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A ‘best of’ essentials taken from unofficial HQ expansions.

HeroQuest
A fresh Hero joining the group can buy 1 extra equipment up to 150g or choose a Potion of Healing.

Bonus Action: Sacrifice 1 rolled Move d6 to Treasure Search: A room not searched for traps
Re-Equip: Change equipped weapons/armour. featuring a trap will trigger the trap. Place the Hero
Give/Receive: Weapon/potion to/from another whilst on the trapped square, don’t pick a card.
passing or adjacent. Both may Re-Equip for free. Equipment: Bought can be sold at 50% of cost.
Climb: Table/chair/ladder. Table is 2 squares, giving Short Sword: No Diagonal. 2 Attacks if Dual Wield.
a larger area to attack, be attacked, opponent -1Cd6. Thrown: Max range is Body. A lost weapon is found
Peek/Listen: Look through keyhole to reveal the if the area it was thrown in is searched.
room, not activating the room (this one’s for Ryan). Broken: Discard an equipped bought weapon when
rolling BS equal to its power.
Use Chaos Tokens from Advanced HeroQuest
The Evil Wizard draws a random CT using the ‘Timer’ and/or ‘Rotation’ mechanics. Once drawn the EW can
check the type but keeps it secret. To activate, at various moments throughout the Quest (see table), call out
the tokens name, reveal it to the Heroes and implement the effect. Multiples can be held but only one activated
at a time, discard after use. Heroes may know how many are held but not the type. Timer is optional.

Chaos Token Activate when a Hero Effect


Ambush Re-enters an emptied area Place the Monsters of that area again, not special areas.
Character Opens a room Upgrade a Monster being placed with an extra ability.
Escape Rolls to move Move 1 Monster up to its Move value away from that Hero.
Fate Is in combat Reroll 1Cd6 for the Monster in Attack or Defence.
Trap Searches Same as Spear Trap, cancels search.
Wandering Monster Searches Same as Wandering Monster card, cancels search.

Timer: 30s plus 30s/Hero in play. Increase/decrease accordingly. Pause the timer when revealing a room.
Rotation: At the start of the EW phase, if no Monsters were in play that turn and the first has been revealed.

Double 1’s Hazard! A Hero may still move but rolls 1Cd6, they must roll even if deciding not to move
Skull: -1B. WS: Defended. BS: Stunned, no attack. Call out an effect, for example “You stumble on a loose
stone!” “Rocks fall from above!” “In your desperate attempt to escape the floor greets your face!!!”

Character: Same as monster type with extra ability.


Archer: Ranged | Spear/Long: Diagonal | Shield: Each BS a Hero rolls in attack negates a skull.
Sorcerer: Chaos Spells | Snotling Snitch: Can open doors, revealing the room.

Monsters: Announce the trait when activated. …Use US edition Body points.

Goblin Fimir Tail Bash! Zombie Wounds! Chaos Warrior


Move Attack Move! Counter Attack Hero rolls 1Cd6 start of turn Stand Fast!
Split move in 2. Small fast when attacked adjacent Skull: Still Infected Don’t move for +1Ad6
slippery lil’ buggers. and not killed WS: Healed. BS: -1B (Now it’s US Ed stats)

In presence of a Character Skeleton Scythe Strike! A Mummy encountered Gargoyle


Skulls an Orc rolls in defence Diagonal Attack for the first time ends that
are Hits against the attacker, Hits not blocked ‘follow Heroes turn, if the Hero fails
even if killed. Waaagh! through’ hit the next in reach a Mind Test. Paralysis! Whip Extended Reach

A Hero defends Waaagh Hits with WS from initial attack roll, Counter Attack as normal.
New: Beastman Ram! +1Ad6 if moved. Skaven Horde! +1Ad6 for each surrounding the defender.

