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HQ Japanese Rulebook in English v1 4 by HispaZargon READ VERSION
HQ Japanese Rulebook in English v1 4 by HispaZargon READ VERSION
One day, four heroes were summoned by the king of Neef Island…
This is the beginning of Hero Quest!
1 Warrior 1 Magician 1 Elf 1 Dwarf 1 Gargoyle 4 Dark Warriors 3 Monolizards 8 Orcs 6 Goblins
15 Pieces of furniture:
21 Doors:
64 Cards:
Character boards
8 Monster cards - 21 Treasure cards - 18 Equipment cards
3 Earth spells - 3 Water spells - 3 Air spells - 3 Fire spells
5 Legendary Treasure cards
Carefully remove the hero and monster pieces from the plastic sprues.
Assemble the gargoyle as follows: Carefully punch out the screen from
the die-cast sheet.
Remove the door bases from the
grey sprue. Punch out the
doors from the die-cast
sheet and attach them
to the bases as shown.
Fit the wings to the Fit the head to the
neck as shown.
Assemble the open doors
back as shown.
in the same way.
According to the illustrations on the back of
Remove the levers from the brown
the screen, remove the parts of the alchemist’s
sprue and attach them to the sides
bench, bookcases, cupboard and torture table
of the torture
from the brown plastic sprue and remove the
table as shown
tomb tomb part from the grey
in the picture.
plastic sprue. Also detach
the matching cards from the
die-cast sheet. Bend the Attach the rats from the brown
card parts and insert into sprue and the skulls from the white
the underside of the plastic sprue as you like, such as in the
tops, as shown. holes of cupboard and torture rack.
Remove the bottles from the grey sprue and Remove the altar and candles from
attach them to the top-right the grey sprue. A card part isn’t
side of the alchemist’s bench, used for the altar. Carefully fit the
as shown. Also remove the two candles into the altar holes.
scales from the brown
sprue and place them
on the alchemist’s
bench, as shown.
GAME OVERVIEW
One player becomes the Demon King of Darkness Grimdead, (abbreviated as 'The
Demon King' below), and the rest of the players become heroes: a Warrior, a Magician,
an Elf and a Dwarf.
Hero Quest is not a game in which the players compete amongst themselves for 1st
place. It is a game where the party (the term for the team made by the heroes) works
together to solve quests (go on adventures). If they clear a quest, the party wins, but if
they don't, the Demon King wins.
The heroes grow stronger while completing the 14 quests one by one. Or else, they die
along the way. The Demon King controls monsters and attempts to stop the heroes
clearing the quests. Also, he aids gameplay by checking the quest book and reading out
quest objectives for each of the heroes, and checks whether traps* are encountered or
not. The conclusion of the game is not revealed here, so by all means, you must
discover it for yourself.
The game difficulty is divided into 3 levels, related to progression through the quests.
Chapter 1: The Departure Quests 1-3 Beginner Rules
Chapter 2: The Mission Quests 4-8 Intermediate Rules
Chapter 3: The Search Quests 9-13 Advanced Rules
Final Chapter: The Showdown Quest 14 Advanced Rules
To begin the game, you can play just by learning the Beginner Rules. The players
proceed through the quests, learning the Intermediate Rules after the 1st chapter ends,
and the Advanced Rules after the 2nd chapter ends.
WARNING: Do NOT open the Quest Book until after roles have been chosen.
NUMBER OF PLAYERS
This game can be played by 2-5 players.
CONTENTS
Game Board.
There are squares and white lines on the game board. Characters stop in the centre
of these squares. The white lines are walls. Walls cannot be moved through. The
game board is separated into rooms and passages.
NOTE: When this rulebook uses the terms ‘adjacent squares’ or ‘neighbouring
squares’, these terms mean the 4 squares in front, behind, and to the left and right. The
symbols ◯ in Diagram A show squares facing Orcs. The term ‘surrounding squares’
means the 8 squares in front, behind, to the left and right, and diagonally adjacent. The
symbols ◯ in Diagram B show surrounding squares containing Orcs.
