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Special Edition House Rules 2.

INTRO
You need at least a copy of the board game
classic HeroQuest or any similar boardgame to
play this game. Some extra fantasy miniatures
are recommended to give some more flavour to
the game. This game is free to be used by
anyone, as long as there is no profit whatsoever
involved. You are welcome to send me an email
and tell me what you think of these rules!
Email: dava@kth.se.

Have fun!

1
GENERAL RULES
In this game, one player takes the roll if the Evil wizard that controls all monsters, and the other players
each take the role of a hero.
Creating a hero
To create a new hero, the player chooses the race and class of the hero and notes it on the character sheet.
The hero’s Body points (BP), Mind points (MP), Movement and Attributes (i.e. Dexterity, Strength and
Perception) are given by the chosen race and after applying the modifications of the chosen class. Note that
a positive modification to an Attribute means an increased chance of success when making Attribute rolls,
e.g. a +1 bonus to Strength 4+ will “increase” Strength to 3+. A new hero starts with 200 gold pieces for
buying equipment.
Levels
All heroes start at level 1. To increase a level, the hero must complete as many Quests as the next level, i.e.
to increase to level 2, the hero must complete 2 Quests. A Quest is considered completed if the hero is on
the board (and alive) when the main goal of the Quest is completed. Each time a hero increases a level, he
may choose one of the following:

 New skill (the skills allowed depend on the hero’s class)


 Increase Body points by one (to a maximum of 2 above the starting BP)
 Increase Mind Points by one (to a maximum of 2 above the starting MP)
 Increase Strength, Dexterity or Perception rolls by one (can only be chosen once each)
Attributes and Attribute rolls
Each hero has three Attributes; Strength (Str), Dexterity (Dex) and Perception (Prc). At certain times, a
hero is instructed to make an Attribute roll for Strength, Dexterity or Perception. He should then roll a D6
and consult his character sheet to see the dice roll required to be successful, e.g. 4+ means that a dice roll of
4 four or more is required. A 6 is always successful and a 1 always fails.

Carrying capacity
A hero has a carrying capacity equal to 10 minus his Strength, e.g. a hero with Strength 4+ has a carrying
capacity of 6. He may carry as many weight points as his carrying capacity without problems. If he carries
more, his movement and Dexterity rolls decreases by one for each differing weight point. No Hero may
exceed his carrying capacity with more than 3 weight points. A hero may switch between his available
equipment at the start of his turn.
Poison
When a hero or monster is poisoned, he/it loses 1 BP at the end of each turn, starting with the following
turn. Antidote spell or potion will stop the effect of the poison. Also, leaving the dungeon will save a hero,
but he is then out for the rest of the game. Poison is never cumulative, so a second poisoning will have no
further effect. Poison has no effect on the undead.

2
ACTIONS
During a turn, a hero or monster may move and perform an Action or perform an Action and then move. A
hero or monster may not move part way, perform an Action, and then continue moving, though the hero or
monster does not have to use up his/its full movement. Movement may be done diagonally, but not over
corners. While moving, unlocked doors may be opened and closed, this does not count as Actions. To pass
through an occupied square, a hero must Dodge or Tackle, see below. Apart from the Actions mentioned
below, the use of some skills counts as Actions. The hero players does not need to take their turns in the
same order every phase, as you never know when a particular hero’s ability is needed.

A hero or monster may perform one of the following as an Action:

 Attack  Attribute roll


 Parry  Dodge/Tackle
 Run  Retrieve thrown weapons
 Search for Treasure  Trading Items
 Cast a spell (see chapter on Spells)

When a hero wants to jump over a pit trap, he must have enough movement points to move to the other side
of the trap. He must then make a Dexterity roll, adding 2 to the roll. If unsuccessful, he falls into the pit
trap, loses one BP, and his turn is over. The hero may move as normal in his next turn. A pit trap that has
been set off can not be removed by the Disarm traps skill.
Attack
A hero or monster may attack an enemy in an adjacent square (not diagonally).
A hero attacks with a number of Combat dice (CD) equal to the attack value of
the weapon used. A monster’s attack value is given in the monster table. Most
heroes have one attack with a certain number of CD, but the number of attacks
may increase through skills, items, spells, etc. If a hero has several attacks, he
may use them to attack separate targets. Some weapons allows a hero to attack
diagonally or from a distance.
Each skull rolled causes one hit on the target. The target rolls a number of
Combat dice equal to it’s defence value. For a hero, the defence value is 2 plus
any bonuses from armour, shield, skills or spells. Each white shield rolled
cancels one of the attackers hits. For each hit that is not cancelled, the target
loses one Body point (BP).

Kills and knockouts


If a hero’s Body points (BP) reaches zero, the hero is knocked out and the
figure placed prone on the board. As an Action, a hero may carry a knocked
out hero at half movement (round up). A knocked out hero has zero defence
and cannot be healed by bard songs or be fed rations. Both monsters and heroes may move through the
square in which he lies. If the hero’s Body points go below zero, the hero is dead, but may be resurrected
by a cleric or at a temple. Unless killed, a hero’s BP is always restored after each Quest.

A monster is considered dead if it’s Body points reaches zero. However, a hero may announce that he is
trying to knock a monster out before rolling for attack. If the Body points of the monster reaches zero, it is
knocked out and survives, but if the Body points of the monster goes below zero it is killed.

Unarmed combat
If a hero is unarmed, he may attack with his fists, using 1 CD. The defender may roll one extra CD for
defence.

3
Distance weapons
There are two types of distance weapons; missile weapons (bows, crossbows, slings) and thrown weapons
(axes, daggers). When attacking with a distance weapon, there must not be any monsters, walls (even
corners), furniture or other items concealing the target. A hero or monster may not use any ranged weapons
if there are any hostiles standing in adjacent squares (exception: the Point blank shot skill). Other heroes
does not hinder the use of ranged weapons, with one exception. If there is another hero standing adjacent to
and in front of the target, he may still fire, but must first roll a CD. If a skull is rolled, the hero is hit,
otherwise the missile/thrown weapon continues towards its intended target. The same applies to monsters
attacking with distance weapons.

