Tabletop Simulator

Tabletop Simulator

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HERO QUEST RULEBOOK!
By !СYKA! !ЫYAT!
The simple and easy-to-follow rulebook for Hero Quest.
   
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1 - Character Organization and Taking Turns
To keep it simple and fair, it is suggested that at character selection each player roll a single die. The highest roll gets to choose his character first with the lowest roll choosing last.

Once the Heros are chosen the next step is to Divide the Spells There are four groups of Hero spells, Air, Fire, Water, and Earth. Each group contains 3 spells. The spell groups are divided between the Wizard and the Elf.

The Wizard first chooses one of the four spell groups. Next, the Elf chooses one spell group from the three remaining. The two remaining become the Wizard's.

For first time players it is suggested that the Elf take the Earth spell group and the Wizard take the Air, Fire and Water spell groups.

The Dark Master goes first (the Dark Master controls the monsters on the board and is the catalyst for events as well as the one who places objects and monsters on the board when the room or corridor in question is revealed. After the Dark Master the turns go to the left of him and continues clockwise.
2 - Turn Phases
A Player has 2 phases, Movement Phase and Action Phase. The Action Phase may begin at any point before, during or after the Movement Phase. Once a player begins his Action Phase however the player forfeits any movement points he may have remaining.

Getting caught in a trap, drinking potions, and picking things up do not count as actions. They can be done at any time during your turn.

MOVEMENT PHASE ; The number of square spaces you can move is determined by the roll of 2 six-sided die. Then, move carefully along the corridors and into rooms square by square. When moving you cannot pass over monsters, through walls or move diagonally. You may only enter rooms through doors. You may not share a square with another Hero or with a monster. You may pass over a Hero but only if the player accepts your request to pass.

As a Hero moves, he may "look" down a corridor or through an open door. Looking gives you the opportunity to see what is directly in your line of sight, such as closed doors. On your turn, you may move adjacent to a closed door and ask the Dark Master to open it. Looking and opening doors are not counted as actions.

A hero may attempt to jump a trap blocking his path. You must have at least two squares of movement left and land on an unoccupied square.

ACTION PHASE ; ATTACK - You may attack any monster that you are adjacent to. You may only attack once per turn. Your attack strength depends on your attack weapon. You may only attack diagnolly if you have a specific weapon that permits this. You may only attack with one weapon at a time.

The monster defends itself from an attack, but it has been killed when its Body Points reaches zero. Each successful attack deals 1 Body Point of damage.

The Elf and the Wizard may cast a spell instead of attacking. You may cast a spell at anything that the hero can "see", including himself. "See"ing is defined as a straight, unobstructed line from the spell caster to the monster or hero. A spell can be used only once per quest.

TREASURE - Heroes may search for treasure in any room only once, and only if they are uninhabited by monsters. Some rooms may have a special treasure others may have hazards or Wandering Monsters who immediately attack. If you search for treasure without first searching for traps, you will spring the trap.

A Hero must be standing in front of a chest to open it.

You may only recover hidden treasure in a room or corridor uninhabited by monsters. To claim the treasure you must step on a tile adjacent to the treasure.

TRAPS AND SECRET DOORS - A Hero may choose to search for traps or SECRET doors. There are four types of traps: pit traps, falling block traps, spear traps, and chest/furniture traps. They can be found in both rooms and corridors, but they are hidden. If a hero move onto a square containing a trap, he will automatically spring the trap, possibly suffering body damage. Once you have discovered a trap, you can jump the trap or disarm it. Secret doors are hidden portals that cannot be seen until you search for them. You may search only if the room or corridor is uninhabited by monsters.

DISARMING TRAPS - A discovered trap can be disarmed. To disarm a trap your hero must have a tool kit unless he is the Dwarf. The disarm mechanic requires the Hero attempting to disarm to roll a die and the Dark Master to roll a die, the higher roll dictates who is successful. If you are successful as the Hero the trap is considered disarmed and is removed from the board. If the Dark Master is successful the trap is sprung and the Hero suffers body damage equal to the trap type.

PASSING ITEMS - If two heroes are next to each other either an equipment card, an artifact card or a potion can be passed from one to the other one.
3 - Traps
Pit Traps - A pit trap is a covered hole in the floor. Once a trap has been discovered a hero may be able to jump the trap, or on his next turn disarm it. If a hero moves onto a pit trap square he has sprung the trap, and suffers 1 Body Point of damage in the fall. Once in the pit, you may search the pit for treasure or secret doors. You may also attack and defend, but with one less combat die. You can move out of the pit on your next turn.