Quest Specific: See Quest for more details. Wandering Monster: Shuffle the monster deck, Hero picks a card.
Searches: Each room is limited to 1 Treasure search plus however items of furniture are in the room.
Furniture: Unique abilities e.g. ‘Inscribe a spell scroll at the Sorcerers table’ see new EW screen for more details.
Undead: Downed must be finished off. Chaos: Ancient magic enchants the Warriors armour through its Orb!
Base Stats: Body + Mind: 10. Attack: 1. Defence: 2. Weapon & Trait Bonus is added in the A/D Column

Original Core Set


B M A D E Weapons Extra Skill
16
Barbarian 8 2 3 2 - Sword Y Combat: Melee
16
Dwarf 7 3 2 2 - Axe Y Disable Traps
16
Elf 6 4 2 2 1 Sword Y Elf Magic Choice
16
Wizard 4 6 1 2 3 - N -----

Advanced HeroQuest
B M A D E Weapons Extra Skill
16
Warrior 8 2 2 3 - Sword Y Combat: Defence
15/17
Dwarf 7 3 2/3 2/3 - Hammer Y Combat: Thrown / Stand Fast
15/17
Elf 6 4 1/2 2 - Bow Y Combat: Archery / MAM / Speed
16
Wizard 4 6 1 2 2 - N Thiriokinesis

Dragon Strike
B M A D E Weapons Extra Skill
17
Ranger 6 4 2 2 - Sword Y Disable Traps / 3 Sleep Tame Beast
16
Rogue 4 6 1 2 - - N Sneak / Agility / Illusion / MAM
16
Thief 5 5 1 2 - - N Sneak / Disable Traps / Thief
Necromancer 6 4 2 2 Staff Y Necromancer / Sneak
18
Half Orc 5 5 3 2 - Sword Y Combat: Melee / Berserker / Orc Skin

To make your unique Hero, mix and match skills that add up to your Mind value.

1 Mind Point Skills 2 Mind Point Advanced Skills


Agility: Exchange Squares in Melee combat. To use your skill, sacrifice 1 rolled movement die, it
Assassin: Throwing equipped Daggers isn’t an action. must be lower than your current Mind and is the arc of
Cleric: Holy Water Vails heal, start each quest with 3. the effect.
Combat: +1Cd6 in 1 Trait only... Either...
Attack Melee, Defence, Ranged or Thrown. Healer: Lose 1 Mind and heal others any lost Body or
Elf Magic: Unlocks Elf spell set to Magic user. Mind, up to the value of the sacrificed die.
Giant Strength: Exchange Squares. Sacrifice 1Md.
Orc Skin: Start Quests with Rock Skin in effect. Necromancer: Attempt to raise the dead. 1Cd6 for each.
MAM: Can split the Move in 2. Move Act Move. S: Explodes -1B to each surrounding unless defended.
Ranger: Tame Beast. Start Quests with 3 Sleep. WS: Reanimated 1 Body, under your control until killed.
Stand Fast: +1Cd6 until next turn if no movement. BS: Failed to assert your energy and lose 1 Mind.
Speed: Use 2Md8 (alternative, roll 3Md6 and pick 2).
Tiny: Slip between 2 diagonally occupied squares. Thiriokinesis: Attempt to control a beast (not undead).
Halflings, Hobbits, Midgets etc. Sacrifice 1Md. The target must fail a Mind test to be controlled and
Thief: Search in the presence of Monsters. remains so until a successful pass. Evil rerolls at the start
Weapons: Use of weapons and pick a start weapon. of their turn.

2 Mind Point Skills Sneak: Move undetected, including through closed


Disable Traps: You find during your trap search. doors, reveal the room but not activating it, the door
Illusion: Thief tricks. 3 mixed from Air or Water. remains closed. Taking a wound from a trap or failing an
If you have a Genie, you stole a lamp! attack will break Sneak. A Monster must pass a Mind
Magic: 3 spells from 1 Element, stackable. test to attack a sneaking Hero, smelling out what lurks in
the darkness and alerting the others. Any not attempted
2 Mind Point Involuntary Skills a test can now also attack. A closed room would now be
Berserker / Werewolf: If 1 move die is higher than your open.
Mind, Melee everything attackable in the other move die
arc. If nothing to attack, move as normal. Be careful, the WIP! Undergoing Rewrite!
smell of anything too close, in the arc during your move, Ideas and feedback welcome
will be too much to resist, you will attack! Any questions get in touch

Talisman of Lore enables a Spell Caster to master an extra Element of Magic. Starting skills usually have a
benefit over equipment that enable similar. Unique combinations can come about when realised, especially
when creating a specific group or adding a new Hero that’s essential for beating a previously failed quest.

Very Special thanks to all at the Inn http://forum.yeoldeinn.com/index.php Masha FX 10.4 30/07/2022
Download Link https://drive.google.com/open?id=0BzUqoUE_JiOuNWVqQVJ4Zzl6RGc

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