three


any monster within your line PSSPMMFE UIFEBNBHFJT
SFEVDFECZQPJOU
of sight.
Air Spell Fire Spell
gargoyle who hides in the catacombs. Your very survival depends on
© 2021 Hasbro. © 2021 Hasbro.

white combat dice for yourself.


your ability to work well together, for no true hero stands alone.
Now you are ready to play. Zargon,
CARD 1 CARD 4

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

• Dividing the Spells. Direct the hero


CARD 7
“You move square by square along corridors and into rooms. The distance of
your movement is determined by a roll of two red dice. Fate, you see, is really
players to divide the hero spells. The
XJ[BSEƀSTUDIPPTFTPOFPGUIFGPVS nothing more than chance. Where you move is within your control. What you
spell groups. Next, the elf chooses ƀOEBMPOHUIFXBZ IPXFWFS JTXJUIJONJOF GPS*DPOUSPMUIFHBNFCPBSE-FU
one spell group from the three that caution be your guide. Danger, you will soon discover, lurks in every shadow.
remain. ‘‘As you look down corridors and into rooms, I reveal to you many things,
Finally, the including closed doors, pieces of furniture, hideous monsters, blocked squares,
two and dangerous traps that you have sprung. I then place these items on the
gameboard for you to see. Their locations are known to me long before you,
for they are shown to me on my quest map—a document never to be seen
CZZPVSFZFTʛ5PEJTDPWFSUIBUXIJDI*BMSFBEZLOPX 
ZPVNVTUNPWFDBVUJPVTMZ1FSJM
lies in each step you take.

8 9

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F3649UU00_HEROQUEST_CORE_Instructions_I.indd 8-9 2/18/21 1:58 PM
TO BEGIN QFSGPSNBOBDUJPO BOEUIFOƀOJTI
your movement. You may perform
THE QUEST any one of the following six actions:
‘‘As you venture deeper and deeper into the underworld, you are certain to be
Zargon, read the parchment text section
• Action 1: Attack
confronted by many foul monsters. These creatures are meant to greatly test
your strength and courage. Some of you may battle them using only your sword PG2VFTUƾGSPNUIF2VFTU#PPLBMPVE • Action 2: Cast a spell
and armor. Your success or failure is determined by a roll of the combat dice, for to the heroes. It is important that the • Action 3: Search for treasure
UIFTFTQFDJBMEJDFSFƁFDUZPVSBCJMJUZUPBUUBDLBOEEFGFOE0UIFSTPGZPVIBWFUIF
NJHIUZQPXFSPGNBHJDTQFMMTUPBTTJTUZPV:PVNVTUDBTUZPVSTQFMMTXJTFMZʛ
heroes understand the history behind
the quest and the goal set before them. • Action 4: Search for secret doors
“While you may use your turn to engage in combat or to cast a spell, Only read aloud the parchment text • Action 5: Search for traps
you may instead choose to perform another action. These include section. The information contained • Action 6: Disarm a trap
searching for treasure, secret doors, or traps. You may even try to in the quest map and the quest These actions are also listed on each
disarm a discovered, yet unsprung, trap. You must choose your action notes must, for now, be kept secret from turn-order card for easy reference
carefully, for you may only perform one action on your turn. the heroes. and are explained in detail in “The Six
“Once each of you has completed a turn, only then is it time for me to take my turn. Hero Actions.”
Order of Play
1SFQBSFZPVSTFMWFTʛ.ZGPSDFTTUSJLFJOHSFBU Hero Movement
1MBZCFHJOTXJUIUIFIFSPTFBUFEUP
number. I control every monster present
Zargon’s left and continues clockwise. As a hero, you normally begin and end
on the gameboard and may move
After all heroes have completed their a quest in the room marked with the
BMMPGUIFNPOPOFUVSOʛ)FFEUIJT
turns, it is the evil sorcerer’s turn. Zargon TUBJSXBZ
VOMFTTPUIFSXJTFTQFDJƀFEJO
warning. I am also armed with the
may move all monsters currently on the UIF2VFTU#PPL 5IFTUBJSXBZMFBET
power of magic. Dare you test your
gameboard. This sequence continues you down, down, down... deep into
magical strength against mine?
until the quest is achieved or until the evil stronghold of Dread. To safely
őő:PVSKPVSOFZBXBJUT1SFQBSF the heroes leave the underworld. complete a quest, you must return
UPNFFUUIFVOLOPXOʛ8JMMZPV Suggestion: A good starting setup would to the stairway, for it is only there
survive the battles against be for the barbarian to sit to Zargon’s left, that you are truly free from harm.
my monster forces, or will followed by the dwarf, the elf, and then, To determine how many square spaces
your body and mind be seated to Zargon’s right, the wizard. to move, roll two red dice. Then, move
forever weakened? Will carefully along the corridors and into
ZPVTVžFSUIFEBNBHF On Any Player’s Turn rooms square by
of hidden traps, or will square. On the
you be able to locate Whether playing the role of Zargon
or of a hero, a player does one of gameboard,
and disarm them? the corridors
Will you be trapped the following on their turn:
are shown by
by walls of stone, • .PWFTUIFJSƀHVSF
T BOE the areas with
or will you discover performs an action MJHIUHSBZƁPPSJOH
secret doorways? Will or Corridors are one
ZPVƀOEGPSUVOF
through hidden
• 1FSGPSNTBOBDUJPOBOE or two squares
NPWFTUIFJSƀHVSF
T wide. The rooms
treasures, or are enclosed by
will greed and
carelessness ON A HERO’S XIJUFMJOFT
UIF
XBMMT )FSFBSFUIF
be your downfall? We shall
see where fate takes you. TURN rules of movement:
• toYoumove
do not have
“Come. Let the As a hero, you may move the
quest begin....” and then perform an action, or entire distance
perform an action and then move. You indicated by
may not, however, move part way, the dice roll.

