Revisions to the
HeroQuest Logo
Basic Rules





HeroQuest Rule Revisions
Revisions occur in the same order as they appear in the HeroQuest instruction book.
Only the sections with changes have been included.


Hero Movement

Each Hero may move up to 7 squares on their turn. Heroes do not have to move their entire distance. When moving, Heroes may not pass over monsters, move through walls or move diagonally. Rooms may only be entered through doors. A Hero may not share a square with another figure, except in pit traps.

Looking, opening doors, getting caught in a trap, drinking potions, and picking things up do not count as actions. They can be done at any time during a Hero's movement phase. These things may not be done during the action phase. (See bottom left of Zargon's info screen.)


The Heroes' Actions:
Heroes may do one or none of the following actions on their turn:

Action 1 - Attack

Prone, held, sleeping and unconscious creatures receive the maximum 
amount of damage their attacker can inflict each turn.


Action 3 - Search for Treasure

How a Hero Searches for Treasure
How Zargon Reacts to a Hero's Search for Treasure Treasure may occasionally be concealed in hidden tiles in the floor or wall. This treasure will always have an indicator showing where to search, such as a map, pointing statue or other special object. To find this type of treasure a square by square search must be conducted in the floor/wall area indicated.


Action 4 - Search for Secret Doors

How a Hero Searches for Secret Doors How Zargon Reacts to a Hero's Search for Secret Doors Secret Doors may occasionally be concealed under tiles in the floor. These secret doors will always have an indicator showing where to search, such as a map, pointing statue or other special object. To find this type of secret door a square by square search must be conducted in the floor area indicated.


Action 5 - Search for Traps

How a Hero Searches for Traps How Zargon Reacts to a Hero's Search for Traps Types of Traps
Falling Block Traps
A floor tile triggers the release of a block of stone from the ceiling directly overhead. If a Hero triggers a falling block trap, they must roll the two red dice. If the Hero rolls equal to or less than their movement they reacted quickly enough to avoid damage. If they roll above their movement, they must subtract their movement score from the number rolled. This is the number of combat dice they must roll to determine the amount of damage taken from the trap. The Hero suffers 1 point for each skull rolled. Defend dice are not rolled.

Whether or not they sustained damage, the Hero must then immediately decide to leap ahead or jump back, because this square is now permanently blocked. The Hero should choose carefully, as they may become trapped forever, or cut off from the rest of the party.

Spear Traps
A floor tile triggers the firing of a spear from the wall, floor or ceiling. If the Hero triggers a spear trap they must roll the two red dice. If the Hero rolls equal to or less than their movement they reacted quickly enough to avoid damage. If they roll above their movement, the spear hit the Hero, causing 1 point of damage and ending the Hero's turn. The spear trap is gone forever and the square can be traversed safely.
Jumping a Trap

A Hero may attempt to jump over the tile containing a trap's triggering mechanism. There must be an empty tile beyond the trigger tile onto which the Hero can land, and the Hero must have at least two movement points left. The Hero then rolls one combat die. A skull indicates failure to clear the mechanism, and they sustain damage from the trap. Place the Hero's figure on the trap tile and follow the directions for the type of trap triggered. Rolling either shield means the Hero successfully jumped over the trap. They have expended two movement points to do so, though they can continue to move if they have any movement remaining.

PC's can voluntarily enter a pit without suffering damage, but expend 3 movement points to do so. Climbing out of a pit also requires 3 movement points, one to move forward and one for each of the two 5' changes in height.

Do not place traps at corridor intersections and corners. Design the dungeon so that diagonal movement is not necessary.


Action 6 - Disarm a Trap

In order to disarm a trapped object, a Hero must be adjacent to it. In order to disarm a floor tile trap, a Hero must be on it. If the trap is disarmed it is considered completely safe and is not put on the game board. If however, the disarm roll is missed the trap is sprung and the Hero immediately suffers the corredsponding damage.
Hero w/o tools  - 1/6 (6 on a d6)
Dwarf w/o tools - 2/6 (5, 6 on a d6)
Hero w/ tools   - 4/6 (3-6 on a d6)
Dwarf w/ tools  - 5/6 (2-6 on a d6)

Zargon, the evil sorcerer's turn
Monsters may not:

o  Move freely into unexplored areas

Monster Movement
        Monsters should remain in areas which the Heroes have previously
        explored.  Occasionally a fleeing monster will enter an unexplored 
	area of a dungeon.  Dungeon features should ONLY be revealed when a 
	HERO has direct line of sight into an area.  When a monster in an 
	unexplored area flees out of the Heroes' line of sight, they are 
	removed from play. Zargon should keep careful track of the monster's 
	location because the Heroes may wish to pursue.

Dead Heroes

When a Hero reaches zero points they are dead! They cannot do any last second healing to prevent death. All possessions, armor, weapons, and treasure remain on the fallen Hero's body and may be picked up by any creature adjacent to the body. If a monster picks up the posessions, Zargon should keep track of which monster has the items and where they are taken.

If Zargon allows it, the fallen Hero's companions may try to have them resurrected. The cost is typically 1000 gp for each quest the Hero had completed prior to death.


Between Quests

The Heroes typically rest and prepare for their next adventure between quests. All body and mind points are fully restored and all spells are regained.

Most adventures start out from and end at a town. Some towns will contain shops and NPC's whose goods and services can be purchased by the PCs. Zargon will tell the PC's which goods & services are available in the current town. All items are purchased at the full price at which they are listed. Items may be sold to merchants for one half their listed price.







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