HeroQuest
HeroQuest Logo

Released by Milton Bradley in 1989, this board game is often referred to as Dungeons & Dragons Lite. It is fast-paced and action-packed, making it a great introduction to fantasy gaming. It is designed for ages 10 and up and can handle 2-5 players. Like many board games of its genre, it requires one player to be a "Game Master" in control of the enemy creatures on the board. In this system, the GM is referred to as Zargon, the evil sorcerer.

The original version of this great game is no longer in print. You can find it on eBay and other online locations. However, there is a whole new line of releases and expansions!

Game Booklets


House Rules


  • Hero Movement Heroes move at a maximum speed of 7. Under normal rules, each player rolls 2d6 to determine how far his character can move. By making it a set number, you eliminate four dice rolls per turn, which speeds up play. Also, character can think and plan with more strategy because covering distance is not a random event.

  • Three-Player Games One player is the Game Master, or Zargon. One player controls the Barbarian and the Elf. The other controls the Dwarf and the Wizard. This division works best because it puts a fighter-type in each player's control as well as a caster. You never want to pair the Elf and Wizard or Barbarian and Dwarf with one player.

  • Four-Player Games One player is the Game Master, or Zargon. One player controls the Barbarian. Another controls the Elf. The last controls the Dwarf and the Wizard.

Resources


Heroes


Barbarian BARBARIAN
Attack Dice Defend Dice Starting Points
Body Mind
3 2 8 2
You are the Barbarian, the greatest warrior of all. But beware of magic, for your sword is no defense against it.


Barbarian DWARF
Attack Dice Defend Dice Starting Points
Body Mind
2 2 7 3
You are the Dwarf. You are a good warrior and have the unique ability to disarm traps without a tool kit. To do so, you must avoid rolling a black shield on a combat die.


Barbarian ELF
Attack Dice Defend Dice Starting Points
Body Mind
2 2 6 4
You are the Elf, a master of both magic and the sword. You must use both well if you are to triumph. You have the power to cast 3 magical spells, all relating to one natural element.


Barbarian WIZARD
Attack Dice Defend Dice Starting Points
Body Mind
1 2 4 6
You are the Wizard. You have the power to cast many different spells. In combat, however, you are weak. You cannot wear armor or use large weapons. Therefore, you must cast your spells wisely and avoid physical combat.

Monsters


Chaos Warrior CHAOS WARRIOR
Move Attack Dice Defend Dice Body Points Mind Points
7 4 4 3 3
These are men who have become monsters—slaves to darkness. They are always heavily armored and often bear weapons enchanted with Chaos magic. These dread Warriors strike fear into all but the bravest (or most foolish) of opponents.


Fimir FIMIR
Move Attack Dice Defend Dice Body Points Mind Points
6 3 3 2 3
These one-eyed, lizard-like creatures are stronger even than Orcs. They are sometimes found leading small bands of Orcs and Goblins but are dangerous enough even when encountered singly.


Gargoyle GARGOYLE
Move Attack Dice Defend Dice Body Points Mind Points
6 4 5 3 4
These foul creatures are also produced by Chaos magic. In essence, they are stone statues of great monsters, brought to life through arcane rituals. Their stone skin makes them very hard to wound in combat.


Goblin GOBLIN
Move Attack Dice Defend Dice Body Points Mind Points
10 2 1 1 1
These green-skinned creatures are small and cruel. Despite their small size and lack of brute strength, they are dangerous foes. Orcs have enslaved many Goblin tribes, and the two are often found together.


Mummy MUMMY
Move Attack Dice Defend Dice Body Points Mind Points
4 3 4 2 0
Embalmed and preserved by secret and magical arts, Mummies are controlled by a more powerful version of the magic that animates Zombies and Skeletons. They are very hard to overcome in single-handed combat.


Orc ORC
Move Attack Dice Defend Dice Body Points Mind Points
8 3 2 1 2
Orcs are related to Goblins, but are larger and much more powerful. They form the rank and file of Zargon's armies and delight in cruelty and slaughter. Savage and vicious warriors, Orcs should never be underestimated.


Skeleton SKELETON
Move Attack Dice Defend Dice Body Points Mind Points
6 2 2 1 0
The animated remains of long dead warriors, Skeletons form the bulk of the Armies of the Undead. They are slow but relentless, controlled by Chaos magic.


Zombie ZOMBIE
Move Attack Dice Defend Dice Body Points Mind Points
5 2 3 1 0
Like Skeletons, Zombies are magically animated corpses. Unlike Skeletons, some still bear traces of decaying flesh and muscle. Their movements are slow and awkward and they carry the stench of the grave wherever they go.