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F3649UU00_HEROQUEST_CORE_Instructions_I.indd 10-11 2/18/21 1:58 PM
• You cannot pass over monsters, move doors, blocked-square tiles, and monsters Attack dice you will use. Some weapons by rolling its Defend dice. If the
through walls, or move diagonally. that are directly within the hero’s line of allow you to attack diagonally or from NPOTUFSŒT#PEZ1PJOUTSFBDI[FSP 
• You may pass over other heroes. TJHIU
*GUIFMJOFQBTTFTUISPVHIBXBMM
or a closed door then the miniature or
a distance. But most weapons do not. the monster is considered dead and
is removed from the gameboard.
• You may only enter rooms UJMFJTOPUWJTJCMF 8IFOBIFSPPQFOT You may only attack with one
weapon at a time.
through doors. a door, place on the gameboard the How a Monster Defends
• You may not share a square monsters, treasure chests, and any
other items that belong in that room.
"UUIFTUBSUPGUIFƀSTURVFTU FBDIIFSP
JTBSNFEXJUIBTQFDJƀDXFBQPO3FGFS
• Arolls
defending monster
with another hero or with a the number of
monster except when you are Do not put any traps on secret doors. to the hero’s character card for their Defend dice shown
on the stairs or in a pit trap. Do not reveal treasure at this time. starting weapon and Attack dice number. in the monster chart
Looking and Opening Doors Blocked-Square Tiles • The barbarian begins with
on the Game Master’s
screen. Each black shield Black shield
As a hero, while you are moving you the most powerful starting
As Zargon, you must place a blocked- rolled by the defending rolled
may look down a corridor or through weapon: the broadsword.
square tile on the gameboard as soon monster blocks one
an open door. Looking gives you the as it becomes visible to the hero. These • The dwarf’s starting weapon hit from the attacking hero.
opportunity to see what is directly within is a shortsword. They also
your line of sight, such as closed doors,
tiles show where extra walls have been
built. Neither heroes nor monsters possess intuition—a special • Many monsters are
killed with only one
blocked-square spaces, and monsters. can move through blocked squares. knack for disarming traps.
hit. Some monsters,
Looking is not one of the six actions. On
• The elf also starts with a shortsword. however, require more
your turn, you may move adjacent to
a closed door and ask Zargon to open
THE SIX HERO 5IFZBSFBHPPEƀHIUFSBOEIBWF
some knowledge of the magical arts.
UIBOPOFIJU
3FGFS
to the monster chart
it. Zargon opens the door by removing
the closed-door piece and replacing it
ACTIONS The elf begins each quest with three on the Game Master’s
Skull tile

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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.
)FSP%FGFOET 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

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F3649UU00_HEROQUEST_CORE_Instructions_I.indd 12-13 2/18/21 1:58 PM
These weapons allow you to increase must be visible. Heroes and monsters How a Hero Searches for Treasure If there is no special treasure in the
your attack and defend strength, and may are only visible if an unobstructed As a hero, you may search a room searched room, direct the searching hero
also give you unique combat advantages. straight line can be traced from for treasure only if the room is to draw a treasure card as described.
For instance, daggers and crossbows are the spellcaster to the target. uninhabited by monsters. However, if the hero draws a wandering
special weapons due to their ability to hit A Good Rule of Thumb: Draw an invisible monster or hazard card, do the following:
a monster from a distance. Some long "TBIFSP ZPVNVTUƀSTUWFSCBMMZ
straight line between the center of the declare your search. Do so by saying “I Wandering Monsters
XFBQPOT MJLFUIFTUBžBOEUIFMPOHTXPSE  square the spellcaster is on and the center
allow you to attack diagonally. The am searching for treasure.” Searching These monsters pop out of holes
of the square the target is on. If the line for treasure means you are looking
attack is made and defended normally. does not cross a wall, closed door, hero, and hidden places, and wander into
around, opening things, searching for SPPNT
5IFNPOTUFSUIBUBQQFBST
or monster, the target is declared visible, interesting objects and gold coins,
The wizard, JTMJTUFEJOUIFRVFTUOPUFT
XJUIBTUBž  even if the line just touches a corner regardless of what square you are
is in a “safe” or wall edge. The following diagram on in the room. Do not move your As Zargon, you must place the monster
position. The
TUBžBMMPXT shows an example of what is visible. IFSPƀHVSFXIFOZPVTFBSDI next to the treasure-searcher and
them to attack JNNFEJBUFMZSPMM"UUBDLEJDF
3FGFSUP
the monster Closed door If no special treasure is called out in the the monster chart on the Game Master’s
diagonally. Quest Book, you must draw a random
The monster, screen for the correct number of Attack
however, card from the treasure card deck and EJDFUPVTF 0OUIJTSPVOE ZPVDBO
cannot attack SFBEJUBMPVE5IFDBSEDPVMEPžFSZPV
the wizard only attack the treasure-searcher. After
diagonally. a variety of things, including riches and the attack, the wandering monster
magical potions. Record any gold coins remains on the gameboard and can
or potions on your character sheet. be moved like other monsters.
Using diagonal weapons allows 5IFTFWBMVBCMFUSFBTVSFDBSET
HPME
DPJOTBOEQPUJPOT BSFnot returned to If the surrounding squares are
more than one hero to attack a
the treasure deck until the next quest. occupied, and it is not possible to
monster blocking a doorway.
place a monster next to the searcher,
If you wish, you may share the gold put the monster in the room as close to the
Both the
wizard and coin treasures with the other heroes. searcher as possible. Then, on your
the barbarian Open door Later, between quests, you may use next turn, the monster can move
may attack the treasure to purchase additional
the monster Clear line of sight and attack like other monsters.
blocking the XFBQPOTBOEBSNPSGSPNUIFBSNPSZ
4FF
doorway.
The wizard, Blocked line of sight Ŕ"5SJQUPUIF"SNPSZ ŕQBHF How Heroes
XJUIBTUBž  #FDBSFGVMʛ"MNPTUIBMGPGUIF Respond to
may attack
diagonally. As a hero, you may cast a spell on treasure cards contain wandering Wandering
The barbarian, yourself, another hero, or on a monster. NPOTUFSTBOEIB[BSETʛ5IFTFUZQFT Monsters
with a
broadsword, Once a spell is cast, the spell card is of treasure cards are returned to the
As a hero, you roll
may attack discarded for the remainder of the treasure deck and may be drawn again in
adjacently. combat dice to
quest. Each spell may be cast only the next treasure search. The treasure
defend against
PODFQFSRVFTU6TFUIFNXJTFMZʛ DBSETNVTUCFTIVƃFECFGPSFBIFSP
a wandering
For complete information on all of the "TQFMMBOEJUTFžFDUTBSFFYQMBJOFEJO draws one from the deck.
monster’s attack.
weapons and armor, please refer to detail on its corresponding spell card.
How Zargon Reacts to a You may then
the equipment cards.
Hero’s Search for Treasure continue with
Action 2: Cast a Spell Action 3: Search for Treasure your turn.
As Zargon, if there is a special treasure
4FFŔ)PXB
Some heroes, like the elf and the wizard, Treasure is found only in rooms, not
BTEFTDSJCFEJOUIFRVFTUOPUFT ZPV )FSP%FGFOET ŕQBHF
may cast spells instead of attacking. They in corridors. A room may be searched must read aloud the treasure description
may cast a spell at anything they can see, by all four heroes, but each individual once the treasure has been found. Hazards!
but only on their turn. hero may only search the room once The special treasure is discovered only
and may do so only on their own turn. As a hero, when you
PODFCZUIFƀSTUIFSPXIPTFBSDIFT draw a hazard card from
See (Line of Sight) Some treasures are protected by a the room for treasure, even if other the treasure card deck,
For a hero to cast a spell, the target trap. See “Search for Traps,” page 16. heroes later search that same room. read the card aloud and
follow its directions.