If an attack with a distance weapon misses, and there are one or several monsters/heroes standing behind
the target (in the projectiles path), there is a chance that one of them is hit. The first monster/hero suffers an
attack with one less CD, if it misses, the next one suffers an attack with two less CD, etc.
Parry
A hero may announce that he is taking a defensive stance as an Action. Until the start of his next turn, his
defence is raised by one CD.
Run
When running as an Action, the hero may add an extra D6 to his movement. A hero may not run if he
exceeds his carrying capacity.
Search for treasure
A hero may only search for treasure if there are no monsters in the room. When searching for treasure, roll
2D6 and consult the Treasure chart below:

Equipment chart
Treasure chart
2 Crossbow
2 The hero finds a spider’s nest. Place D3+1 giant spiders around the
hero. They attack immediately. 3 Flail
3 Trap! Lose 1 BP. 4 Handaxe
4 Wandering monster. It attacks immediately. 5 Backpack
5 Wandering monster.
6 Quarterstaff
6 Gold. D6 x 10. Lose next Action + next move collecting coins.
7 Nothing. 7 Dagger
8 Gold. D6 x 10. 8 Short Sword
9 Magic Potion. Roll on Magic potion chart. 9 Helmet
10 Mage Scroll. A hero with the Lore skill may read the scroll, roll D6
10 Shield
for level, D6 for spell.
11 Equipment. Roll 2D6 on Equipment chart. 11 Leather armour
12 Treasure! D6 x 100 gold. 12 Talisman of lore

Magic potion chart


1 Antidote Cures poison and heals up to 2 body points lost as an effect of poison.
2 Potion of strength Allows a hero to attack with two extra CD in close combat for one turn.
3 Potion of resilience +2 CD to next defence roll.
4 Potion of speed Allows hero to double his movement for one turn.
5 Holy water Use as an Action. Instantly kills one skeleton, zombie or mummy. Range 5
squares.
6 Potion of greater healing Heals 4 Body points.

Drinking magic potions does not count as an Action, but must be


done during the hero’s turn.

4
Smash locked doors and chests
A hero may try to open a locked door using brute force. The hero makes a Strength roll, and if successful,
the door is opened (and cannot be closed), if unsuccessful, the hero loses one BP. A hero may also try to
pry/smash a locked chest open using a melee weapon. The hero makes a Strength roll as above, but if
unsuccessful, the weapon breaks and is rendered useless.
Search for traps and secret passages
When a hero wants to search for traps and secret passages, the Evil wizard rolls a concealed Perception roll
for the hero. A successful roll means that the Evil wizard should reveal all the passages or traps in the room
or corridor where the hero searched. The longer corridors should be divided into two corridors each when
searching for traps and secret passages.
Dodge/Tackle
A hero may move through a square occupied by a monster by rolling either a Dexterity roll (Dodge) or a
Strength roll (Tackle). The hero must have enough movement points to reach an empty square. Several
occupied squares may be moved through in a turn, but the chance of success is lowered by one for every
monster after the first. If he fails a roll, he must stop in front of the monster, which also gets one free attack
on the hero. Halflings always dodges at 2+, even when dodging several monsters.
Retrieve thrown weapons
Any weapon that was thrown may be retrieved. This must be done when there are no monsters present in
the room or corridor. Thrown weapons must be retrieved within two squares from where the target was
standing.
Trading items
A hero may trade items with another hero in an adjacent square during his turn. If they are not adjacent, an
item may be thrown instead. The hero throwing the item must make a successful Dexterity roll. If
unsuccessful, the item will end up on the floor, the Evil wizard decides where it ends up. An unsuccessfully
thrown potion will break.
Attribute rolls
Sometimes a hero might want to perform an Action that does not fit into any of the Actions described
above. This might include moving a heavy object, pushing a hero or monster one square, climbing a rope.
The Evil wizard may then call for an Attribute roll for the Action to be successful, with modifications as
required.

5
RACES
Human Elf
Body points 4 Body points 4
Mind Points 4 Mind Points 5
Movement D6+4 Movement D6+4
Strength 5+ Strength 6+
Dexterity 5+ Dexterity 4+
Perception 5+ Perception 4+
Bonuses Bonuses
May choose one starting skill allowed by his Starts with the Weapon Focus (bows) skill.
class. Restrictions
Restrictions May not be resurrected.
None.
Halfling
Dwarf Body points 3
Body points 5 Mind Points 4
Mind Points 4 Movement D6+3
Movement D6+3 Strength 6+
Strength 4+ Dexterity 4+
Dexterity 6+ Perception 4+
Perception 5+ Bonuses
Bonuses Starts with the Stealth and Agility skills.
If the thick-skulled dwarf is knocked out, he may Halflings always Dodge at 2+.
still move using 1D6 for movement. Restrictions
Restrictions May not wear platemail, limited to using
None. weapons with a base strength of 2 CD or less.