Treasury Items - Core Rules


Treasure Card Items

POTIONS

A potion is a single use magical item. It is a free action to consume (meaning you can do so at any point on your turn) and is gone after one use.

Heroic Bew — Drink this before you attack and make two attacks instead of one. After your turn, the effects end and the brew is consumed.

Potion of Defense — When you drink this potion, you may add two extra combat dice to your next defend action.

Potion of Healing — When you drink this potion, you restore a number of Body Points equal to the result of one red dice (1d6). You cannot exceed your starting number of Body Points.

Potion of Strength — When you drink this potion, you may add two extra combat dice to your next attack action.

Artifacts

Borin's Armor — This magical suit of plate mail allows the wearer to roll four combat dice in defense. Unlike normal plate mail, this mysterious, ultralight metal armor does not slow down its wearer. May not be used by Wizard.

Elixir of Life — This small bottle of pearly liquid will bring a dead Hero back to life, restoring all of his Body and Mind Points. This potion can only be used once.

Orc's Bane — When using this magical shortsword, you roll two combat dice to attack. You may attack twice if attacking an Orc. May not be used by Wizard.

Ring of Return — When invoked, this magical ring will return all Heroes that the ring wearer can "see" to the starting point of the Quest. It can only be used once.

Spell Ring — This ring enables the Wizard or Elf to cast one spell two times (not simultaneously). At the beginning of a Quest, the wearer of this ring must declare which of his spells he is storing in the ring.

Spirit Blade — This magical broadsword has an eerie handle of carved bone. When using it, roll three combat dice to attack, or roll four combat dice if attacking an undead monster (Skeleton, Zombie, or Mummy). May not be used by Wizard.

Talisman of Lore — This magical medallion increases your Mind Points by 1 for as long as it is worn.

Wand of Magic — This magical wand allows the Elf or Wizard to cast two separate and different spells on his turn instead of one single spell.

Wizard's Cloak — This magical cloak made of shimmery fabric is covered with mystical runes. It can be worn only by the Wizard, giving him one extra combat die in defense.

Wizard's Staff — This long ancient staff glows with a soft blue light. It can be used only by the Wizard, giving him the attack strength of two combat dice and the ability to strike diagonally.

Quest Summaries - Core Rules


  1. The Trial

    "You have learned well, my friends. Now has come the time of your first trial. You must first enter the catacombs which contain Fellmarg's Tomb. You must seek out and destroy Verag, a foul Gargoyle who hides in the catacombs. This Quest is not easy and you must work together in order to survive. This is your first step on the road to becoming true Heroes. Tread carefully my friends."

  2. The Rescue of Sir Ragnar

    "Sir Ragnar, one of the Emperor's most powerful knights, has been captured. There is reason to believe that he is being h eld prisoner by Ulag, the Orc Warlord. You are to find Sir Ragnar and bring him back ot the stairway. Prince Magnus will pay 240 gold coins to be divided among the Heroes, if they rescue Sir Ragnar. No reward will be paid if Sir Ragnar is killed during the escape."

  3. Lair of the Orc Warlord

    "Prince Magnus has ordered that the Orc Warlord, Ulag, who was responsible for the imprisonment of Sir Ragnar, be sought out and destroyed. When Ulag is destroyed, the Heroes will receive a reward of 180 gold coins to be divided among them. Any treasure found in Ulag's stronghold may be kept by the finder alone."

  4. Prince Magnus' Gold

    "Three treasure chests have been stolen while being taken to the Emperor. A reward of 240 gold coins has been offered to any group of Heroes who return with chests and ALL of the gold. The thieves are a well-known band of Orcs whose lair is in the Black Mountains. They are led by Gulthor, a Chaos Warrior."

  5. Melar's Maze

    "Long ago, a powerful wizard by the name of Melar created a Talisman of Lore which would enhance the wearer's understanding of magic. It is rumored that Melar hid the Talisman in an underground laboratory at the heart of his Maze, fearing it might be stolen by the evil minions of Zargon. As you search for the Talisman, beware of many traps and deadly monsters.

  6. Legacy of the Orc Warlord

    "Ulag's foul offspring, Grak, has sworn revenge on those who killed his father. Althrough it has taken him several months, he has finally tracked you down (all four Heroes) and captured you in an ambush. Now you are all held prisoner in his dungeons while he decides when and how you will meet your fate. While the guard sleeps outsider your cell, you manage to pick the lock with an old rat bone. You must find you equipment and escape to the stairway."

  7. The Lost Wizard

    "The Emperor's personal wizard, Wardoz, has disappeared. The Emperor fears that he has been murdered or has succumbed to the lures of Chaos magic. You must find out what happened to Wardoz. You will each be paid 100 gold coins upon returning to the stairway."