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F3649UU00_HEROQUEST_CORE_Instructions_I.indd 14-15 2/18/21 1:58 PM
More About Treasures
How a Hero Searches for Secret Doors • Once a trap is discovered, you may Springing a Pit Trap

Treasure can be a variety of


As a hero, you can only search
for secret doors if there are no
be able to jump the trap, or on your
OFYUUVSO EJTBSNJU
4FFŔ"DUJPO
• As a hero, if you move into a
pit trap square, Zargon stops
things, including gold coins, magic monsters visible to you. %JTBSNB5SBQ ŕQBHF you by saying, “You have
spells, artifacts, and potions. :PVNVTUƀSTUWFSCBMMZEFDMBSFZPVS Warning: There are some traps in a KVTUTUVNCMFEJOUPBQJUʛŕ

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.

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F3649UU00_HEROQUEST_CORE_Instructions_I.indd 16-17 2/18/21 1:58 PM
Falling-Block Traps • Move to the space you have decided Springing a Chest/Furniture Trap There may be as many as three
)FSPFTCFXBSFʛ'BMMJOHCMPDLUSBQT
are very dangerous. Stepping on
upon. This ends your turn.
• As a hero, if you search a room possible squares to jump to on the
other sides of a single pit. However, a
for treasure, before searching
one may trigger the ceiling to collapse. Spear Traps the room for traps, any chest/ pit in the corner of a corridor has only
If such a trap is found during a search, A spear trap is carefully hidden. furniture traps in the room are one space open to jump across to.
Zargon says that the ceiling looks If one is found during a search, Zargon sprung, ending your turn. You then
dangerous and points to the square where says that the square looks suspicious and TVžFSUIFDPOTFRVFODFTEFTDSJCFE
If the X square
is occupied by
the trap is located. Zargon does not put points to the square where the trap is to Zargon in the quest notes. a monster, and
a falling block trap tile on the gameboard you are a hero
at this time. It has not yet been sprung.
located. Once a spear trap is discovered,
a hero may attempt to jump the trap or • Iftheyoutrapsuccessfully disarm the trap, without any
special armory
Once an unsprung falling block trap is is removed, and you may weapons, you
disarm it. As a hero, when you step onto
discovered, a hero may attempt to jump DPOUJOVFXJUIZPVSNPWF
4FF must voluntarily
a spear trap square, you automatically fall into the
the trap, or may later try to disarm it Ŕ%JTBSNB5SBQ ŕQBHF :PVNBZ
spring the trap. This causes a spear to QJU
TVžFSJOH
on their next turn. If a hero does not search the disarmed chest/furniture damage) and
UISVTUPVUPGUIFXBMM ƁPPS PSDFJMJOH do combat with
search for traps and moves onto a falling for treasure on your next turn.
the monster (at
block trap square, they spring the trap. Springing a Spear Trap a disadvantage)
Jumping a Trap from in the pit!
As a hero, when you are moving onto a
Springing a Falling-Block Trap As a hero, if your path is blocked
spear trap square, you must roll 1 combat
• As a hero, if you move onto a EJF*GZPVSPMMBTLVMM ZPVTVžFS#PEZ
by a trap, you may attempt to pass
by jumping over it. To jump over a Monsters, with enough movement
falling-block trap square, Zargon 1PJOUPGEBNBHF5IJTFOETZPVSUVSO*G TRVBSFT
BOEBWBDBOUTQBDF
stops you by saying, “You’ve just trap, you must do the following:
you roll either a black or white shield, you CFZPOE BMXBZTTVDDFTTGVMMZKVNQ
TQSVOHBGBMMJOHCMPDLUSBQʛ5IF
DFJMJOHJTDBWJOHJOʛ-PPLPVUʛŕ
have dodged out of the way of the spear.
You may then continue with your move.
• You must have at least two squares over a pit. If they voluntarily enter
BQJU UIFZTVžFSOPEBNBHF
of movement remaining, as if
• Zargon then puts a falling- The spear trap is now gone forever, and
the square can be moved onto safely.
you moved onto the trap square
Action 6: Disarm a Trap
block trap tile on the square, and then onto one unoccupied
VOEFSZPVSIFSPƀHVSF There are no spear trap tiles. adjacent square beyond. As a hero, to disarm an unsprung
Once a falling-block trap has been
sprung and put out on the board, it
• You must roll anything but a skull
USBQ ZPVNVTUƀSTULOPXJUTMPDBUJPO 
BOEZPVNVTUQPTTFTTBUPPMLJU
PS
Chest/Furniture Traps on 1 combat die to jump the trap.
cannot be disarmed or jumped. CFUIFEXBSG "UPPMLJUNBZCF

• Zargon then gives you 3 combat dice


A chest/furniture trap can be a variety of
things, including poisonous gas, poison ° IfUSBQ TVžFSJOHUIFCPEZEBNBHF
you roll a skull, you spring the purchased between quests at the
BSNPSZ
4FFUIFFRVJQNFOUDBSET
to roll. For each skull rolled, you needle, explosive latch, or a shooting dart. caused by that particular type of
TVžFS#PEZ1PJOUPGEBNBHF:PV How Heroes (Except the Dwarf)
If the room or corridor that the chest/ trap. If there is a corresponding
may not roll Defend dice. Disarm a Trap with a Tool Kit
trap tile, it is then put on the
furniture is located in is being • As a hero, before you move, you
• You must now make searched for traps, Zargon gameboard by Zargon. You
are then put on the trap
must announce that you are moving
a decision. You can says that the chest/furniture onto the trap square to attempt
either move ahead or looks dangerous and points to the square. This ends your turn.
to disarm and remove the trap.
move back to an
empty space.
chest/furniture in question. Once a
chest/furniture trap is discovered, ° Ifyouyoucandojump
not roll a skull,
over the trap, • You must move onto the trap
Remember, square and roll 1 combat die.
a hero may attempt to disarm expending two moves. If you
the trap
space is now
it on their next turn. have any moves remaining
from your dice roll, you may
° Ifhave
you roll a skull, you
sprung the trap,
a permanent then continue your move. TVžFSJOHCPEZEBNBHF
block in the game.
Your decision is a Once a falling-block trap has been ° Iforyou roll either a black
white shield, the trap is
critical one. You could sprung, it cannot be jumped. The
disarmed. A disarmed trap is
become trapped forever, or path is permanently blocked by a wall of
considered gone and is not
ZPVDPVMECFDVUPžGSPN fallen stone. However, once a pit trap has
put out on the gameboard.
the rest of the heroes. been sprung, the hole in the ground,
though dangerous, can be jumped.