CLASSES
Bard
BP +1, MP +1
The bard is a jack-of-all-trades, with a repertoire of Bard songs including Song of heroes and Healing hymn
(see page 15). The bard starts with a lyre, which is required to play Bard songs.
Skills allowed
Agility, Bounty hunter, Dispel magic, Lore, Minor spellcasting, Sprint, Stealth,
Thieving skills, Weapon focus, Wild magic.
Restrictions
Bards may not wear platemail or use a shield, as it interferes with their playing.
They may not carry any weapon with a base attack stronger than 3 CD.
Cleric
MP +2
The devout cleric may learn Cleric spells through prayer and meditation. The
cleric starts with the Minor spellcasting skill.
Skills allowed
Greater spellcasting, Major spellcasting, Power attack, Toughness, Weapon
focus.
Restrictions
May not wield a weapon with a base attack stronger than 3 CD.
Cleric spells
A cleric begins a game with 5 Cleric spells. These are determined randomly by rolling a D6 six times, 3
times for 1st level spells, and 3 times for 2nd level Cleric spells. The cleric gains the spell indicated by the
number rolled, choosing freely among the spells of the same level if rolling the same spell twice.
Druid
BP +1, MP +1, Dex +1
Druids are priests of nature and guardians of the wilderness. They may learn
the ability to morph into werewolf form, among other useful skills. Druids
start with the Alchemy skill.
Skills allowed
Agility, Animal empathy, Dispel magic, Greater shapeshift, Lore, Power
attack, Shapeshift, Sprint, Stealth, Weapon focus.
Restrictions
A Druid may not wear any armour heavier than leather or wield a weapon
with a base attack stronger than 3 CD.
Fighter
BP +2, MP -1, Str +2
The fighter is a master in the arts of combat, and starts with the Weapon focus
skill.
Skills allowed
Agility, Berserk, Cleave, Fast shot, Point blank shot, Power attack, Sprint,
Toughness, Two weapon fighting, Weapon focus, Weapon specialization,
Weapon technique, Whirlwind attack.
Restrictions
None.
Mage
MP +2, Str -1
Mages learn to control the magical powers that flows through the world. The
mage starts with a spellbook, the Lore, Dispel magic and Minor spellcasting
skills.
Skills allowed
Greater spellcasting, Major spellcasting, Quicken spell, Spell focus, Weapon
focus, Wild magic.
Restrictions
Mages may not wield any weapon with a base attack stronger than 2 CD nor
use any armour or shield.
Mage spells
A mage begins the game with 1st and 2nd level spells of the player’s choice, of
which total levels equal the mages Mind points.
Mana points
A mage has as many Mana points as three times his Mind points.
Rogue
MP +1, Dex +1, Prc +2
The rogue is skilled in the arts of stealing and moving in the shadows. A rogue
begins with the Thieving skills and Stealth skills.
Skills allowed
Agility, Bounty hunter, Fast shot, Point blank shot, Poison mastery, Sneak
attack, Sprint, Two weapon fighting, Whirlwind attack, Weapon focus (short
swords), Weapon specialization (short swords).
Restrictions
Thieves may not use a shield or any armour heavier than leather, and may
only use weapons with a base strength of maximum 2 CD.
SKILLS
The skills allowed depend on a hero’s class. Each skill may only be chosen once unless otherwise stated.
Skills marked with an asterisk (*) may not be used if the hero exceeds his carrying capacity.
Agility*
A hero with this skill may re-roll one failed Dexterity roll and one completely futile defence roll each turn
(i.e. no white shields rolled). A dice roll may never be re-rolled more than once.
Alchemy
A hero with this skill may search for ingredients in a room as an Action. Only one such search may be
conducted in each room. Some ingredients may be mixed to create potions; this requires that there are no
enemies in the same room and counts as an Action. Mixing ingredients requires an alchemists set. See page
15.
Animal training
The hero may train up to two animal companions. He may train one new warhound between each Quest,
this cost him 50 gp. The hero may move and attack with the animals if they are in his line of sight at the
start of their moves. Otherwise, they will move and attack the closest enemy they can see. They may not
open doors, parry or carry equipment, but may be fed rations or potions as an Action.

Animal empathy
Requires Animal training. The hero may either train one new warhound or give one of his warhounds
extra training between each Quest. With extra training, an animal companion increases its Body points by
one, and gain one extra attack. Each warhound may only be trained once. With this skill, beasts do not
attack the hero unless he attacks them first.
Berserk
This skill can only be used if the hero can see any monsters. A successful Strength roll will allow the hero
to go berserk, using two extra CD when attacking, but losing one CD in defence. If the roll is successful, he
may attack in the same turn, otherwise the Action for that turn is lost. While in Berserk the hero must move
to and engage nearby enemies, and may not Parry. The effect lasts for one Fight (i.e. until the hero can see
no monsters).
Bounty hunter
The hero may roll a CD before each Quest. A skull means that the Quest is contracted. After a contracted
Quest, the Bounty hunter receives 1D6 of gold per Mind point of every monster he killed with a MP of 3 or
more. If someone else than the Bounty hunter killed a monster, they may decide if they want to give the
head to the Bounty hunter, so that he may collect the bounty for it.
Cleave
May not be used if the hero moves in the same turn. If the hero kills a monster in melee combat, he may
make a Strength roll. If successful, the hero must immediately move to the killed monster’s square and may
make one extra attack against another monster. May only be used once each turn.
Fast shot*
Requires Point blank shot. Used as an Action. Allows the hero to fire two missiles in a turn (except with
crossbows). The hero may not move in the same turn.
Greater shapeshift
Requires Shapeshift. The hero in werewolf form now has the following attributes:
BP +2 MP -2 Str 3+ Dex 3+ Skills: Berserk, Toughness
He can attack twice each turn with claws (3 CD), and defends with 3 CD.
Point blank shot
Allows the hero to fire missile weapons at targets in adjacent squares.
Poison mastery
Requires Sneak attack. With this skill, the vile hero can apply poison on one of his daggers or short
swords as an Action. The next time the hero wounds a monster with the weapon, roll a CD. The monster is
Poisoned on a skull. See rules for Poison. One dose of poison can be bought for 20 gp, or extracted from a
killed spider or scorpion (as an Action). One dose lasts until the next time the hero wounds a monster, or
the Quest ends. This skill is useless against the undead. A hero with this skill is immune to poison.

Power attack
Used as an Action. The hero may make one (and only one) mighty blow with one melee weapon. He may
add 1 CD to the attack, but not move in the same turn.
Shapeshift
Once during each Quest, the hero may transform into a werewolf as an Action. The hero drops all armour,
weapons and equipment on the spot. In beast form, he has the following attributes:
BP +2 MP -2 Str 4+ Dex 4+ Skills: Toughness
He can attack twice each turn with claws (2 CD), and defends with 3 CD.
As an Action he may revert to human form with the same number of wounds. If the hero has less than zero
BP’s when he reverts to human form, his BP is set to zero. The hero will also revert to normal if his BP
reach zero in werewolf form. As a werewolf the hero may not search or carry items. He may not use the
Alchemy, Lore or Stealth skills.
Sneak attack*
Requires Stealth. As an Action, the hero may make a sneak attack (with one dagger or short sword)
instead of making a normal attack. It may only be used if the monster is not facing the hero. With a
successful Dexterity roll, the enemy may not defend against the attack. This skill may not be used if any
monsters were standing next to the hero at the start of his turn.
Sprint*
The hero may roll an extra D6 for movement.
Stealth*
Hide: The hero may hide as an Action if standing next to a wall or a piece of furniture. A successful
Dexterity roll hides the hero. Once hidden, he may not be attacked by monsters until his next turn. The hero
cannot hide while any monsters can see him. The hero may choose to remain hidden as long as he does not
move or perform any Action. He is automatically detected if he blocks the path of a monster.
Sneak: A hero with this skill may also try to move in the shadows as an Action. The hero must move along
walls or furniture. After moving, a Dexterity roll is made. If the roll is successful, the hero was not noticed
by any monsters. The Dexterity check automatically fails if the hero moved to a square adjacent to a
monster. The Dexterity check also fails if he ended his move in a monsters line of sight, though this can be
avoided by using the Stealth skill for hiding after moving.
Thieving skills
Caution: A hero with this skill may re-roll one treasure search roll each Quest.
Pick lock: A hero with this skill may attempt to pick a locked door or chest as an Action. A successful
Dexterity roll opens the lock. Only one attempt is allowed per lock.
Pick pocket: A hero with this skill may also try to steal one object from a monster or another hero as an
Action. The thieving hero must stand next to the target and roll a successful Dexterity roll, or be caught in
the act. If successful, the target must roll under his MP to see if he notices the stealing attempt. No item
with any weight may be stolen. If stealing gold, D3x5 gold is taken.
Disarm traps: If the hero is standing next to a trap, he can attempt to disarm it as an Action by performing
a successful Dexterity roll. If unsuccessful, the trap is set off, and the hero suffers the effects of the trap.
Toughness
Requires Strength 4+: A hero with this skill may re-roll one completely futile defence roll each turn (i.e.
no white shields rolled). A dice roll may never be re-rolled more than once.
Two weapon fighting
This skill gives the hero the ability to make an extra attack with a second weapon. The second weapon is
limited to a base strength of 2 CD or less. No two handed weapons can be used with this skill.

