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Finding HQ

The HeroQuest FAQ
Version 1.01

Section 1: Credits

The HeroQuest FAQ was originally written by Carl Forhan. All material added to the FAQ on or after 08/02/1999 are written by Dewayne Agin. All material from the original FAQ is copyrighted 1995-1998 by Carl Forhan, and all additional material is copyrighted 1999-2000 by Dewayne Agin. Thanks to John Burnham and Mitchel Hansinger for their help in revamping the FAQ.

Section 2: Updates

12/06/01 Added information about the HeroQuest Comic Book and updated email links
02/08/00 Added question about Quest order and the first quest in the UK and US editions
11/05/99 Added info about HeroQuest Books
09/26/99 Updated Quest Pack List, added question about Unarmed Combat
08/02/99 FAQ taken over by Dewayne Agin.

Section 3: Introduction

Welcome to the HeroQuest! This Frequently Asked Questions document is intended to provide you with information on the current status of HeroQuest, such as new web sites, obtaining the main game and its supplements, and answers to frequently asked rules questions. Please forward all questions, comments, and suggestions for this FAQ to Dewayne Agin.


Section 4: General Questions

What is HeroQuest?
HeroQuest (HQ) is a fantasy boardgame. Players take on the role of one of four Heroes: the Barbarian, Dwarf, Elf, or Wizard. Another player takes the role of Zargon/Morcar, the Game Master, who controls the forces of Chaos that the Heroes face in hidden stone labyrinths of underground rooms or corridors. Game play is simple, and allows the players to play as a straight board game or to incorporate Role Playing. A typical session, or Quest, lasts between one to two hours.

Who designed HQ?
HQ was originally designed by Steve Baker, who worked for MB UK at the time. He was also responsible for the design of MB's Space Crusade. Much of the artwork for the game, along with the figure sculpting, was done by Games Workshop

What differences are there in the UK (1989) and the US (1991) versions of HQ?
HQ was first released in 1989 in the UK. The initial release contained cards for every item that could be purchased from the Armory, plus each monster had only one Body Point. The Heroes' adversary was named Morcar. The US version released in 1991 had a cardboard box insert with the Armory listing, and monsters had different Body Point statistics. The adversary in the second release was named Zargaon. Except for the first quest, the quests contained in the UK and US versions were basically the same.

The first quest in the UK edition is The Maze. Each Hero starts in one of the corners of the board, and must find the stairs. The first Hero to find the stairs gains 100 gold coins. The first quest in the US edition is The Trial. The Heroes start together, and must find and destroy the Gargoyle Verag.

What is Advanced HeroQuest?
Advanced HeroQuest was produced solely by Games Workshop. It is considerably different from its Milton Bradley counterpart. The rules are much more complex and detailed. The game has been out of production since 1992.

Is HQ still produced?
Milton Bradley is no longer producing HQ. Carl Forhan mailed them a letter in August 1994 inquiring about this, and also on the availability of the remaining HQ inventory. He received a form letter reply saying, "Thanks for your interest, but HQ is no longer produced." They didn't mention whether or not they had additional items in stock.

How can I reach Milton Bradley?
Here's the US address for Milton Bradley:

Milton Bradley Company
443 Shaker Road
East Longmeadow, MA  01028-5247
Phone: (413) 525-6411

Email: mbconsumer@hasbro.com

Web:   http://www.hasbro.com/
       (MB's parent company)
Where can I find HeroQuest?
Since HQ and all the accompanying Quest Packs are out-of-print (OOP), you can only rarely find them in stores these days. Check flea markets and garage sales, or the Rare/OOP section in your local game store. Online, HQ can be found at online auctions like eBay, and can be found for sale on several of the newsgroups (go to Google's Advanced Group Search page to look for recent postings for HQ). A good idea when searching either an online auction or newsgroup is to look for 'heroquest' (one word) and 'hero quest' (two words) as the game gets posted both ways.

What supplements (Quest Packs) were made?
There were two Quest Packs released in both the US and Europe:
Two Quest Packs were released only in the US:
Three Quest Packs were released only in Europe, each in several languages:

Three HeroQuest books were released in the UK. Two of these contained single level, solo quests:
A HeroQuest Comic Book was released in Great Britain in 1991. This contained articles describing the Heroes and Monsters of the game, painting your miniatures, a Quest called Revenge of the Weatherman, a comic strip adventure, HeroQuest merchandise, and some new tiles.

What order should the quests be played in?
The quest packs themselves contain hints as to the order of some of the quests should be played in. After the basic quest book, there is a page detailing how the Emperor was trapped in Karak Varn (Kellar's Keep). In Against the Ogre Horde, Morcar (Zargon) laments his failures in Kellar's Keep and with his ally the Witch Lord. In the same quest pack he sends out his Chaos Warlock Festral, who returns home in Wizard's of Morcar in failure. Using these clues these quest packs should be played in this order:
There are no other clues as to where The Frozen Horror, Mage of the Mirrors, or Back Company fit into the list. I would suggest playing them after the first 5 quests. Any other ideas?

