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
Section 2: Updates
||Added information about the HeroQuest Comic Book and updated email links
||Added question about Quest order and the first quest in the UK and US
||Added info about HeroQuest Books|
||Updated Quest Pack List, added question about Unarmed Combat|
||FAQ taken over by Dewayne Agin. |
Section 3: IntroductionWelcome 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 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
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
(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:
- Kellar's Keep
- Return of the Witch Lord
Two Quest Packs were released only
in the US:
- Elf Quest Pack (with the quest booklet "The Mage of the Mirrors")
- Barbarian Quest Pack (with the quest booklet "The Frozen
Three Quest Packs were released only in Europe, each
in several languages:
- Wizards of Morcar
- Against the Ogre Horde
- HeroQuest Masters Edition contained the quest The Dark Company
- In addition the Adventure Design Kit was released in Europe. This is not
an actual Quest Pack, but a kit to use in designing your own
Three HeroQuest books were released in the UK.
Two of these contained single level, solo quests:
- The Tyrant's Tomb by Dave Morris, contained the quest A Growl
Of Thunder, a solo quest for the Barbarian.
- The Screaming Spectre by Dave Morris, contained the quest
Running the Gauntlet, a solo quest for the Wizard.
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:
1) Basic Game QuestsThere 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?
2) Kellar's Keep
3) Return of the Witch
4) Against the Ogre Horde
5) Wizard's of Morcar
- What other sources of HQ supplements are available?
Two quests were published in White Dwarf Magazine, published
by Games Workshop.
- White Dwarf #134 - The Halls of Durrag-Dol
- White Dwarf #145 - The Eyes of Chaos
published one article in issue #5, The Inns Of Chaos.
published several HQ articles:
- Vindicator Volume 1, #2 - Review: Quest Pack for the Elf and
HeroQuest Hall of Foes I
- Vindicator Volume 1, #3 - Review: Barbarian Quest Pack and
HeroQuest Hall of Foes II
- Vindicator Volume 1, #4 - HeroQuest Variants
- Vindicator Volume 1, #5a - The Rogue
- Vindicator Volume 2, #3 - HeroQuest Treasure Cards
Fractal Spectrum published these two articles:
- FS #13 - HeroQuest: A Notch Above
- FS #17 - HeroQuest Hall of Foes III
Note that the
articles from Vindicator and Fractal Spectrum have been
reprinted in the Alchemist's
- 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.
- I have a large collection of HQ links on my Link
- There is also a free HQ email newsletter, the Alchemist's
Bench being published.
- What other games have components such as figures or boards that might be
compatible with HQ?
Note that all of these games are out of print.
- Do you have any suggestions for improving HQ?
- Here are a few:
- Add some non-combat encounters. These could be anything from a dying
Goblin with an important message, to a Dwarf who's digging for gold in a
remote passage. Non-combat encounters make the players think more about
what's going on in their surroundings. Sometimes the encounters have
important implications, others may be to confuse or entertain the players.
- You can design Quests around a plots or themes. What if there's a feud
going on between the Orcs and the Goblins? Will they attack the Heroes, or
try to enlist their help? How about a mystic portal that must be closed to
stop the outpouring of Undead? These longer-running plots can create ongoing
goals for the Heroes to pursue.
- And who can resist the Recurring Villain? Create a villainous Wizard,
Chaos Warrior, etc., complete with some special items or abilities, and have
him do his best to foil the Heroes' Quests. You don't have to use him in
every adventure, and sometimes he may not even be the primary antagonist,
but a properly played Recurring Villain can be a nuisance and a challenge
rolled up into one. Make sure he has a way to retreat, however, such as the
Escape spell. You don't want your Heroes defeating him on the first
Section 5: Specific Rule Questions
If you have any questions you
would like to submit, please forward them to me at email@example.com
HeroQuest game system
- SPELL CANCELLATION
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
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
- JUMPING PITS AND DIAGONAL MOVEMENT
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
- UNARMED COMBAT
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:
Return of the Witch Lord
Elf Quest Pack
- JUMPING LONG PITS WITH RABBIT BOOTS
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
No, Rabbit Boots (an artifact gained in the Return of
the Witch Lord) behave the same regardless of the size of the pit.
- JUMPING LONG PITS WITH A POTION OF DEXTERITY
Does the Potion of Dexterity really
guarantee a long pit jump?
Barbarian Quest Pack
- YETIS AND DEFENDING
Can Yeti roll defend dice while hugging? (They can't
make other attacks while hugging, but can they
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.
- ICE GREMLIN STEALING AND MOVING
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.
- LONE HERO AGAINST YETI
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
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,
Section 6: DisclaimerHeroQuest 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
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