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Advanced HeroQuest was a revised and expanded version of the HeroQuest game. The basic concept is the same: four heroes venture into a dungeon to fight monsters and gain treasure, but the rules are more detailed and complex.
The heroes are agents of the Wizard known only as Mentor, Zargon's former master and keeper of a book called Loretome, which contains all the world's knowledge.
The four player characters offer a choice of gameplay. The Barbarian and Dwarf allow a more combat-oriented game, while the Wizard and Elf can cast spells.
The artwork and miniatures of each character are standardised, but the equipment stats vary somewhat from this basic portrait.
The game is played on a grid representing the interior of a dungeon or castle , with walls segmenting the grid into rooms and corridors. The map details the placement of monsters, artifacts, and doors, as well as the overall quest the other players are embarking upon.
Quests vary and include scenarios such as escaping a dungeon, killing a particular character, or obtaining an artifact.
The evil wizard first places the entry point on the map, usually a spiral staircase, although on some quests the players enter via an external door or begin in a specific room.
The map may also specify a wandering monster. This is a monster that may enter the game if a player is unlucky while searching for treasure. The remaining players select their character from the four available.
If the wizard is chosen while the Elf is not then the wizard player may choose any three spell sets. If the Elf is chosen while the wizard is not then the Elf may choose any spell set.
If both the wizard and Elf are chosen then the wizard chooses a spell set first, then the Elf chooses a set and the wizard gets the remaining two sets.
The players may also start the quest with items collected on previous quests, such as extra weapons, armor, and magic items.
The game begins with the gamemaster reading the quest story from the perspective of Mentor, to set the scene for the game about to be played.
During a Hero's turn, the player can move before or after performing one of the following actions: attack, cast a spell, search for traps and secret doors, search for treasure.
Players roll two six-sided dice , referred to as "Red Dice" in the game manual, and may then move up to that number of squares. A player does not need to move the full amount of the roll and can end movement at any time.
Players may move over a square occupied by another player if the occupying player grants permission, but may not occupy the same square. Doors, monsters, and other objects are placed on the board by the evil wizard player according to line of sight.
Once placed on the board they are not removed unless killed, thereby providing a steady stream of monsters for the evil wizard player to use.
The character players and the evil wizard player use the same dice, but the evil wizard player has a smaller chance of rolling their specific shield.
The number of dice used is determined by the basic statistics of the player or monster, whether they are attacking or defending, plus any modifiers due to spells or items being carried.
The attacker attempts to roll as many skulls as possible, and the defender as many shields as possible. If the attacker rolls more skulls than the defender rolls shields, the defender loses body points according to how many skulls they failed to defend.
If a character's body point count falls to zero, they are killed and must be removed from the game. If there is a fellow hero in the same room or hall when the hero died, that hero may then pick up all weapons, armor, gold and any artifacts.
At the start of the next quest a new hero can be created and then given all items. If the hero dies with no other hero in the same room or hall then the monster collects all items and all are then lost forever.
The Wizard and the Elf are the only two player characters allowed to use spells, and must choose their spells from four sets of element-themed Air, Fire, Water, Earth spell cards, each consisting of three spells.
Combat uses a rudimentary dice system in which both combatants roll special dice to attack and defend, depending on who initiated the encounter.
Each skull the attacker rolls is nullified by each shield the defender rolls. On the next action turn, the other participant can then initiate combat and switch roles.
To beat a scenario, the player must locate the exit and leave. They ideally will have completed the objective posited by the mission overview, which can involve assassinating a specific monster, rescuing an NPC or collecting a certain item.
By reaching the exit with the main mission completed, they earn a cash reward and the mission is listed as completed on their record.
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High Adventure in a World of Magic! The game was based loosely around archetypes of fantasy role-playing games: the game itself was actually a game system, allowing the gamemaster called "Morcar" in the original British version and most localisations, but "Zargon" in the United States and Canada to create dungeons of their own design using the provided game board, tiles, furnishings and monsters.
I have organized everything you will need and made quality of life changes like both Papercraft and 3D models that help me and my friends play, if you don't understand why HeroQuest is so great, you should let BardicBroadcasts explain it to you.
I decided to share what I have put together for anyone else who wants an easy to start a HeroQuest adventure! Hero Quest is a dungeon crawl, one of the earliest dungeon crawls to be released.
Inspiring games such as Dungeons and Dragons Board game, Descent, Warhammer Quest, Space Crusade and many more, it is still considered one of the best if not the best in it's genre.
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