What other sources of HQ supplements are available?
Two quests were published in White Dwarf Magazine, published by Games Workshop.
Adventures Unlimited published one article in issue #5, The Inns Of Chaos.

Vindicator published several HQ articles:
Fractal Spectrum published these two articles:
Note that the articles from Vindicator and Fractal Spectrum have been reprinted in the Alchemist's Bench.

What information is available on the Internet for HQ?
There are many new Quests, Board Overlays, Monsters, Heroes, and Rules that can be downloaded from the many HQ pages that are on the Internet.

What other games have components such as figures or boards that might be compatible with HQ?

Title Publisher
Advanced HeroQuest Games Workshop
Warhammer Quest Games Workshop
Dragonfire Heartbreaker Hobbies
Dark World Mattel
BattleMasters Milton Bradley
Lionheart Parker Brothers
DragonStrike TSR

Note that all of these games are out of print.

Do you have any suggestions for improving HQ?
Here are a few:

Section 5: Specific Rule Questions

If you have any questions you would like to submit, please forward them to me at innkeep@aginsinn.com

HeroQuest game system

How does one handle multiple (and possibly conflicting) spells cast on the same character? For instance Zargon casts Fear (reduce to 1 attack die) on the Elf who's normal roll is 2 attack dice. The Elf then casts Courage (+2 attack dice) on himself. How many attack dice does the Elf roll?

The spell effects should be applied in the order they occur. So in the above example, the Elf would have 3 attack dice. No matter what weapon he is using, he is reduced to 1 attack die because of the Fear. The Courage spell then adds 2 attack dice to this number. If the Courage spell is broken (either by losing sight of a monster or by using the 1 attack that it is good for) then Fear is the only spell in effect and the Elf is reduced to 1 die. If the Fear is broken first, the Elf can roll 4 attack dice (2 + 2 for Courage).

In the basic rules, it pretty clearly states that diagonal movement is not allowed. However, under the section that describes how to jump a pit a diagram shows that a jump to a diagonal square is allowed. (See diagram.) What's the deal here?
        |   |\ /|
        |   | X | <-- Pit
            |   |
            |   |
In the basic rules, a pit may be jumped if the Hero has 2 movement squares left. He moves into any of the Adjacent squares beyond the pit (see the rulebook section JUMPING A TRAP). In this instance, the only adjacent square is diagonal, so it is the only pit that the Hero may land on.

What happens if a Hero's weapon is destroyed with the Rust Spell? How do they fight?

In HeroQuest, the Heroes roll attack dice depending on the weapon they are using. The rules make no mention of fighting without weapons, yet the possiblity does exist. In the Quest #6, "Legacy of the Orc Warlord", it states that an unarmed Hero rolls 1 attack die. Since this is the same as a Hero armed with a dagger, I let the Heroes roll "Unarmed Combat Dice" to attack unarmed. The Hero must roll a Black Shield to hit. They may roll this many dice:
Barbarian 4
Dwarf 3
Elf 2
Wizard 1

Kellar's Keep

Return of the Witch Lord

Elf Quest Pack

Do the Rabbit Boots behave differently when dealing with long pits? If they fail a normal pit jump on a black shield, should they then not fail a long pit jump on a white shield, or even a skull?

No, Rabbit Boots (an artifact gained in the Return of the Witch Lord) behave the same regardless of the size of the pit.

Does the Potion of Dexterity really guarantee a long pit jump?


Barbarian Quest Pack

Can Yeti roll defend dice while hugging? (They can't make other attacks while hugging, but can they defend?)

Every Hero or Monster should get to roll defend dice, regardless of the circumstances. However, one could develop a house rule whereby the defend dice of a Yeti is reduced while hugging by one or two dice. This is strictly optional, of course.

If an Ice Gremlin moves first, then steals something, does he still get to run?

One could argue stealing is an action, and as such terminates the movement phase. However, many things don't count as an action, only those things specifically listed on the Hero cards and rulebook. You could allow the Gremlin to use his remaining movement points in the escape.

If a lone Hero encounters a Yeti which successfully "hugs" him, is the Hero automatically dead? It would seem so; the rules didn't seem to allow for a hero to free himself from the Yeti's grip.

As the rules indicate, a "hugged" Hero may not defend nor take any actions. This is probably intended to allow a deadly Monster in the game, which will cause the egomaniacs of the group to think twice before wildly attacking. :) One suggestion would be to allow the Hero to roll his/her normal attack dice at the start of each turn. If less than two skulls are rolled, the Hero remains in the hug. If two or more skulls are rolled, no damage is inflicted on the Yeti, but the hug is broken and the Hero may move away if desired (the Hero's action is lost for the turn, however).

Section 6: Disclaimer

HeroQuest is a trademark of Milton Bradley. Advanced HeroQuest is a trademark of Games Workshop. The use of these is not intended to challenge their respective copyrights. This document is not specifically approved by Milton Bradley or Games Workshop.

Written by Carl Forhan and Dewayne Agin
This article is copyright 1995-1998 by Carl Forhan, and 1999-2000 by Dewayne Agin, and may not be reproduced in any form without permission by the author, except for personal use or redistribution through normal Usenet channels and if no fee is charged for such use.
Comments or corrections?