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F3649UU00_HEROQUEST_CORE_Instructions_I.indd 18-19 2/18/21 1:58 PM
How the Dwarf Disarms a Trap Each monster may perform one • Each skull rolled is What Happens to a Dead Hero?
As the dwarf, you never need a tool kit to of the following two actions: considered a hit, As a hero, if you die, you are out of
EJTBSNBUSBQʛ:PVSPEETPGTVDDFFEJOH • Attack resulting in 1 Body
1PJOUPGEBNBHFTDPSFE
the game for the rest of that quest.
are great due to your innate skills. To
disarm a trap, you must do the following: • Cast a Dread spell against the hero. If hit,
Skull rolled
You may, however, rename your hero
and play them as a new character in
• Before you move, you must Only certain monsters may cast a
spell. Refer to the quest notes in the
the hero immediately
defends by rolling their Defend
the next quest. Armor, weapons, and
announce that you are moving treasures that belonged to you prior
onto the trap square to attempt Quest Book for more information. dice.*GUIFIFSPŒT#PEZ1PJOUTSFBDI to death can be picked up by any
to disarm and remove the trap. 0, the Hero is considered dead. other hero in the room with you.
Monsters may not:

4FFŔ%FBE)FSPFT ŕQBHF 
• Roll 1 combat die.
• Search for treasure *GUIFIFSPIBT#PEZ1PJOU
Warning! If there are no other heroes
in the room or corridor with you
° Ifyouyouhave
roll a black shield,
sprung the trap,
• Search for secret doors remaining, and takes more than 1 hit when you die, any monster in the
TVžFSJOHCPEZEBNBHF • Move or attack diagonally PGEBNBHF UIFJS#PEZ1PJOUTBSFTUJMM
only reduced to zero.
room or corridor with you claims your

° 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
%SFBETQFMMTUPTQFDJƀDNPOTUFSTBTDBMMFE
• 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.

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"GUFSZPVS#PEZ1PJOUTIBWFSFBDIFE
ƽ ZPVDBOOFWFSCFTBWFECZB WHAT HAPPENS Game Notes
fellow hero’s spell or potion. It will
be too late. You die by the time it is your BETWEEN
fellow hero’s turn—the only time when
they can cast a spell or give you a potion.
QUESTS?
As a hero, your starting Body and Mind
What Happens If You Run 1PJOUTBSFBVUPNBUJDBMMZSFTUPSFEPODF
Out of Monsters? you have successfully completed the
Some quests may require more monsters quest and have returned safely to the
than are available in the game. This could stairway. All spells are then returned
happen if the heroes fail to kill monsters. to the heroes who cast them.
Killed monsters may be used again later Finally, you may now visit the armory
in the quest if the Quest Book calls for and purchase new weapons and
their placement. However, if all the armor with the gold coins you have
monsters of a particular type are already accumulated. Be patient. It may take
on the gameboard and you, as Zargon, a few quests before you have enough
need to place another one, you may use money to purchase anything.
any monster that is of the same color as
the one that should have been used. Wizard: Since there are so few things that
you can buy from the armory, it would
be wise for you to save your money.
ENDING THE You keep any treasures found and
QUEST take them with you on your next
quest. Remember, heroes, to
As a hero, you successfully complete subtract from your character sheet any
a quest only when you have achieved gold coins spent. Save this sheet between
the quest goal and have returned to the RVFTUTBOEVTFJUBHBJOʛ
safety of the stairway. A quest may be
ended early by the players voluntarily Lost Artifacts
returning to the stairway before
It is sometimes required that the heroes
completing the quest, or by all
IBWFBTQFDJƀDBSUJGBDUJOUIFJSQPTTFTTJPO
four heroes dying in their attempt
before they continue on to the next quest.
to complete the quest.
Zargon, if a hero dies while in possession
There is usually a of an artifact, and your monsters steal the
ƀOBMUSFBTVSF PSB artifact, you must include the artifact as
reward associated with a special treasure early in the next quest.
successfully completing
a quest. Your valiant 6OƀOJTIFE2VFTUT
FžPSUTBSFSFXBSEFE Zargon, if a quest ends with disastrous
by splitting the SFTVMUT
TVDIBTEFBUIGPSBMMGPVS
reward among IFSPFT PSHPFTVOƀOJTIFE ZPVTIPVME
all the heroes. modify the quest before it is replayed.
After successfully You can do this by creating a new
completing the quest, circle the adventure using the blank map and
corresponding quest number symbols at the end of the Quest Book.
on your character sheet. Keep
your sheet as you will record
all of your quests on it.

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HEROQUEST, AVALON HILL and HASBRO and all related trademarks and logos are trademarks of Hasbro, Inc. © 2021 Hasbro.
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.
Parents:
Retain this information for future reference.
avalonhill.com
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

4C 2S 12in. x 9in. folded to 6in. x 9in.


F3649UU00_HEROQUEST_CORE_Instructions_I.indd 24 2/18/21 1:59 PM
F3649
F3654

2-5
14+

Quest Book

F3649UU00_HEROQUEST_CORE_Quests_I.indd 1 1/20/21 9:10 PM


4C 2S 12in. x 9in. folded to 6in. x 9in.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
2-3
IFƀSFCVSOTXBSNMZ CVUDBTUTMJUUMF EBZTXFCBUUMFE CVU;BSHPOIBEBMMJFTTUSPOHFSFWFO
MJHIUJOUP.FOUPSŒTTUVEZ5IFƁJDLFSJOH UIBO* BOE*DPVMEOPUEFGFBUUIFN*OUIFFOE BTXF
TIBEPXTPOMZIJOUBUUIFWBTUOVNCFS CPUIXFBLFOFE ;BSHPOƁFEBOETPVHIUSFGVHFJO
PGCPPLTBOETDSPMMTUIBUƀMMUIFNBOZ UIF/PSUIFSO%SFBE8BTUFT5IFSFUIFFWJMTPSDFSFS
TIFMWFT4MPXMZ .FOUPSXBMLTPWFSUPUIFƀSF MJDLFECBUUMFXPVOETBOEIPOFETLJMMT DPOKVSJOH
T
Ŕ8FMM NZGSJFOET ZPVSUSBJOJOHJTDPNQMFUF:PV
BODJFOUQPXFSTXJUIXIJDIUPPWFSUISPXUIF3FBMN
BSFOPUZFUUSVFIFSPFTZPVIBWFZFUUPQSPWF Ŕ*NVTUPCTFSWFBOENFBTVSFUIFTUSFOHUIPG;BSHPOŒT
ZPVSTFMWFT#VUƀSTU MFUNFUFMMZPVPG;BSHPO NBHJD5IFQPXFSTUIFFWJMTPSDFSFSIBTDBMMFEVQPOXJMM
EFTUSPZVTBMMJG*SFMBYGSPNUIJTWJHJM;BSHPOŒTMFHJPOT
őő.BOZDFOUVSJFTBHP ;BSHPOXBTNZBQQSFOUJDF
UISFBUFOFEVTPODFCFGPSF5IFOJUXBT3PHBS
5IFZPVOHTPSDFSFSXPSLFEIBSEBOEMFBSOFERVJDLMZ
XIPBJEFENFBOEEFGFBUFEUIFN/PX
#VUJNQBUJFODFEFWPVSFE;BSHPO XIPXBOUFEUP
UIFZBSFPOUIFNBSDIBHBJOBMSFBEZ
MFBSONPSFQPXFSGVMNBHJD*TQPLFPGUIFEBOHFST 
UIFZIBWFBTTBJMFEUIF#PSEFSMBOET
BOEDBVUJPOFEQBUJFODF GPSJOUJNFNZBQQSFOUJDF
5IF3FBMNNVTUBHBJOMPPL
XPVMECFDPNFBHSFBUTPSDFSFS#VU;BSHPODPVMEOPU
GPSIFSPFTBOEUPUIJTFOE
XBJU CSFBLJOHJOUPNZTUVEZFBDIOJHIUUPSFBENZ
IBWF*USBJOFEZPV
TQFMMCPPLT5IFTFDSFUTIFMEXJUIJOUIFNXFSFHSFBU
JOEFFE6QPOMFBSOJOHUIFTFTFDSFUT ;BSHPOƁFE Ŕ&BDIPGZPVNVTU
DPNQMFUFGPVSUFFO
őő8IFO*DBVHIUVQXJUI;BSHPO *GPVOENZGPSNFS
RVFTUT*GZPVEPUIJT ZPV
BQQSFOUJDFHSFBUMZDIBOHFE IBWJOHQMFEHFEBMMFHJBODF
XJMMCFBDDMBJNFEBTDIBNQJPOTPG
UPUIFHSFBUQPXFSTPG%SFBE'PPMʛ;BSHPOTBXNBHJD
UIF3FBMNBOEEVCCFE4PWFSFJHO
POMZBTBTIPSUDVUUPQPXFSBOEQBJEOPIFFEUPUIF
,OJHIUT0OMZUIFOXJMMZPVCFPO
UFSSJCMFQSJDFUIBUXPVMEIBWFUPCFQBJE*USJFEUP
UIFSPBEUPCFDPNJOHUSVFIFSPFT
SFBTPOXJUI;BSHPO CVUUPOPBWBJM5IFFWJMTPSDFSFS
*TIBMMTQFBLXJUIZPVBHBJOPO
MBVHIFEJONZGBDFBOEUIFOVOMFBTIFEBUFSSJCMF
ZPVSSFUVSO*GZPVSFUVSOŚŕ
TQFMMUIBU*XBTIBSEQSFTTFEUPDPVOUFS'PSNBOZ