Diagram A Diagram B
Character Boards.
Character boards show each hero’s characteristics, Attack, Defence, Movement,
Body Points, and Mind Points.
Character Sheets.
Character sheets are used during gameplay to record each hero’s current status.
When you begin the next quest, you start with the status displayed on the character
sheet. Basically, the character sheet records a hero’s growth.
First, give your character a name, and write it on the
Character Sheet
character sheet. Next, look at the character boards, and
write down your character’s type, Maximum BP, BP,
Maximum MP, MP, Attack Power and Defence Power.
During the game, whenever these values are raised or
lowered, write the new values on your character sheet.
You will need to change these values at times, so it’s best
to use a pencil and rubber.
During your adventure, write details such as the gold
you’ve obtained, and weapons you’ve bought on to the
character sheet too. Every time you clear a quest, tick its
checkbox.
Screen.
This is used so that the heroes do not see the quest book and other items. The Demon
King sits behind the screen, and places the game board so that the words HERO
QUEST can be read from his position. There is a list of furniture on the back of the
screen.
Combat Dice.
Use these in combat, when defending, and when a level up occurs. When you need to
roll 5 or more dice, roll 2 times. In the explanatory text and on the cards, they are
abbreviated as ‘CD’ at times.
Monster Cards.
The monster cards show monsters’ abilities. There is a card for every race of monster,
and each card lists that race’s Attack, Defence, Movement, Body Points, Mind Points,
and the gold obtained when defeating them.
GAME SETUP
Deciding Roles.
Before the game can begin, players must each choose their own role. Everyone
should roll a die, and then each player chooses the role they wish to play,
beginning with the player who rolled the highest number and then going in order.
If nobody has chosen to be the Demon King when it is the last player’s turn, the
last player to choose automatically becomes the Demon King. When there are less
than 5 players, players control 2 or more heroes each. However, the Demon
King may not also control a hero.
When roles have been decided, the heroes each take the following items:
The plastic figure for their character.
The character board for their character.
A character sheet.
The Demon King takes the following items:
The Quest Book.
The plastic figures for the monsters.
The furniture, doors, treasure chests, and similar items.
The cards.
The tiles for traps and secret doors.
The screen.
NOTE: The Demon King Grimdead has no plastic figure or character board.
If this is your first time playing this game.
The heroes must write certain details on their character sheets. (See the ‘Character
Sheets’ section on page 4)
Setup.
This section remains the same for the Beginner Rules, Intermediate Rules and
Advanced Rules.
The Demon King begins by checking the dungeon map and placing the stairs tile
on the heroes’ starting position on the game board. (In certain quests, the starting
position is something other than stairs, and in these cases, do not place the stairs
tile on the game board.)
The Demon King reads the Book of Adventure to the heroes, to let them know
what they should do. Next, the Demon King should read the quest rules silently.
The stairs are the entrance and exit of the dungeon. The heroes place their plastic
figures on the squares adjacent to the stairs. When there is a special starting
position, follow the quest rules instead.
The Demon King places the contents (furniture, etc.) of the room the heroes start
in. They
Annex, pagemust
6/2 not place any other areas yet. (‘Placement’ is described on page 9)
CHAPTER 1 BEGINNER RULES
BEGINNER RULES
By learning the Beginner Rules, you can play chapter one. In the Beginner Rules, only
the Monster Cards are used. Also, tiles for traps and secret doors are not used. The
Beginner Rules are the basis of the rules of the entire game, so be sure to read them well
and understand them before playing.
TURN ORDER
Play begins with the player on the immediate left of the Demon King, and proceeds
around the table in anti-clockwise order. When all the heroes have taken a turn, the
Demon King takes his turn.
ON A HERO’S TURN
The following actions can be taken:
Move (‘Movement’ is described on page 8)
Combat or Magic (‘Combat’ is described on page 9, ‘Magic’ is described on page 11)
The player can Move and enter Combat (or use Magic) in any order they desire.