Weapon focus
Choose a weapon group when a hero gains this skill. Any completely missed attack with this weapon
warrants a complete re-roll. A dice roll may never be re-rolled more than once. The different weapon
groups are: short swords (including daggers), one-handed swords, two-handed swords, one-handed axes,
two-handed axes, one-handed blunt weapons, two-handed blunt weapons, staffs, spears, bows, crossbows
and slings. This skill may be chosen more than once.
Weapon specialization*
Requires Weapon focus. When this skill is gained, choose a weapon group for which the hero has the
Weapon focus skill. When attacking with this weapons from this weapon group, an extra CD is rolled. This
skill may be chosen several times, but only once for each Weapon focus skill the hero has, giving the hero
an extra CD for each weapon.
Weapon technique*
Requires Weapon focus. When this skill is gained, choose a weapon group for which the hero has the
Weapon focus skill. Before attacking with a weapon from this weapon group, the hero may attempt to get
an extra CD for the attack by rolling a successful Dexterity roll. Additionally, the hero may attempt to get
an extra CD in defence against an attack when using this weapon, by rolling a successful Dexterity roll.
Whirlwind attack*
A hero may not move in the same turn as he uses this skill. Choose one creature and direction of the attack
(clockwise or counter-clockwise). Roll one attack roll. A number of adjacent creatures equal to the number
of skulls rolled each get one hit, starting with the chosen creature and continuing either clockwise or
counter-clockwise until reaching the chosen creature, a piece of furniture, a corner or a wall.
Dispel magic
A mage may announce that he dispels magic of a target enemy sorcerer as an Action. If the enemy sorcerer
tries to cast a spell, they both roll a D6, adding their mind points. If the mage beats the score of the enemy
sorcerer, the spell is cancelled.
Lore
A hero with this skill has the ability to read and use spell scrolls.
Minor spell casting
Allows the hero to learn and memorize spells of level 1 and 2. Mages use Mage spell, clerics use Cleric
spells, and bards may choose either Mage or Cleric spells.
Major spell casting
Requires Minor spell casting. Allows hero to learn and memorize spells of level 3 and 4, of either Mage
or Cleric spells (same as for Minor spell casting).
Greater spell casting
Requires Major spell casting. Allows hero to learn and memorize spells of level 5 and 6, of either Mage
or Cleric spells (same as for Minor spell casting). A Cleric with this skill may use 1 st level spells an
unlimited number of times.
Quicken spell
Choose a spell level. The first spell cast each turn of this level does not count as an Action. This skill may
be chosen more than once, but not for the same spell level.
Spell focus
Choose a spell level of level 2-6. Casting spells of this level costs one less mana point. This skill may be
chosen more than once, but not for the same spell level.
Wild magic
With this skill, the mage has access to all spells without the need of any skills, but have no control over
which spells he happen to learn. He keeps all spells that he began the game with, but cannot learn new
spells from scrolls. He may not have more spells than his Mind points, though the possession of a magic
item could help him to gain more. Whenever he gains a level, he gets a new randomly selected spell (if
allowed by his Mind points), roll 1D6 for level and 1D6 for spell.
SPELLS
The effect of one spell is never cumulative with a copy of the
same spell. Some spells last for one Fight. This means that it
lasts until the hero can’t see any monsters at the end of his
turn. When a spell indicates that a hero gets temporary Body
points, they are the first ones to be lost if he is wounded, and
they may not be healed. All temporary BP is lost at the end of
the Quest.