  8. The Fire Mage

    "The Orcs of the Black Mountains have been using fire magic in their raids. Balur, the Fire Mage, is thought to be responsible for helping them. No fire magic can harm Balur and the Emperor's wizards are unable to counter his spells. You have therefore been chosen to enter his lair, deep beneath Black Fire Crag. The Emperor will reward each Hero with 100 gold coins for Balur's destruction."

  9. Race Against Time

    "A guide has led you into an underground maze that is rumored to hold a great secret. He has led you down many dark corridors and finally you find yourself in a room with three doors. Suddenly the guide puts out his torch and in the darkness you hear him laugh. 'Farewell, my Heroes,' he sneers as he makes his escape. You realize to your horror that it is a trap! You must escape (make it back to the stairway) or perish in this dark, forgotten hole."

  10. Castle of Mystery

    "Long ago, a wizard named Ollar discovered the entrance to a gold mine. Using his great powers, he built a magic castle above the mine to protect it. The lower chamber of the castle has many magical doors and is guarded by a host of monsters who were trapped in time. Can you find the entrance to the gold mine? Others have tried, but the castle thwarted them every time."

  11. Bastion of Chaos

    "Lands to the east have been plagued by marauding Orcs and Goblins. The Emperor has ordered that a band of worthy Heroes should be sent forth to destroy them. The Orcs are well-protected in a strong underground fortress known as the Bastion of Chaos. They are led by a small group of Chaos Warriors. You must fight your way in and kill all of the monsters you find. A Hero will be paid a bounty of 10 gold coins for each Goblin killed; 20 gold coins for each Orc killed; 30 gold coins for each Fimir killed; and 50 gold coins for each Chaos Warrior killed."

  12. Barak Tor—Barrow of the Witch Lord

    "War with the eastern Orcs is brewing and the Emperor needs to unite the lesser kingdoms for the conflict to come. To do this, you must find the ancient Star of the West as worn by the Kings of Legend in ages past. You will be rewarded with 200 gold coins (to be divided evenly among all Heroes) when the Star of the West is returned to safety. The Star of the West lies in Barak Tor, the resting place of the evil Witch Lord. He was defeated by the magical Spirit Blade long ago. This blade is the only weapon that can harm him."

  13. Quest for the Spirit Blade

    "You have awoken the Witch Lord! He will pose a most serious threat to the Emperor in the coming war. The Witch Lord must be destroyed before he can bring his army of Undead to attack the Emperor's forces. Your goal in this Quest is to find the Spirit Blade and return it to safety. Only this ancient weapon can harm the Witch Lord. The Spirit Blade was forged by the Dwarves of the World Edge Mountains and cooled in the Elven Fountain of Leben. The sword now lies somewhere in an ancient ruined temple."

  14. Return to Barak Tor

    "Now that you have found the Spirit Blade, you must return to Barak Tor and defeat the Witch Lord. The Emperor has ridden forth to meet the eastern Orcs at Black Fire Pass. If you fail, the Witch Lord will lead his army of Undead and attack the Emperor's forces from the rear. Then nothing will remain to prevent the forces of Chaos from overrunning the land!"

Our Games


This page serves not only as a record of when we played and who was involved, it also makes a convenient location to keep old character sheets. The sheets that come with the game are difficult to keep up with, so an online solution is preferred.

December 19, 2006 ~ 1 hour gaming

December 22, 2006 ~ 3 hours gaming

  • Zargon Charles Plemons
  • Players Casey S., Colby W., Shane B.
  • Characters Dorwind Frostbite, Dunlof, Kragen the Mighty, Willie
  • Quests Core Booklet Quest 2—The Rescue of Sir Ragnar, 3—Lair of the Orc Warlord, 4—Prince Magnus' Gold

August 21, 2008 ~ 2.5 hours gaming

August 28, 2008 ~ 2.5 hours gaming

September 25, 2008 ~ 2 hours gaming

October 2, 2008 ~ 3 hours gaming

October 16, 2008 ~ 3 hours gaming

  • Zargon Charles Plemons
  • Players Casey S., Colby W., Shane B.
  • Characters Eric, Kragen the Mighty, Whitebeard Shortstack, Willie
  • Quests Core Booklet Quest 11—Bastion of Chaos, 12—Barak Tor—Barrow of the Witch Lord, 13—Quest for the Spirit Blade

October 18, 2008 ~ 1.5 hours gaming

October 18, 2016 ~ 2 hours gaming

June 11, 2024 ~ 2 hours gaming

  • Zargon Charles Plemons
  • Players Casey S., Josh J.
  • Characters Barbie, Elmer, Flimsy, Stout
  • Quests Core Booklet Quest 1—The Trial (failed once; succeeded)