Page 3
1/20/21 9:10 PM
4C
%BSLTIBEFE
C BSFBTPOBMM
RVFTUNBQT
BSFDPOTJEFSFE
TPMJESPDL

2S 12in. x 9in. folded to 6in. x 9in.


F3649UU00_HEROQUEST_CORE_Quests_I.indd
D

4-5
E
VERAG

A
B

"UUIFCFHJOOJOHPGFBDIRVFTU POMZUIFQBSDINFOUUFYUTIPVMECFSFBEBMPVEUPBMMQMBZFST
26&45ƾ
The Trial
Ŕ:PVIBWFMFBSOFEXFMM NZGSJFOET/PXIBTDPNF UIBUIJEFTJOUIFDBUBDPNCT5IJTRVFTUJTOPUFBTZ 
UIFUJNFPGZPVSƀSTUUSJBM:PVNVTUƀSTUFOUFS BOEZPVNVTUXPSLUPHFUIFSJOPSEFSUPTVSWJWF
UIFDBUBDPNCTUIBUDPOUBJO'FMMNBSHŒTUPNC:PV 5IJTJTZPVSƀSTUTUFQPOUIFSPBEUPCFDPNJOH
NVTUTFFLPVUBOEEFTUSPZ7FSBH BGPVMHBSHPZMF USVFIFSPFT5SFBEDBSFGVMMZ NZGSJFOETŕ

;BSHPO ZPVNBZUFMMFWFSZPOFUIBUUIFSFBSFOPUSBQTPSTFDSFUEPPSTJOUIJTƀSTURVFTU
)PXFWFS ZPVTIPVMEBMTPXBSOUIFNUIBUUIJTJTBUPVHIBEWFOUVSF*UJTNFBOUUPTIPXUIF
QMBZFSTUIBUUIFJSDIBODFTPGTVSWJWBMEFQFOETPOIPXXFMMUIFZXPSLUPHFUIFS

*OFBDIRVFTU OPUFTQSFGBDFEXJUIBDBQJUBMMFUUFSDPSSFTQPOEUPBNBUDIJOHMFUUFSMPDBUJPOPOUIFRVFTUNBQ
NOTES
A. 5IFXFBQPOTPOUIJTXFBQPOTSBDLBSF D. 5IFƀSTUIFSPXIPTFBSDIFTGPSUSFBTVSFƀOET
DIJQQFE SVTUFE BOECSPLFO5IFSFJTOPUIJOH HPMEDPJOTJOUIJTUSFBTVSFDIFTU
IFSFUIBUUIFIFSPFTXPVMEXBOU E. 5IFƀSTUIFSPXIPTFBSDIFTGPSUSFBTVSFƀOET
B. 5IJTUSFBTVSFDIFTUJTFNQUZ HPMEDPJOTJOUIJTUSFBTVSFDIFTU
C. 5IJTNVNNZJTUIFHVBSEJBOPG'FMMNBSHŒTUPNCBOEXBT
PODFBNJHIUZXBSSJPS*USPMMT"UUBDLEJDFJOTUFBEPG

Wandering Monster in this Quest: Orc


Page 5
1/20/21 9:10 PM
4C 2S 12in. x 9in. folded to 6in. x 9in.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
6-7
B
SIR
RAGNAR

26&45lj
The Rescue of Sir Ragnar
őő4JS3BHOBS POFPGUIF,JOHŒTNPTUQPXFSGVM 1SJODF.BHOVTPžFSTBSFXBSEPGHPME
LOJHIUT IBTCFFODBQUVSFE5IFSFJTSFBTPO DPJOT UPCFEJWJEFEBNPOHUIFIFSPFT JG
UPCFMJFWFUIBUIFJTCFJOHIFMEQSJTPOFSCZ UIFZSFTDVF4JS3BHOBS/PSFXBSEJTFBSOFE
6MBH UIFPSDXBSMPSE:PVBSFUPƀOE4JS JG4JS3BHOBSJTLJMMFEEVSJOHUIFFTDBQFŕ
3BHOBSBOECSJOHIJNCBDLUPUIFTUBJSXBZ

NOTES
A. 5IFUSFBTVSFDIFTUIBTBUSBQXJUIBQPJTPOOFFEMF Finding Sir Ragnar:8IFO4JS3BHOBSJTGPVOE BO
JOJU*GBIFSPTFBSDIFTGPSUSFBTVSFCFGPSFUIFUSBQJT BMBSNTPVOET6TFUIFQMBTUJD%SFBETPSDFSFSƀHVSFUP
EJTBSNFE UIFZMPTF#PEZ1PJOU5IFDIFTUJTFNQUZ SFQSFTFOU4JS3BHOBSPOUIFCPBSE1MBDFBMMSFNBJOJOH
B. 5IFƀSTUIFSPXIPTFBSDIFTUIFSPPNGPSUSFBTVSF NPOTUFST EPPST BOEGVSOJUVSFPOUIFCPBSE"MMEPPST
ƀOETHPMEDPJOTJOTJEFUIJTDIFTU5IFZBMTP BSFOPXPQFO4JS3BHOBSTIPVMECFNPWFECZUIFIFSP
ƀOEBQPUJPOPGIFBMJOH XIJDISFTUPSFTVQ XIPPQFOFEUIFEPPSUPIJTDFMM
)FSPFTDBOOPUTFBSDI
UPMPTU#PEZ1PJOUTXIFODPOTVNFE GPSUSFBTVSFJOUIFDFMM 5IBUIFSPUBLFTUIFJSSFHVMBS
UVSOƀSTU UIFOSPMMTSFEEJFUPNPWFUIFXPVOEFE
LOJHIU4JS3BHOBSNVTUCFNPWFECBDLUPUIFTUBJST
BMJWFJOPSEFSGPSUIFIFSPFTUPDPMMFDUUIFSFXBSE
TFF
QBSDINFOUUFYUBCPWF 4JS3BHOBSNBZOPUBUUBDLCVU
NBZSPMM%FGFOEEJDF)FIBT#PEZ1PJOUTMFGU

Wandering Monster in this Quest: Orc


Page 7
1/20/21 9:10 PM
4C
A

2S 12in. x 9in. folded to 6in. x 9in.