However, they cannot use some of their Movement, enter Combat, and then use the rest
of their Movement afterward. Also, even if a player does not use all of their Movement in
one turn, it does not carry over to their next turn. If a hero steps into a new passage or
room, the Demon King places doors, furniture, monsters and other objects according to
the map. (‘Placement’ is described on page 9)
When a door is opened, the Demon King picks up the closed door and places an open
door in its place. When a door is opened, the Demon King must look at the quest book
and place what can be seen beyond it.
Picking up treasure
A hero can obtain the contents of a treasure chest by proclaiming “Open the treasure
chest” when on a square adjacent to the treasure chest. The Demon King then informs
the hero of the contents of the chest. The hero who obtained the treasure writes on to his
character sheet what he has discovered. Movement is not used up when opening a
treasure chest, but when a treasure is obtained, the hero cannot continue moving even if
they still have Movement remaining. Monsters cannot open treasure chests.
PLACEMENT - THE DEMON KING’S ROLE
How to Place
Nothing is to be placed on areas of the game board which no hero has yet entered. The
heroes enter these areas by moving. When a hero enters an unknown room or passage,
the Demon King temporarily stops the hero, looks at the map, and places doors,
furniture, monsters, treasure chests and other objects in it.
NOTE: If the heroes continue on with quests without defeating any monsters, there may
rarely be times when there are not enough figures for additional monsters. If this
occurs, use figures of other monsters not being used in their place temporarily.
Dead Ends
The symbol on the map denotes a dead end. The moment this square comes into a
hero’s view, the Demon King must place a rock tile on the board. Squares containing
rock tiles cannot be passed through by heroes or monsters. Monsters may not pass
through squares which contain rock tiles before the tiles are placed, either.
You have reached end of the rules for Movement. If a hero has not yet entered Combat
(or used Magic), he may enter Combat (or use Magic).
COMBAT
You can only enter combat against enemies on neighbouring squares. You cannot enter
combat diagonally. Combat occurs in the following order.
DAMAGE CALCULATION
When receiving an attack, damage is calculated as follows:
Damage = Attack Power – Defence Power
For each point of damage done to a character, he lose one Body Point.
If the Defence is more than the Attack, the damage is 0.
If a hero receives an attack, he must decrease the BP on his character sheet by the
amount of damage taken. If his BP drops to 0, the hero dies.
Monsters with 1 BP die as soon as they receive damage. Monsters with 2 BP will never
die unless they receive 2 or more points of damage in one attack. Even if they are dealt
1 point of damage, their BP is restored to 2 by the time the next hero attacks.
See Chart 1 for examples.
Chart 1
Goblin attacking Dwarf Mummy attacking Magician Dice
Simplified Chart
M
O
H
N
E
S
No need R
T
O
Attack Power 0 to defend Attack Power 2 Defence Power 1 E
R
Attack was 0, so no need to defend Attack 2 – Defence 1 = 1
Failed to attack the Goblin!! Mummy dealt 1 damage to the Magician!! Attack Attack
Power Power
1 1
Defence
Power
Attack Power 2 Defence Power 0 Attack Power 2 Defence Power 1 1
Attack 2 – Defence 0 = 2 Attack 2 – Defence 1 = 1
Elf dealt 2 damage and defeated the Orc!! The Dark Warrior can’t be defeated by
dealing only 1 damage!!
BEGINNER MAGIC
Under the Beginner Rules, only the Magician can use Beginner Magic. Only 1 type of
Magic can be used under the Beginner Rules. It is also written on the back of the
Character Board.
▢ First Aid:
Magic that can be cast on yourself, or on an ally. The hero who has this magic cast
on him recovers 1 BP.
CASTING MAGIC
On the Magician’s turn, they may use Magic instead of entering Combat. Magic can be
cast on yourself, or another target which can be seen. Magic can be used as many times as
wanted during the game.