Scrolls
Scrolls are parchments imbued with power. Once a scroll has been used, it is lost. It does not cost any Mana
points. Only heroes with the Lore skill may use scrolls.
Cleric spells
To determine if a Cleric spell is successful, roll D6. If the number rolled is equal to or higher than the level
of the spell, the spell is successful. When a cleric wants to learn new spells, he must visit a temple, but he
may only learn spells of levels allowed by his skills. There is no limit of how many spells a cleric may
learn, though a cleric may only use cleric spells of a certain level a number of times equal to his MP minus
spell level during a Quest (i.e. a cleric with 6 MP may cast a total of 5 successful level 1 spells).
1st Level Cleric spells
1. Bless: One weapon attacks with one extra CD the next time the hero attacks.
2. Doom: One target creature loses one MP (to a minimum of one) until the end of the Quest.
3. Fear: No one may attack caster until his next turn. They may avoid this effect by rolling under their
Mind points with D6. This spell has no effect on the undead.
4. Prayer: Cleric gets +1 on his spell roll next turn.
5. Protection from evil: One hero defends with 2 extra CD against the next attack.
6. Slow poison: Slows the effect of poison to -1 BP every other turn.
2nd Level Cleric spells
1. Clairvoyance: Caster may choose one room on the board. The Evil wizard must tell the caster the
contents of the room, or if it is solid rock.
2. Confusion: Target must roll under its MP with D6 or be confused for one turn. Confused monsters
cannot move or attack. Has no effect on the undead.
3. Cure light wounds: Cleric or one adjacent hero heals 1 Body point.
4. Scare: All monsters with 1-2 MP immediately run their full movement away from the caster.
5. Searing light: One undead creature suffers the effect of a 1 CD attack, no defence.
6. Turn undead: hero may turn two skeletons or zombies, or one mummy, these creatures must move
away from the hero and may not attack on the Evil wizard’s next turn.
3rd Level Cleric spells
1. Cure moderate wounds: Cleric or one adjacent hero heals 2 Body points.
2. Dispel magic: Removes all magic effects from a monster or hero.
3. Neutralize poison: All effects of poison on the cleric or an adjacent hero are cancelled.
4. Sanctuary: No one may attack target hero. Effect ends if hero performs any Action.
5. Silence: Cast on a creature, makes spellcasting impossible for 2 turns.
6. Smite: Attacks one enemy with 5 combat dice.
4th Level Cleric spells
1. Aid: All heroes in sight including caster attack with one extra CD until the end of the next Fight.
2. Bestow curse: Target monster defends on black shields instead of white.
3. Cure serious wounds: Cleric or one adjacent hero heals 3 Body points.
4. Healing circle: Cleric and all adjacent heroes heal 2 BP.
5. Sound burst: All creatures in sight (including other heroes) suffer a 1 CD attack each, no defence.
6. Valor: One hero gains 2 temporary BP’s.
5th Level Cleric spells
1. Death ward: One dead hero is brought back to life, if done within 10 rounds of death. His body
points are set to zero. Cannot be cast on elves.
2. Divine power: Cleric gets +2 CD in attack and defence until the end of the next Fight, and gains 2
temporary BP’s.
3. Heal: Cleric or one adjacent hero heal 4 Body points.
4. Holy light: Target undead creature loses 2 BP’s.
5. Purge: Attacks one enemy with 7 combat dice.
6. Virtue: One hero gains 3 temporary BP’s.
6th Level Cleric spells
1. Mass heal: All heroes in sight heal 4 BP.
2. Rejuvenation: One hero heals all BP and regains all mana points. hero is also cured from poisons,
any negative magic effects, and gains 2 temporary Body points.
3. Resurrection: One dead hero may be revived, if done within 10 rounds of death. If revived, their
Body points are fully restored. Elves cannot be revived.
4. Storm of vengeance: All creatures (except cleric) in same room/corridor suffer a 6 CD attack each.
5. Sunbeam: Kills one monster.
Mage spells
When casting a spell, there must not be any monsters, walls (even corners), furniture or other items
concealing the target. If there is another hero standing next to and in front of the target, the caster must first
roll a CD. If a skull is rolled, the hero is hit by the spell, otherwise the intended target is hit.

When a mage casts a spell no dice roll is required to be successful, but a number of Mana points equal to
the level of the spell is used up. If the required amount of Mana is not available, the balance is taken from
his Body points. The mage may kill himself this way. Used Mana points are replenished after each Quest.

Spellbook
As an Action, a mage may add a Mage Spell indicated on a scroll into his Spellbook. This destroys the
scroll. The mage can keep as many spells in his spellbook as he wants, regardless of level, but may only
memorize a number of spells equal to his Mind points before each Quest, and only of levels allowed by his
skills. Only memorized spells may be used during a Quest.
1st Level Mage spells
1. Bark skin: One hero gets +1 CD in defence until the end of the next
Fight.
2. Luck: One hero may re-roll one dice roll during his next turn. No dice
roll may be re-rolled more than once.
3. Find trap: Finds one trap of Evil wizards choice in a room or
corridor.
4. Knock: Opens a locked door or chest.
5. Magic missile: One creature suffers a 2 CD attack.
6. Magic seal: Puts a magic seal on a closed door, the door cannot be
opened. The seal lasts for 3 turns.
2nd Level Mage spells
1. Burning hands: The mage gets 2 attacks with 2 CD each. The effect
lasts until the end of the next Fight.
2. Eye of the hawk: Mage detects traps and secret doors at 3+ for the
rest of the Quest.
3. Mage armour: Mage gets +1 CD in defence. Effect last until he loses
1 BP.
4. Mind fog: All enemies in one room or corridor lose one MP (to a minimum of one).
5. Slow: The movement of a monster is reduced to three. The effect may be avoided by rolling under the
MP of the monster with D6.
6. Veil of mist: Affects one room or corridor. No monster or hero in the room or corridor may attack or
be attacked. Effect lasts for 3 turns.
3rd Level Mage spells
1. Curse: One monster loses two CD in attack to a minimum of one, unless it rolls under its MP. Has no
effect on the undead.
2. Dispel magic: Removes all magic effects on a hero or monster.
3. Flame arrow: One creature suffers a 4 CD attack.
4. Invisibility: Mage or adjacent hero is invisible to all until he performs an Action, or walks into a trap.
5. Paralyze: One monster is paralyzed for 3 turns, unless it rolls under its MP with D6. A paralyzed
creature may not move or attack, and has -1 CD in defence. Has no effect on the undead.
6. Vampiric touch: Until the end of the next Fight, the mage may make two 1 CD melee attacks each
turn. If an attack wounds a monster, the mage gains one temporary BP.
4th Level Mage spells
1. Create food: The mage conjures D3+2 Iron Rations.
2. Ghostly visage: Mage gets +2 CD in defence. Effect last until he loses 1 BP.
3. Haste: One hero gets one extra attack, and his movement is doubled. The effect lasts for 3 turns.
4. Pass through rock: Mage or one adjacent hero can walk through walls the next time he moves. If he
ends his turn inside solid rock, he is forever trapped and dies horribly.
5. Sleep: All monsters in a room or corridor must roll under their MP’s or fall asleep for 2 turns, or until
attacked. A sleeping monster cannot move, attack or defend. Has no effect on the undead.
6. Stone skin: Mage or one adjacent hero gets +3 CD in defence until the end of the next Fight.
5th Level Mage spells
1. Dominate monster: One monster of 1-3 MP is controlled by the mage, unless the Evil wizard rolls
under the monsters MP with D6. The mage may move and attack with the monster during his turn,
starting with his next turn. The effect lasts until the monster is wounded, or if it is not in sight of the
caster at the end of his turn.
2. Fireball: One creature suffers a 5 CD attack. Adjacent creatures suffer a 3 CD attack.
3. Lightning bolt: A lightning bolt is cast in a straight or diagonal direction, and will travel in a straight
line until it strikes a wall or closed door. It will make a 4 CD attack on all figures that stands in its
path, including heroes.
4. Mordekainen’s sword: The spellcaster summons a sword that may attack monsters with 4 CD,
defends with 3 CD and has a movement of 6. The sword is considered to have zero MP and one BP. It
stays in play for one Fight. The mage may only summon one sword at a time.
5. Teleportation: Teleports all heroes in sight including caster to any explored room on the board.
6. Summon giant spider: Summons a giant spider in a square next to the caster. The spider may move
and attack during the casters turn, starting with his next turn. It stays in play for the rest of the Quest.
The mage may only summon one spider at a time.
6th Level Mage spells
1. Lightning storm: All creatures (monsters or heroes) in the same room or corridor suffer a 5 CD
attack each.
2. Cloudkill: All creatures (except caster) in the same room or corridor must roll a number of CD equal
to their MP. If a roll shows only skulls, the creature dies.
3. Finger of death: One adjacent creature rolls a number of CD equal to its MP. Monster dies unless a
black shield is rolled. Has no effect on the undead.
4. Time stop: Caster may take three extra turns immediately after his current turn.
5. Summon familiar: This spell can only be cast between Quests, and only by mages and sorcerers. By
permanently sacrificing one MP, the caster summons a familiar (e.g. a bat) that becomes his
companion for as long as he wishes. The familiar moves during the mages turn, and may gain levels in
the same way as heroes. When gaining levels it may choose between BP and MP. It is also able to
learn 1st and 2nd level spells but cannot use scrolls in any other way, nor can it use or carry items. If the
familiar dies, its master loses one BP. The familiar is automatically revived until the next Quest. A
mage or sorcerer can only have one familiar.
6. Summon gargoyle: Caster summons a Gargoyle in an adjacent square that moves and attacks during
his own turn, starting with his next turn. To move the Gargoyle the caster must try to control it as an
Action. It has to be in sight of the caster. Roll one D6 for the caster and one for the Gargoyle, adding
their MP’s to the rolls. If the caster equals or beats the result of the Gargoyle, he may move and attack
with it. If not under control, the Gargoyle will move towards and try to attack the caster, or any other
hero or monster standing in its way. Only the caster may try to control the summoned Gargoyle.

