Rules for
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Solo Play





HeroQuest Random Dungeon Generation Rules
By Mitchel Hansinger ©1994


The following rules should be used for solo gaming or in the event that Zargon is running an impromptu dungeon adventure. All the house rules are considered to be in effect for the random rules.


Position the board with the HEROQUEST words upside down and away from the players. The board contains five room areas, one in each corner and one in the center. Each area is numbered from 1 to 5 in a clockwise manner with the group of rooms in the upper left corner being numbered 1, and the center room being numbered 5. Roll a d6 to determine the starting area, rerolling if a 6 turns up. The number rolled determines which grouping to start in. Number the rooms in each grouping in the same clockwise manner starting from the upper left room. This need not be done if the starting group was the center room. Roll a d6 to determine the starting room in the starting area.

Use the same method to determine which corner of the starting room in which to place the stairs. Place the door for the starting room in the diagonally opposite corner, as far away from the stairs as possible.

Whenever a hero gains line of sight into an unexplored room the following things must be done in the order below:

1) Roll for doors
2) Roll for furniture
3) Roll for monsters
4) Roll for traps

Whenever a hero gains line of sight into an unexplored corridor the following things must be done in order below:

1) Roll for doors
2) Roll for monsters (wandering)
3) Roll for traps

Doors

After the first hero has line of sight into an unexplored room, roll once on the door table. North is always toward the HEROQUEST words on the board. Do not roll for a door if there are already two or more doors for the room. Reroll if the table indicates a door leading back out to the area where the heroes entered from, or if there is no other way out of the room. Place the door as far from the heroes as possible on the wall called for. Note: there can be two doors on the same wall yet each leads to a different area.

Doors in a room:

1) None
2) None
3) North
4) South
5) East
6) West

Doors in a corridor:

After the first hero has moved into an unexplored corridor, roll once on the door table for each room on the corridor. When a door is rolled, place it on the corridor as far from the heroes as possible on that room's wall.

1) None
2) None
3) None
4) Door
5) Door
6) Door

Upon opening the door to an unexplored room, roll once on the furniture chart to determine what is in the room. Then roll on the monster tables to determine the number and type of monsters in the room.

Furniture:

2)   chest (1)
3)   coffin
4)   desk
5)   fireplace
6)   bookcase (1)
7)   table (1)   
8)   cupboard
9)   torture rack
10)  throne
11)  alter
12)  weapon's rack


Monsters:

2)   Chaos Warlock
3)   Chaos Warrior
4)   Fimir
5)   Zombies
6)   Orcs
7)   Skeletons
8)   Goblins
9)   Goblins
10)  Orcs
11)  Mummy
12)  Gargoyle

Note: Monsters are placed as far from the heroes as possible. Monster will always move and fight to their greatest advantage. For wandering monsters only one monster will appear and it will never be the Chaos Warlock or Gargoyle. Reroll for either of those.
# of Monsters appearing:

2)   8
3)   6
4)   5
5)   4
6)   4
7)   5
8)   4
9)   4
10)  5
11)  6
12)  7

Note: If the number of monsters called for is greater than the number of figures available for that type of monster, then the next less powerful monster type should be used to complete the force. If there are more monsters than there are available squares in the room the extra monsters are not placed.

After the first hero has moved into an unexplored room or corridor, roll on the trap table. If a trap is called for place it directly in front of the lead character. Use a skull tile to mark spear and falling block trap squares.

Traps:

2)   Falling Block
3)   Spear
4)   Spear
5)   Pit
6)   None
7)   None
8)   None
9)   None
10)  None
11)  None
12)  None

Treasure

Use the search deck when searching furniture for treasure. Do not replace drawn cards back in the deck. If a monster is drawn, place it on the square that is farthest away from the heroes but still within their direct line of sight. Wandering monsters will always try to wait until the Heroes are in combat before attacking.

When the search deck is depleted the quest is over.







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