REVIVAL
If a hero unluckily happens to die, he may be revived, but only once.
By donating all of the gold he held to a temple, the hero is revived exactly as he was just
before dying. Players who wish to revive themselves must write that they have 0 gold on
their character sheet. Revived heroes can be used in following quests as normal.
INTERMEDIATE RULES
Even more difficult quests wait in chapter 2. Players must learn the Intermediate Rules
to play chapter 2. The Intermediate Rules add various additional rules onto the
Beginner Rules.
INTERMEDIATE MAGIC
TYPES OF MAGIC
In chapter 2, the Magician and Elf can now use Intermediate Magic. The following 2
types of Magic can be used in chapter 2. They are also listed on the back of the
Magician and Elf’s character boards.
▢ Healing:
Magic that can be cast on yourself or on an ally. Roll 4 Combat Dice, and the hero
this Magic was cast on recovers BP equal to the amount of white shields that were
rolled.
▢ Holy Flame:
Magic to attack 1 enemy. Roll 2 Combat Dice, and the enemy receives damage
equal to the amount of skulls that were rolled. However, Monsters on which you
cast this spell can roll a number of Combat Dice equal to their MP for Defence.
Undead Monsters have 0 MP, so this Magic is very effective on Undead Monsters.
NOTE: Undead means monsters with no life force, animated by dark powers,
meaning Skeletons, Zombies and Mummies.
CHOOSING MAGIC
During the game, the Magician can use both types of Magic. The Elf can only use one
type of Magic per quest. Before playing, the Elf must decide which Magic he wishes to
use that quest, and write it on his character sheet.
Annex, page 12/2
INTERMEDIATE RULES
CASTING MAGIC
On their turns, the Magician and Elf may choose to use Magic once during their turn
instead of entering Combat. Magic can be cast on yourself or on a target you can see.
Under the Intermediate Rules, you may use each Magic as many times as you want.
SEARCH
There are hidden doors, traps, and hidden treasures in dungeons starting from Quest 4.
On their turn, heroes may choose to search for them by Searching instead of entering
Combat or using Magic.
TYPES OF SEARCH
The following 2 types of search can be done.
Treasure Search:
To check whether there is any hidden treasure.
Trap Search:
Trap Searches can find hidden doors, and all types of traps.
If a hero decides to Search, he must decide whether he want to conduct a Treasure
Search or a Trap Search, and announce this to the Demon King. Players cannot do
both types of search at once.
TREASURE SEARCH
Range of a Treasure Search
Treasures are only hidden inside rooms, so Treasure Searches can only be done inside
rooms.
TRAP SEARCH
Range of a Trap Search Diagram 3
A trap search can be conducted to find
hidden doors and traps placed in
passages and rooms. At any one time,
you may either search all the passage
that you can see, or a single room. If
you can see both a room and a passage,
or multiple rooms, then you must
choose and declare which part you
want to search. See Diagram 3 for an
example.
How to do a Trap Search
The hero declares which area he can
see in that he would like to conduct a
Trap Search. (All doors are open)
When a hero declares that he is From , room 3 can be searched.
conducting a Trap Search, the From , passages 1 and 2, or else room 4 can be searched.
From , one out of passage 2, rooms 3 or 6 can be searched.
Demon King looks at the map, and
From , room 5 or room 6 can be searched.
checks whether there are hidden
doors or traps hidden in the area
being searched.
If something was found, place the hidden door tiles or trap tiles onto the board.
Hidden doors and traps will be explained in the next section. Trap Searches will
never find treasure.
HIDDEN DOORS
Hidden doors are escape routes hidden in walls. Hidden doors should not be placed on
the game board until they are found with a Trap Search. By using hidden doors, you
can get to areas you may not otherwise be able to. Both heroes and monsters can freely
pass through hidden doors. Hidden doors can be discovered from the inside or the
outside. Once a hidden door is placed on the game board, it can never be closed.