F3649UU00_HEROQUEST_CORE_Quests_I.indd
8-9
B

ULAG

26&45ǀ
Lair of the Orc Warlord
őő1SJODF.BHOVTIBTPSEFSFEUIBUUIFPSD BSFUPCFSFXBSEFEHPMEDPJOTUPCFEJWJEFE
XBSMPSE 6MBH XIPXBTSFTQPOTJCMFGPSUIF BNPOHUIFN"OZUSFBTVSFGPVOEJO6MBHŒT
JNQSJTPONFOUPG4JS3BHOBS CFTPVHIUPVUBOE TUSPOHIPMENBZCFLFQUCZUIFƀOEFSBMPOFŒŒ
EFTUSPZFE8IFO6MBHJTEFTUSPZFE UIFIFSPFT

NOTES
A. 5IJTJTUIFPSDŒTBSNPSZ5IFƀSTUIFSPXIPTFBSDIFT ULAG:
GPSUSFBTVSFƀOETBTUBžXFBQPOUIBUUIFZNBZBEEUP 6TFUIFPSDƀHVSFXJUIUIFMBSHFTXPSEUPSFQSFTFOU6MBH
UIFJSDIBSBDUFSTIFFUPSNBZHJWFUPBOPUIFSIFSP5IJT 6MBHIBTUIFGPMMPXJOHTUBUT
TUBžJTFYBDUMZMJLFUIFPOFEFTDSJCFEJOUIFBSNPSZ
B. 5IFƀSTUIFSPXIPTFBSDIFTGPSUSFBTVSFƀOETHPME MOVEMENT ATTACK DEFEND BODY MIND
DPJOTBOEBQPUJPOPGIFBMJOHJOUIFDVQCPBSE5IFQPUJPO
SFTUPSFTVQUPMPTU#PEZ1PJOUTXIFODPOTVNFE 10 4 5 2 3

Wandering Monster in this Quest: Orc


Page 9
1/20/21 9:10 PM
4C 2S 12in. x 9in. folded to 6in. x 9in.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
10-11
GULTHOR
A

26&45ǁ
Prince Magnus’ Gold
őő5ISFFUSFBTVSFDIFTUTIBWFCFFOTUPMFO UIFHPME5IFUIJFWFTBSFBXFMMLOPXOCBOE
XIJMFCFJOHUBLFOUPUIF,JOH"SFXBSEPG PGPSDTXIPTFMBJSJTJOUIF%BSL.PVOUBJOT
HPMEDPJOTIBTCFFOPžFSFEUPBOZHSPVQ 5IFZBSFMFECZ(VMUIPS B%SFBEXBSSJPSŕ
PGIFSPFTXIPSFUVSOUIFDIFTUTBOEBMMPG

NOTES
A. 5IFTFBSFUIFUISFFDIFTUT5IFZBSFNBSLFEXJUI 5IFIFSPFTDBOOPULFFQUIFHPMEJOTJEFUIFUSFBTVSFDIFTUT
UIFQSJODFŒTSPZBMTFBM&BDIDIFTUJTMPDLFEBOE
DPOUBJOTHPMEDPJOTBOEPUIFSJUFNTPGWBMVF
UP1SJODF.BHOVTBOEUIF,JOH"IFSPDBODBSSZ
POMZPOFDIFTUBUBUJNF8IFODBSSZJOHBUSFBTVSF
DIFTU BIFSPDBOPOMZSPMMSFEEJFGPSNPWFNFOU

Wandering Monster in this Quest: Abomination


Page 11
1/20/21 9:10 PM
4C 2S 12in. x 9in. folded to 6in. x 9in.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
A

12-13
E

26&45ǂ
Melar’s Maze
őő-POHBHP BQPXFSGVMXJ[BSECZUIFOBNF BUUIFIFBSUPGIJTNB[F GFBSJOHJUNJHIU
PG.FMBSDSFBUFEBTalisman of Lore UIBU CFTUPMFOCZUIFFWJMNJOJPOTPG;BSHPO
FOIBODFTUIFXFBSFSŒTVOEFSTUBOEJOHPG "TZPVTFBSDIGPSUIFUBMJTNBO CFXBSF
NBHJD*UJTSVNPSFEUIBU.FMBSIJEUIF PGNBOZUSBQTBOEEFBEMZNPOTUFSTŒŒ
UBMJTNBOJOBOVOEFSHSPVOEMBCPSBUPSZ

NOTES
A. 5IFƀSTUIFSPUPTFBSDIGPSUSFBTVSFƀOETBIBMGƀMMFEƁBTL D. 5IFƀSTUIFSPXIPTFBSDIFTGPSUSFBTVSFƀOETUIF
TJUUJOHPOUIFBMDIFNJTUŒTCFODI*UJTBQPUJPOPGIFBMJOH 5BMJTNBOPG-PSF5IFUBMJTNBOJTBNBHJDBMBSUJGBDU
UIBUSFTUPSFTVQUPMPTU#PEZ1PJOUTXIFODPOTVNFE *UTVTFJTFYQMBJOFEPOUIFNBUDIJOHBSUJGBDUDBSE
B. 5IJTDIBNCFSDPOUBJOTBHBSHPZMFUIBUBQQFBSTUP E. *GBIFSPTFBSDIFTGPSTFDSFUEPPST UIFZƀOE
CFBTUPOFTUBUVF5IFHBSHPZMFEPFTOPUNPWFBU OPUIJOHPOFJUIFSTJEFPGUIFXBMM)PXFWFS JGB
ƀSTUBOEPOMZDPNFTUPMJGFBGUFSPOFPGUIFIFSPFT IFSPTFBSDIFTGPSUSFBTVSFUIFZƀOE.FMBSŒTLFZ
PQFOTUIFEPPSUIBUMFBETJOUPUIFOFYUSPPN5IF 6QPOUPVDIJOHJU UIFLFZEJTBQQFBSTBOEUIF
HBSHPZMFDBOOPUCFIBSNFE
UBLFTOPEBNBHF  UISPOFTMJEFTTJEFXBZT SFWFBMJOHBTFDSFUEPPSʛ
VOUJMJUIBTFJUIFSNPWFEPSBUUBDLFEBIFSP
C. 5IFDIFTUJTƀMMFEXJUIQPJTPOPVTHBTŐJUJTBUSBQʛ*GB
IFSPTFBSDIFTGPSUSFBTVSFCFGPSFUIFUSBQJTEJTBSNFE 
UIFZMPTF#PEZ1PJOUT5IFDIFTUBMTPDPOUBJOT
HPMEDPJOT5IFSFJTOPPUIFSUSFBTVSFJOUIJTSPPN

Wandering Monster in this Quest: Zombie


Page 13
1/20/21 9:10 PM
4C
A

2S 12in. x 9in. folded to 6in. x 9in.