BARD SONGS
Singing a Bard song requires a lyre and counts as an Action. A certain dice roll is required to be successful,
and a one or a six means that the song is unusable for the rest of the Quest.
Song of heroes
Success: 3+
All heroes in sight gains one extra CD with melee weapons as long as the Bard continues to sing. The Bard
may choose to continue singing in his next turn, without the need of another roll, but may not move nor
perform any Actions other than singing.
Healing hymn
Success: 4+
The Bard and all heroes in sight heal 1 BP. This may not be used if there are any visible monsters nearby.

DRUID ALCHEMY
When searching for ingredients, roll 2D6. Only one search may be done in each room. Some ingredients
may be mixed to create potions; this requires that there are no enemies in the same room and counts as an
Action. Mixing ingredients also requires an alchemists set.

2D6 Result Effect


2 Stung by stingcrawler Poisoned.
3 Bitten by rat Infected. Lose 1 CD in attack and defence until end of Quest.
4-7 Nothing -
8 Black lichen Mix with Fimir Eye to create Potion of strength.
9 Spiders web Mix with Blue Moss to create Antidote.
10 Glork mushroom Weight 1. Used as Iron rations.
11 Blue moss Mix with Spiders web to create Healing potion.
12 Stingcrawler cocoon Mix with Troll blood to create Potion of rejuvenation.

Other ingredients may be extracted from the bodies of certain monsters, as an Action:

Ingredient Effect
Fimir eye Mix with Bat wing to create Potion of resilience.
Bat wing Mix with Black lichen to create Potion of speed.
Troll blood Mix with Glork mushroom to create Potion of healing.
Chaos warrior heart Mix with Black lichen to create Potion of battle rage.
Spiders web Mix with Blue moss to create Antidote.
Potion Effect
Potion of healing Heals up to 2 Body points.
Potion of greater healing Heals up to 4 Body points.
Antidote Cures poison and heals up to 2 Body points lost as an effect of poison.
Potion of strength +2 CD to next attack, or increase next strength roll by two.
Potion of speed Allows hero to double his movement for one turn.
Potion of resilience +2 CD to next defence.
Potion of battle rage Drinking this potion will put a hero in a berserker rage. See Berserk skill.
Potion of rejuvenation Hero heals all BP and regains all mana points. Hero is also cured from
poisons and any negative magic effects.
EQUIPMENT
Between each Quest, the heroes may visit any of the following, where they can spend their hard-earned
gold.
Weaponsmith
The Weaponsmith will buy back weapons at half their normal costs.

Weapon Cost Wgt. Attack Special rules


Dagger 20 g - 1 CD May be thrown.
Short sword 150 g 1 2 CD
Broad sword 250 g 2 3 CD
Long sword 280 g 2 3 CD Diagonal attack.
Claymore 400 g 3 4 CD Two-handed weapon, diagonal attack.
Handaxe 160 g 1 2 CD Balanced for throwing.
Battleaxe 250 g 2 3 CD
Greataxe 370 g 3 4 CD Two-handed weapon.
Morningstar 250 g 2 3 CD Blunt weapon.
Hammer 250 g 2 3 CD Blunt weapon.
Flail 250 g 2 3 CD Blunt weapon.
Warhammer 370 g 3 4 CD Two-handed weapon. Blunt weapon.
Quarterstaff 150 g 2 2 CD Two-handed weapon, diagonal attack.
Spear 260 g 2 3 CD May be thrown, two-handed, diagonal attack.
Short bow 250 g 1 2 CD Comes with one set of arrows, requires two hands.
Longbow 350 g 2 3 CD Comes with one set of arrows, requires two hands.
Crossbow 400 g 3 4 CD Comes with one set of bolts, requires two hands. Hero may not
move and fire in the same turn.
Arrows/Bolts 40 g 1 - Quiver with 20 arrows.
Sling 80 g - 1 CD No need to buy ammo.

Armoury
The Armoury will buy back armour and shields at half their normal costs.