TRAPS
3 types of traps exist, which are as follows.
Pit trap
Collapse
Trapped Treasure Chests
Traps appear on the board when either found by a Trap Search, or when a hero passes
through the trap’s square. The Demon King must tell heroes of traps as soon as a hero
passes through the trap’s square. A hero caught in a trap is stopped, and must follow
the rules of the trap.
The hero’s turn ends, even if they have not yet finished moving or entered Combat.
Monsters will never get caught in traps. Monsters can freely move through squares
where traps are hidden, but after the trap tile is placed on the field, must follow the
same rules as the heroes.
PIT TRAPS
When discovered in a Trap Search
Pit traps stay on the board as an obstacle. The trap square may not be passed through.
When caught in the trap
A hero that falls in a pit trap loses 1 BP. When their next turn comes, they can move
normally, but cannot conduct a Search while in the pit trap. Also, when attacking or
defending from in a pit trap, use one Combat Die less than usual. Pit traps stay on the
board as an obstacle. Pit traps may not be passed through.
COLLAPSE
When discovered in a Trap Search
Collapse is a trap where an enormous rock and rubble fall from the ceiling. The
collapse stays on the board as an obstacle. The collapse may not be passed through.
When caught in the trap
The hero that activates a Collapse loses 2 BP. The hero is sent back one square in the
direction he came from. If there are no open squares next to the Collapse, the hero dies.
If the hero survives, he can continue moving normally on his next turn, but may not
pass through the square with the Collapse.
EQUIPMENT
When a quest ends, the heroes may use the gold they have obtained to buy equipment.
You can purchase equipment after Quest 3 in Chapter 1 ends, before Quest 4 in
Chapter 2 starts.
Equipment is divided into the following types.
Weapons
Armor
Healing Potions
Selling
The shop will buy equipment that is no longer needed for half its price. When selling
equipment, return the card to the Equipment pile, and add half of its price to your
character sheet.
Trading
You may trade equipment you own for equipment a fellow hero owns. You can also sell
equipment to other heroes, or give it to them for free. Trading must be done before
each quest begins.
WEAPONS
Weapon cards list how many Combat Dice you should roll when attacking on them.
Some weapons even allow you to attack diagonally, or at a distance. Further details are
explained on the specific cards.
You can only own 1 weapon card at a time. When attacking, you can decide whether or
not to use this weapon for the attack.
Weapons that can attack diagonally
Club, Spear, Short Sword, etc.
Projectile Weapons
The crossbow can shoot arrows to attack enemies at a distance from you. There is no
limit to the amount of times you can use the crossbow, but you cannot use it to attack
enemies on squares surrounding you. When attacking enemies at a distance, you can
hit any enemy you can see, no matter how far away they are. The combat procedure is
followed as normal.
The Spear and Hand-Axe may be used as normal weapons, but can also be used to
attack at a distance by throwing them. Weapons are lost when thrown. Return the
Equipment Cards for lost weapons to the pile.
ARMOUR
There are various types of armour, such as Armour, Helmets, Cloaks, and so on. You
can equip one of each at the same time. Where some pieces of armour list things such
as “Defence +1”, this means that you should roll one more Combat Die when
defending. Below is an example.
NOTE: Chainmail and Plate Armour cannot be equipped at the same time. Also, you
cannot wear 2 pieces of the same type of equipment at the same time.
HEALING POTIONS
Instead of moving, heroes can choose to restore their stamina using a Healing Potion.
Drinking Healing Potions bought at the shop restores 2 BP. (However, you cannot
surpass your Max. BP.) You cannot give Healing Potions to another hero during a
quest. When drinking a Healing Potion, write your new BP on your character sheet,
and return the Healing Potion card to the Equipment Card pile.
LEVEL UP
After each quest, heroes may attempt to Level Up by paying 500 gold. If heroes Level
Up, their Max. BP increases by 1. If they fail to Level Up, their Max. BP does not
change. The 500 gold is not returned.