F3649UU00_HEROQUEST_CORE_Quests_I.indd
14-15
CELL

GRAK

26&45ǃ
Legacy of the Orc Warlord
őő6MBHŒTGPVMPžTQSJOH (SBL IBTTXPSOSFWFOHF EVOHFPOTXIJMFIFEFDJEFTXIFOBOEIPX
POUIPTFXIPLJMMFEIJTGBUIFS"MUIPVHIJU ZPVXJMMNFFUZPVSGBUF8IJMFUIFHVBSE
IBTUBLFOIJNTFWFSBMNPOUIT IFIBTƀOBMMZ TMFFQTPVUTJEFZPVSDFMM ZPVNBOBHFUPQJDL
USBDLFEZPVEPXOBOEDBQUVSFEZPVJOBO UIFMPDLXJUIBOPMESBUCPOF:PVNVTUƀOE
BNCVTI/PXZPVBSFBMMIFMEQSJTPOFSJOIJT ZPVSFRVJQNFOUBOEFTDBQFUPUIFTUBJSXBZŒŒ

NOTES
)FSPFTCFHJOUIFJSRVFTUJOUIFSPPNNBSLFE Ŕ$FMMŕ FTDBQFE6TFBOPSDƀHVSFGPS(SBL)FJTBOFYUSB
)FSPFTDBOOPUTFBSDIGPSUSFBTVSFJOUIFDFMM"MMPGUIF UPVHIMPPLJOHPSDXIPIPMETBTUBžFYBDUMZMJLFUIFPOF
IFSPFTŒFRVJQNFOUIBTCFFOUBLFO5IFZNBZOPUVTFBOZ EFTDSJCFEJOUIFBSNPSZ(SBLBMTPXFBSTB8J[BSEŒT
FRVJQNFOU
XFBQPOT BSNPS QPUJPOT FUD PSDBTUBOZ $MPBL*UTVTFJTFYQMBJOFEPOUIFNBUDIJOHBSUJGBDU
TQFMMTVOUJMUIFZMPDBUFUIFJSFRVJQNFOU"IFSPXJUIOP DBSE*G(SBLJTLJMMFE UIFDMPBLJTPGTQFDJBMJOUFSFTUUP
XFBQPOTPSBSNPSSPMMT"UUBDLEJFBOE%FGFOEEJDF UIFXJ[BSE(JWFUIFNUIFNBUDIJOHBSUJGBDUDBSE
A. 5IFIFSPFTŒFRVJQNFOUJTTUPSFEJOUIFDVQCPBSEJO GRAK:
UIJTSPPN8IFOUIFSPPNJTTFBSDIFEGPSUSFBTVSF 
UIFFRVJQNFOUJTGPVOE&BDISFNBJOJOHIFSPNVTU MOVEMENT ATTACK DEFEND BODY MIND
UIFOFOUFSUIFSPPNUPDPMMFDUUIFJSCFMPOHJOHT
5IFIFSPFTNBZBHBJODBTUTQFMMTPODFUIFZFOUFS 8 4 4 3 3
UIFSPPNBOESFDMBJNUIFJSNBHJDBMQPXFST (SBLLOPXT%SFBETQFMMTUIBUIFNBZDBTU
POFQFS
B. 5IFTFTUBJSTMFBEPVUPGUIFEVOHFPOUPGSFFEPN"OZ UVSO JOTUFBEPGBUUBDLJOH5IFTQFMMTBSFGFBS TMFFQ BOE
IFSPXIPNBOBHFTUPNPWFPOUPUIFTUBJSXBZUJMFIBT UFNQFTU
3FGFSUPUIF%SFBETQFMMDBSETGPSEFUBJMT

Wandering Monster in this Quest: Abomination


Page 15
1/20/21 9:10 PM
4C 2S 12in. x 9in. folded to 6in. x 9in.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
16-17
A A

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

Wandering Monster in this Quest: Mummy


Page 17
1/20/21 9:10 PM
4C
BALUR
X

2S 12in. x 9in. folded to 6in. x 9in.


F3649UU00_HEROQUEST_CORE_Quests_I.indd
18-19
XX

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
TQFMMDBSETGPSEFUBJMT 5IFFTDBQFTQFMMUFMFQPSUT MOVEMENT ATTACK DEFEND BODY MIND
IJNUPUIFTRVBSFNBSLFEŔ99ŕJOUIFNJEEMFSPPN
*G#BMVSVTFTUIFFTDBQFTQFMM EPOPUQVUIJNPOUP 8 2 5 3 7
UIBUTRVBSFVOUJMUIFIFSPFTPQFOUIFEPPS

Wandering Monster in this Quest: Abomination


Page 19
1/20/21 9:10 PM
4C 2S 12in. x 9in. folded to 6in. x 9in.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
20-21
C
B

26&45dž
Race Against Time
őő"HVJEFIBTMFEZPVJOUPBOVOEFSHSPVOE UPSDIBOEJOEBSLOFTTZPVIFBSIJNMBVHI
NB[FUIBUJTSVNPSFEUPIPMEBHSFBUTFDSFU ő'BSFXFMM NZIFSPFT ŒIFUBVOUTBTIFNBLFT
)FIBTMFEZPVEPXONBOZEBSLDPSSJEPST IJTFTDBQF:PVSFBMJ[FUPZPVSIPSSPSUIBUJUJT
BOEƀOBMMZZPVƀOEZPVSTFMGJOBSPPNXJUI BUSBQʛ:PVNVTUFTDBQF
NBLFJUCBDLUPUIF
UISFFEPPST4VEEFOMZUIFHVJEFQVUTPVUIJT TUBJSXBZ PSQFSJTIJOUIJTEBSL GPSHPUUFOIPMFŒŒ

NOTES
A. 5IJTJTUIFSPPNXIFSFUIFIFSPFTCFHJOUIFJSRVFTU C. 5IJTDIFTUIBTBUSBQXJUIQPJTPOPVTHBT*GB
B. 5IFTFUSFBTVSFDIFTUTFBDIDPOUBJOHPMEDPJOT IFSPTFBSDIFTGPSUSFBTVSFCFGPSFUIFUSBQJT
EJTBSNFE UIFZMPTF#PEZ1PJOUT*OTJEFUIF
DIFTUJTUIFBSUJGBDUDBMMFEUIF&MJYJSPG-JGF*UTVTF
JTFYQMBJOFEPOUIFNBUDIJOHBSUJGBDUDBSE

Wandering Monster in this Quest: Abomination


Page 21
1/20/21 9:10 PM
4C
3 8

B 11

2S 12in. x 9in. folded to 6in. x 9in.