Equipment Cost Wgt. Defence Special rules


Helmet 100 g 1 spec. Roll one extra CD for defence that defend on a black shield.
Leather armour 250 g 3 +1 CD
Chainmail 400 g 5 +2 CD
Platemail 650 g 7 +3 CD
Shield 200 g 2 +1 CD No two-handed or secondary weapon.
General store
The General store will buy back equipment at half their normal costs.

Equipment Cost Wgt. Special rules


Net 30 g 1 One use. A successful Dexterity roll traps
a monster at maximum three spaces away.
A trapped monster has -1 CD in attack and
defence, and its movement is halved. A
monster with 3 or more MP may spend
one turn removing the net.
Backpack 100 g - Carries 3 weight points of equipment (use
common sense). Only one backpack may
be used by each hero.
Iron rations 20 g 1 Heals 1 body point. At the end of each
adventure, unused rations must be
discarded. Eating rations counts as an
Action.
Lock picks 50 g - Increases chance of picking locks by one.
Requires Pick lock skill.
Alchemists set 100 g 2 Requires Alchemy skill. See page 18.
Lyre 100 g 1 Only usable by Bards. Required to sing
Bard songs.
Tool kit 100 g 1 Increases chance of disarming traps by
two. Requires Disarm traps skill.

Apothecary
Drinking potions does not count as an Action, but must be done during the
hero’s turn.
Service Cost Effect
Potion of healing 50 g Heals up to 2 Body points.
Antidote 50 g Cures poison and heals up to 2 Body points
lost as an effect of poison.
Heroic brew 30 g Allows hero one extra attack for one turn.
Potion of strength 20 g +2 CD to next attack, or increase next
strength roll by two.
Potion of resilience 20 g +2 CD to next defence roll.
Smelling salts 30 g One use. Brings a knocked out hero back to
consciousness. Hero may do nothing but
move with 1D6, and has zero defence.

Quest treasures
Each Quest treasure may be sold for 300 gold.
Item Wgt Special rules
Borin’s armour 3 Defence: +2 CD
Orc’s bane 1 Attack: 2 CD, one extra attack against orcs.
Spirit blade 2 Attack: 3 CD, 4 CD against the undead
Wand of recall 1 Allows hero to cast an extra spell each turn.
Talisman of wisdom - Increases a hero’s mind points by two.

Temple
Anyone may visit the Temple, but only clerics may buy Cleric spells and Blessed staffs.

Service Cost Wgt. Special rules


Blessing 5g - Only one per Quest. Allows a hero to re-roll any one roll of dice during his next
Quest. A roll of dice may never be re-rolled more than once.
Holy water 40 g - Use as an Action. Instantly kills one skeleton, zombie or mummy.
Cleric spell 50 g/level - Choose level. Roll D6 to determine spell. If already known, choose spell.
Blessed staff 400 g 2 Cleric only. When wielding this staff, the cleric gets +1 to his spell rolls. May
also be used as a Quarterstaff.
Resurrect 1000 g - If a hero has died during the course of an adventure, their body must be brought
hero to a temple within 10 rounds to have the clerics resurrect them.
Mages guild
On each visit (i.e. between each Quest) a mage may make as
many rolls for Mage scrolls as their Mind points, and then choose
which scrolls to buy. Other heroes may only make one roll.

Service Cost Wgt. Special rules


Mage scroll 50 g/level - Roll D6 for level, D6 for spell.
Mage staff 400 g 2 Mage only. Attacks with 2 CD, may attack diagonally. Only one Staff
per mage. Contains Mana points equal to Mind points. Requires
recharging.
Talisman of lore 200 g - Can only be used by a hero with at least 4 MP. Allows the hero to use
scrolls. To be successful, the hero must roll equal to or higher than the
level of the spell with D6.
Recharge staff 20 g -
Spellbook 50 g - Required by mages. Includes no spells.
Engrave rune 100 g - Only melee weapons. Roll D6 on Rune chart.

Rune chart
Roll a D6 to determine rune. Each weapon is limited to one rune. A runed
weapon is considered a magic item.

1 Rune of the dead The weapon attacks with 2 extra CD against the
undead.
2 Rune of fire Mummies hit by this weapon are destroyed. Beasts
will not attack the wielder of this weapon.
3 Rune of frenzy Allows the wielder to make two extra attacks with
the weapon once each Quest.
4 Rune of the viper If an attack wounds a monster, roll a CD. Monster is
poisoned if a black shield is rolled. See rules for
poison.
5 Rune of the vampire If an attack wounds a monster, roll a CD. Hero gains
one temporary Body point if a black shield is rolled.
6 Rune of smiting The weapon now attacks with one extra CD.

Tavern
Heroes may try their luck at the tavern between Quests. The hero announces his stakes and rolls 3 CD,
looking up any winnings in the table below.

Dice roll Winnings


3 Skulls x5
3 White shields x 10
3 Black shields x 100
EVIL WIZARD MINIONS
The heroes may run into some powerful spellcasters controlled by the Evil wizard. They each have a
variety of spells available. Each spell of these spells may be cast a limited number of times, normally once
each. The Evil wizard decides what spells a minion spellcaster has available, and how many times each
spell may be cast. Casting a spell counts as the spellcaster's Action. Spells may only be cast at targets
within the spellcaster's line of sight. All minion spellcasters also have the Dispel spell.