The conditions for levelling up are as follows.
Warrior and Dwarf:
Roll 4 Combat Dice, and you Level Up if you roll 2 or more white shields.
Magician and Elf:
Roll 3 Combat Dice, and you Level Up if you roll 2 or more white shields.
In Chapter 3, the enemies become more powerful, but the heroes also continue to level
up. To play Chapter 3 and the Final Chapter, players must learn the Advanced Rules.
Gameplay Under the Advanced Rules
All cards are used.
The basic rules of gameplay do not change from the Intermediate Rules, but in the
Advanced Rules, the following rules are added.
ADVANCED MAGIC
In Chapter 3, the Magician and Elf can now use Advanced Magic. There are many
different types of Advanced Magic. Use the 12 Spell Cards to unleash magic in whatever
way you desire.
TYPES OF MAGIC
Advanced Magic is classed into 4 elements of magic based on the magic’s energy source.
Earth Magic - Defence and Healing Magic Air Magic - Attack Magic
Water Magic - Defence and Healing Magic Fire Magic - Attack Magic
CHOOSING MAGIC
In each quest, the Magician can use magic from 3 elements. The Elf can use magic from
1 element. Before starting a game, the Elf first chooses 1 element, and takes that
element’s 3 Spell Cards. Then, the Magician takes the remaining 3 Spell Cards for the
other 3 elements, making 9 cards in total.
CASTING MAGIC
During their turns, the Magician and Elf may cast magic once instead of entering
Combat or Searching. You can choose the magic you wish to use from the Spell Cards
you hold. Each Magic can only be used once during each quest. Once the magic’s effect
fades, discard the card of the Magic you used. Magic can only be cast on yourself or a
target you can see. Also, you cannot cast magic on a target when there is an enemy in
the way between you and the target.
OPTIONAL RULES
By adding these rules, clearing quests becomes much more difficult. If you wish to have
a more full-fledged Role-Playing Game experience, try adding the following conditions.
Some players may dislike playing a “Villain” such as the Dark Demon King Grimdead.
Not to mention the annoying role of “Game Facilitator” that comes with it……
SO,
Here is an explanation of the right way of enjoying the role of the Dark Demon King
Grimdead.
Whatever may happen, the Demon King knows every secret of every dungeon, and can
freely control every monster, so he is like a God in the game. If the Demon King felt
like it, he could easily murder all of the heroes. However, you shouldn’t think like that.
The true joy of playing the Demon King, is to entertain the heroes. How you can help
the heroes have an exciting adventure should always be on your mind. Your goal is to
freely aid them.
By doing that, you’ll soon realise that you’re enjoying the game as well as the heroes.
The main points are as follows.
ALSO,
The ultimate way to enjoy the game is to make up custom dungeons. This is a special
privilege given only to the Demon King. Feel free to photocopy the blank map
attached and use it.
When making a dungeon, remember these warnings.
Try your best to be the greatest Demon King you can be. Farewell.