F3649UU00_HEROQUEST_CORE_Quests_I.indd
4

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
UPMECZZPV XIBUXPVMEIBWFIBQQFOFEJGUIFZ

Wandering Monster in this Quest: Abomination


Page 25
1/20/21 9:10 PM
4C
C
A A

2S 12in. x 9in. folded to 6in. x 9in.


F3649UU00_HEROQUEST_CORE_Quests_I.indd
26-27
A

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

UPCFEJWJEFEFWFOMZBNPOHBMMIFSPFT XIFO

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

Wandering Monster in this Quest: Dread Warrior


Page 29
1/20/21 9:10 PM
4C
X
WITCH
LORD

2S 12in. x 9in. folded to 6in. x 9in.


F3649UU00_HEROQUEST_CORE_Quests_I.indd
30-31
A

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

Wandering Monster in this Quest: Mummy


Page 31
1/20/21 9:10 PM
4C 2S 12in. x 9in. folded to 6in. x 9in.
F3649UU00_HEROQUEST_CORE_Quests_I.indd
32-33
Design Your Own Quest Adventures
$SFBUFZPVSPXOFYDJUJOHRVFTUTʛ4JNQMZQIPUPDPQZUIF .BSLUIFNBQXJUIUIFWBSJPVTNPOTUFS GVSOJUVSF 
CMBOLNBQTIPXOBCPWF BMPOHXJUIUIFTZNCPMTTIPXO BOEUSBQTZNCPMT5IFOXSJUFBTIPSUQBSBHSBQIUP
CFMPX BOEVTFUIFNUPEFTJHOZPVSPXOHBNFT1FSNJTTJPO FYQMBJOUIFBEWFOUVSFBOEZPVŒSFSFBEZUPQMBZ
JTHSBOUFEUPQIPUPDPQZUIJTEPDVNFOUGPSQFSTPOBMVTF

(PCMJOT %PVCMFCMPDLFE #PPLDBTF


TRVBSFT
0SDT 4PSDFSFSŒTUBCMF
4FDSFUEPPST
4LFMFUPOT
"MDIFNJTUŒT
4UBJST CFODI
;PNCJFT
5ISPOF
"CPNJOBUJPOT 4QFBSUSBQT
'JSFQMBDF
.VNNJFT
1JUUSBQT
$VQCPBSE
%SFBE
XBSSJPST
5BCMFT 5PNC

'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

2S 12in. x 9in. folded to 6in. x 9in.


F3649UU00_HEROQUEST_CORE_Quests_I.indd
XIPTIPVMEOFWFSCF
VOEFSFTUJNBUFE

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
GPPMJTI PGPQQPOFOUT 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

PVIBWFEPOFXFMM"OEZFUJUTFFNT QFSTPOBMHVBSEIFMEUIFJSHSPVOE BOENBOZTBDSJƀDFE


ZPVSUBTLIBTIBSEMZCFHVO%BSL UIFNTFMWFTUPFOTVSF)JT.BKFTUZŒTTBGFSFUSFBU
DMPVETHBUIFSBUUIFCPSEFST
5IFSFNOBOUTPGUIF,JOHŒTBSNZBSFOPXIPMFEVQJO
5IF,JOHSPEFXJUIIJTBSNZUPXBSE ,BCB,BSOŐUIFBODJFOUEXBSWFOTUSPOHIPME5IFZEP
:
%BSLƀSF1BTT UIBUQFSJMPVTNPVOUBJOSPVUFMJOLJOH
UIF3FBMNBOEUIF#PSEFSMBOET/PTVDIBSNZIBT
OPUIBWFQSPWJTJPOTGPSBMPOHTJFHF IPXFWFS TPXF
NVTUBDUTXJGUMZJGXFBSFUPTBWFUIF,JOHBOEIJTBSNZ
FWFSCFFOSBJTFEJOMJWJOHNFNPSZ5IFZESFXVQ
:FUUIFSFJTBOPUIFSFWJMUPCFDPOGSPOUFE5IF8JUDI
UIFJSCBUUMFMJOFTPOUIFHSBTTZQMBJOTBUUIFGPPUPG
-PSEMJWFT)FUPPIBENBHJD*IBEOPUGPSFTFFOBOE
UIFNPVOUBJOSPBEBOEXBJUFE&SFOJHIUGBMM UIFTLZ
XBTQSPUFDUFEGSPNUIF4QJSJU#MBEF)FXBTTPSFMZ
EBSLFOFE BOEBHSFBUXJOEBSPTF4QJOFDIJMMJOH
XPVOEFE IPXFWFS BOEƁFEUPIJTBODJFOUSFUSFBUJO
TISJFLTBOEIPXMTFDIPFEGSPNUIFNPVOUBJOUPQT 
UIF%BSL.PVOUBJOT#VUTPPOIFXJMMIBWFSFDPWFSFE
UFSSJGZJOHUIFIPSTFTBOEƀMMJOHXBSSJPSTXJUIGFBS
FOPVHIUPMFBEBMFHJPOPGUIFVOEFBEPODFNPSF
5IFODBNFUIFƀSTUBTTBVMU1PVSJOHEPXOUIF
1SFQBSFGPSGVUVSFRVFTUT NZGSJFOET5IF3FBMNIBT
NPVOUBJOTJEFBTUIPVHIJUXFSFBHFOUMFTMPQF
HSFBUOFFEPGZPV*NZTFMGDBOOPUBDUBHBJOTUUIFTF
SBUIFSUIBOBOBMNPTUWFSUJDBMDMJž UIFIPSEFT
EBOHFST GPS*NVTUNPWFBHBJOTU;BSHPOBOETUSJWF
PG;BSHPOGFMMVQPOUIF3FBMNŒTEFGFOEFST-JLF
UPXFBLFOUIFFWJMTPSDFSFSŒTQPXFS6OUJMXF
BCMBDLXBWFUIFZDBNFCVUUIFMJOFTIFME 
NFFUBHBJO UBLFDBSFNZGSJFOET'BSFXFMM
BOEJUTFFNFEXFTIPVMEXJOUIFEBZ
#VU*IBEOPUSFDLPOFEXJUI;BSHPOŒTNBHJD5IF
FWJMTPSDFSFSTUPPEIJHIPOBSJEHFPWFSMPPLJOHUIF
CBUUMFƀFMEBOEVOMFBTIFEUFSSJCMFNBHJD-JHIUOJOH
ƁBTIFEGSPN;BSHPOŒTƀOHFSUJQTBOEFYQMPEFEBNPOH
UIFEFGFOEFST0VSMJOFTXFSFCSFBDIFEJOBEP[FO
QMBDFTBUPODFBOEUIFFOFNZIPXMFEJOEFMJHIU
5IFODBNFUIF%PPNHVBSEŐ;BSHPOŒTFMJUFGPSDFPG
%SFBELOJHIUT0VSBSNZCSPLFBOESBO0OMZUIF,JOHŒT

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

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