Dispel: This special spell may be cast by a spellcaster during a hero’s turn. The spellcaster loses his next
Action. The Dispel is cast immediately after the hero casts a spell. First the spellcaster rolls 1D6 and adds
the result to his Mind Points. Then the hero does the same. If the spellcaster’s total is higher, the hero’s
spell has no effect. This spell may be used several times, but only once each turn.
Chaos sorcerer spells
Ball of flame: This spell can be cast on any one hero. The hero is hit by a 2 CD attack.
Cloud of chaos: This spell paralyzes all heroes located in the same room or corridor as the spellcaster. A
paralyzed hero is unable to move, attack, or defend himself. When the spell is cast and at the start of a
hero's turn, an affected hero rolls 1 CD for each of his Mind points. By rolling at least one black shield, the
spell effect is cancelled.
Dominate: This spell puts any one hero under the Evil wizard's control. When the spell is cast and at the
start of the hero's turn, the hero rolls 1 CD for each of his Mind points. By rolling at least one black shield,
the spell effect is cancelled. As long as the spell is in effect, the Evil wizard can move the hero as a monster
and attack other heroes on his turn.
Escape: This spell allows the spellcaster to disappear and instantly teleport to a secret destination known
only to The Evil wizard. This "safe place" may be marked on the Quest map, otherwise the Evil wizard
decides.
Firestorm: This spell engulfs all heroes and monsters in the same room as the spellcaster in fire. The
spellcaster is unaffected. All victims immediately face a 3 CD attack. Cannot be used in corridors.
Fear: This spell causes any one hero to become frightened, so that his attacks are reduced to one combat
die. At the start of the hero's turn, the hero rolls 1 CD for each of his Mind points. By rolling at least one
black shield, the spell effect is cancelled.
Lightning bolt: A lightning bolt is cast in a straight or diagonal direction, and will travel in a straight line
until it strikes a wall or closed door. It will make a 4 CD attack on all figures that stands in its path,
including heroes.
Soothe: The healing coolness of this spell restores up to 3 lost Body points on the spellcaster or any one
monster.
Sleep: This spell puts any one hero into a deep sleep. A sleeping hero is unable to move, attack, or defend.
When the spell is cast and at the start of the hero's turn, the hero rolls 1 CD for each of his Mind points. By
rolling at least one black shield, the spell effect is cancelled.
Necromancer spells
Summon mummy: This spell summons a mummy to a square adjacent to the spellcaster. The mummy
may move and attack immediately.
Summon skeletons: This spell summons 3 skeletons anywhere in the spellcaster's line of sight. They may
move and attack immediately.
Skull of flame: The spellcaster throws a burning skull against a hero. The skull hits the hero with a 3 CD
attack.
Panic: The target of this spell must move away from any monsters and may not attack, defend or perform
any Actions until the Evil wizard's next turn.
Raise dead: This spell may be cast on a monster (other than a skeleton) slain during the heroes last turn.
The monster is replaced by a skeleton that may move and attack immediately. This spell may be used
several times.
Orc shaman spells
Orc berserk: One orc is thrown into a state of rage. The orc gets 2 extra attacks this turn.
Rust: This spell destroys any one helmet or weapon. Does not effect staffs, Quest treasures or magic
weapons.
Sharpen weapons: All orcs and goblins in the shaman's line of sight attacks with an extra CD this turn.
Shield of protection: The shaman and all orcs and goblins in the shaman's line of sight defends with an
extra die until the Evil wizard's next turn.
Skaven warlock spells
Death frenzy: One target skaven goes into a frenzied rage, giving it 3 extra attacks, after which it drops
dead on the floor out of exhaustion.
Skitterleap: The warlock disappears in a puff of smoke. He can be placed in any room, but is not placed on
the gameboard until the heroes enter the room and sees him.
Warp lightning: A bolt of lightning shoots out from the warlocks paw, causing a 5 CD attack on a hero.
Pestilent breath: All heroes and monsters in squares adjacent to the warlock suffer a 2 CD attack with no
defence.
Plague: All heroes in sight must roll under their MP or be affected by the Black plague. The disease causes
the loss one BP permanently.
Vermintide: With a piercing cry, the Skaven warlock summons 4 giant rats.
Skaven weapons
Plague censer bearer: Any hero or monster that move into a square adjacent to the Plague censer bearer
must make a roll (one for every square passed) under their Mind points with 1D6 or lose one BP.
Warpfire thrower: The skaven with the warpfire thrower must have the help of an adjacent skaven, and
their movement his halved. The warpfire affects one target square with a 5 Combat dice attack, and all
adjacent squares with 3 CD. If the 5 CD attack is a total miss, i.e. no skulls are rolled, the two skaven die in
a spectacular explosion that hits all adjacent squares with a 4 CD attack.
Creature Move Att. Def. BP MP Special
Greenskins

Goblin 10 2 1 1 1 May be armed with bows (ranged attack) or spears


(diagonal attack).
Orc 8 3 2 1 2
Fimir 6 3 3 2 3
Troll 6 4 3 3 2 Regenerate. Roll one CD each turn if wounded. Heals 1
BP on a white shield.
Undead

Skeleton 6 2 2 1 0 Takes no damage from missile weapons.


Zombie 4 2 3 1 0 Knocked down (and with 0 def) at 0 BP. Spends next
turn rising and regenerating to 1 BP.
Mummy 4 3 4 2 0 Fear.
Vampire 8 3 3 3 5 Fear. May shapeshift to bat as an Action, keeping its
BP. If an attack wounds a hero, the vampire heals one
Body point.
Chaos

Chaos Warrior 6 3 4 3 3
Gargoyle 6 4 4 4 4 Fear.
Minotaur 8 4 4 4 2 Horns. Attacks with +2 CD if moving before attacking.
Skaven

Skaven 12 2 2 1 2 May carry Warpfire thrower, Poison Wind Globes or


Plague Censer.
Stormvermin 10 3 3 1 3 Armed with halberds (diagonal attack).
Assassin 12 4 2 1 4 Skills: Stealth, Sneak Attack, Poison Mastery (has one
dose applied). Dexterity: 3+
Warlock 10 2 2 2 4 Skaven Magic.
Rat Ogre 6 4 3 3 2
Beasts

Bat 12 2 1 1 1 Flies. -1 CD to hit (to a minimum of 1 CD), cannot be


attacked with ranged weapons. Bats may move freely
through occupied squares.
Warhound 8 2 3 1 1 Dexterity: 2+ Perception: 4+
Giant Spider 10 2 2 1 1 Venom. When wounding a hero or monster, roll a CD.
Victim is poisoned on a black shield. See rules for
poison.
Giant Scorpion 8 2 3 1 1 Venom. When wounding a hero, the hero is poisoned.
See rules for poison.
Giant Rat 10 1 1 1 1 Small animal. -1 CD to hit (to a minimum of 1).
Disease carrier. If wounding a hero, the hero is
infected and gets -1 CD in attack and defence for the
rest of the Quest.

Fear. Some creatures may instil fear in nearby heroes as an Action. All heroes in sight of the creature must
roll under their MP with a D6 or lose their next Action. If a hero rolls a 6 and fails, the hero also must use
his movement to move away from the source of the fear effect on his next turn.

Author: David G
Playtesters: Anna, Daniel, Erik.
Thanks to: Milton Bradley, the brothers Bowser.
2005-06-11
2007-12-14 v1.8
2008-03-09 v 2.0

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