Annex, page 21/2
Annex, page 22/2
GLOSSARY
A H Q
Adjacent squares……...P04 Healing Potions ……….P18 Quest .…………………...P03
Advanced Magic………. P19 Hidden Doors ………….P15 Quest Book ..…………...P05
Advanced Rules……….P19 Hidden Treasure ………P13 Quest Rules..……..…….P05
Armour………………….P17 I ………….P15 R
Attack……………………P09 Intermediate Magic ……P12 Revival.……………….…P11
Attack Power…………....P09 Intermediate Rules …....P12 S
B L Screen …………………..P05
Beginner Magic ………..P11 Legendary Treasure…..P06 Search …………………..P13
Beginner Rules ………..P07 Level Up ………………..P18 Surrounding squares......P04
Body Points ……………P03 M T
Book of Adventure …….P05 Magic: Beginner Magic Trap Activation .………...P16
BP → Body Points Intermediate Magic Trapped Treasure Chest...P16
C Advanced Magic Traps..……..…………….P15
CD → Combat Die/Dice Maximum Body Points ..P03 Trap Search.….….……..P14
Character Sheets ……..P04 Maximum Mind Points ..P03 Treasure: Hidden Treasure
Character Boards ……..P04 Mind Points …………….P03 Open Treasure Chest
Collapse ……..…………P16 Monster Cards ….……..P05 Treasure Search
Combat …………………P09 Movement ……….……..P08 Treasure Cards
Combat Dice…………...P05 Movement Distance ..…P08 Treasure Cards .……..…P13
Custom Dungeons…….P21 MP → Mind Points Treasure Search.…....…P13
D O Turn Order.…………...…P07
Damage………………...P10 Open Treasure Chest ...P09 W
Dead Ends ……………..P09 Optional Rules …..…….P20 Weapons.…………….....P17
Deciding Roles………...P06 P What can be seen..…….P08
Defence ………..………P09 Party ….………………...P03
Defence Power ………..P09 Pit traps…………………P15
Doors……………………P08 Placement……………...P09
E Projectile Weapons……P17
End of Quest …………..P05
End of the Game………P07
Equipment ……………..P16
CO., LTD.
Takara Customer Service Centre
T 4-19-16 Aoto, Katsushika-ku, Tokyo 125
TO CUSTOMER WHO PURCHASE: O
K
Y
Service Centre”. *Telephone reception hours: 1st Friday of the month (excl. holidays) 10:00 - 17:00.
This is a fan-made work performed by HispaZargon for the Ye Olde Inn’s Community Members.
ABSTRACT
This document is a direct translation to UK English language of the original 1991 Hero Quest
Japanese Edition Rules of Play. The only aim of this work is helping to preserve the information
contained in the original document for all past, today and future generations of Hero Quest players.
Please note that this is not an official translation, but its content tries to be as much accurate as
possible to the original version so, this means that, despite of including some minor corrections of
blatant errata detected in the original Japanese text, it has not been included modifications to the
Japanese original rules nor adaptation of them to the rules of other existing official editions of
Hero Quest. Additionally, this also means that there are several terms of the game that this version
names in a different way than the European & North American editions of Hero Quest do, but it has
been intentionally written in such way in order to preserve as much as possible the charm and context
of the original Japanese version. Some examples of those used terms are: ‘Demon King’ instead of
Evil Wizard, ‘Evil God’ instead of Chaos Sorcerer/Warlock, ‘Dark Warrior’ instead of Chaos Warrior,
‘Monolizard’ instead of Fimir, ‘Warrior’ instead of Barbarian, ‘Magician’ instead of Wizard and
‘Grimdead’ instead of Morcar/Zargon.
ACKNOWLEDGES
Thanks to Ye Olde Inn’s Community, especially to the following members who directly helped me in this task:
Special Thanks to the following Ye Olde Inn’s members who performed, during years 2013 – 2016, the first
known translation works of the rules of Hero Quest’s Japanese Edition. Note that the legendary OldScratch forum
also worked on it. Creating this document could not have been possible without their work, thank you so much:
Final Special Thanks to Milton Bradley, Games Workshop and all the original
Hero Quest’s design teams for creating this great and legendary board game.
Use of the Hero Quest Logo, Theme and Images are not intended as a challenge or threat to their
Copyrights. This document is made available for the sole purpose of private use and may not be
otherwise sold, in whole or in part, without the explicit permission of the Copyright holders.
HeroQuest is © 1989, 1991, 1992, 1993 Milton Bradley Company. All Rights Reserved.
A Division of Hasbro, Inc. Developed with Games Workshop. Japanese partner Takara Co. Ltd.
Pages 12,16,18 & 23 Term ‘Heal Potion’ has been replaced by ‘Healing Potion’.
1.4 04/Feb/2022
Annex page 1 Legendary OldScratch forum members acknowledge is included.