Falling Block Traps - Springing a falling block trap causes the ceiling to collapse. Roll 3 Skull die to determine the amount of damage. (The Skull die is represented by a 12-sided die with the numbers 4,8 and 12 being Skulls). For each skull rolled the Hero suffers 1 Body Point of damage. You may not roll Defend Dice. Once a falling block trap is sprung the path is now permanently blocked and cannot be disarmed or jumped. You must decide to move ahead or back to an empty square. Your decision is a critical one. You could become trapped forever, or cut off from the rest of the Heroes.

Spear Traps - Once a spear trap is discovered, it is automatically disarmed. If a hero springs a spear trap, he rolls a Skull die and suffers 1 Body Point of damage if a skull is rolled. The spear trap is now gone forever and the square can be moved onto safely.

Chest/Furniture Traps - A chest/furniture trap can be a variety of things, including poisonous gas, poison needle, explosive latch, or a shooting dart.
Once a chest/furniture trap is discovered, a hero may attempt to disarm it. If you open a treasure chest or search a room for treasure before searching the room for traps, any chest/furniture trap will be sprung. The consequences of this is different for each trap. Once a chest/furniture trap is discovered a Hero must disarm it to safely search for treasure; if you successfully disarm the trap, the trap is removed and it is safe to search for treasure.
4 - The Dark Master's Turn
Once each Hero on the board has taken their turn it is the Dark Master's turn. The Dark Master may move every monster currently on the map.

Monster Movement - Unlike Heroes the monsters do not need to roll a movement die, instead they have a set amount of movement points depending on which monster. The Dark Master, like the Heroes, does not have to use all movement points. Also like the Heroes, a monster forfeits any movement points which may remain once it begins the Action Phase.

Monster Actions - Each monster may perform one of the following actions:

Attack - A monster may attack any hero that it is adjacent to. A monster may only attack once per turn. A monster's attack strength is based on natural abilities and does not depend on a weapon.

When a monster attacks the hero is able to defend himself.

Cast a Chaos Spell - The Dark Master may cast a spell instead of attacking. Only certain monsters can cast spells indicated in the Quest notes. A monster can only cast a spell on a Hero it can "see". As with the Hero spells, a Chaos Spell may only be used once per Quest, after being used it is no longer available for the remainder of that Quest.

Monsters may not search for treasure, search for secret doors, move or attack diagonally, pass over heroes, move through walls, or open and close doors. They may however break down doors.

Monsters also do not spring traps. Monsters with enough movement squares will always successfully jump a trap. If a monster voluntarily falls into a pit they suffer no damage.
5 - Breaking Doors
Only monsters may break down doors. A monster that wants to break a door must be on the tile directly in front of the door. It may roll the amount of combat die indicated on its information card while a Hero player rolls 2 combat die to emulate the resistance of the door. If the monster's attack roll is higher than the resistance roll, the door is broken down and can no longer be opened or closed by a Hero. It remains open and can no longer hinder the movement of a monster.
6 - The Death of a Hero
Heroes die when their Body Points reach zero, and he does not have a Healing Spell or Healing Potion to save himself.

When a Hero dies a new he is unavailable until the next quest. All of his armour, weapons, and treasure can be claimed by another hero in the room with him. If no other hero is with the dead hero when he dies, his possessions are claimed by any monster in the room, it may not however, use them. If the Hero's possessions are not reclaimed by another Hero and the Quest is finished, all of the possessions are lost and not returned to the dead Hero.

A Hero may escape death by immediately drinking a Healing Potion or if he is a spellcaster with a Healing Spell, and has not already performed an action on his turn, he can be healed by casting the spell on himself.

Another Hero cannot revive a fellow Hero with a spell or potion. Once a Hero is dead he remains dead until the next Quest.
7 - End of a Quest
To successfully complete a quest you must achieve the goal of the quest and return to the starting zone. There is usually a final treasure or reward for successfully completing a quest.

If all four heroes die you failed the quest.

Once a Quest is successfully finished all Body and Mind points are restored for each Hero. All spells are returned to the Wizard and Elf respectively.

You may also take a trip the armoury and purchase new weapons and armour with the gold coins you have accumulated.

Armoury - You may collect valuable treasure, such as gold coins, during a quest. Between quests, you may use gold coins to purchase powerful weapons and armour from the Armoury.

These weapons allow you to increase your attack and defend strength, and may also give you unique combat advantages.

For instance, daggers and crossbows can attack a monster from a distance. Some long weapons allow you to attack diagonally.
1 Comments
Kozzy 12 Dec, 2015 @ 7:32pm 
Loved this game as a youngster, thanks for this post, will be great for my friends if I can't explain something :)