Space Crusade Dress Up Dolls

You can change the colors a bit with a Graphics editor, Hue or Color Replace.

Space Crusade - Oh, The Sisters of Battle, they are not departed or gone

Some standups for Space Crusade. Get in touch with your female side. I know I have.
On a lighter note, I got Space Hulk 4thEd on eBay  for $100 shipped, maybe the sisters could go Hulking too, when it arrives. The Adepta Sororitas Space Crusade cards are at the Lost and the Dammed.

The Adeptus Ministorum army contains squads of Battle Sisters of the Order of Our Martyred Lady. The uniforms of the Order of Our Martyred Lady emphasise black armour and cloaks, with red linings for the cloaks, red weaponry and white used for the piping around the cloaks and for the unit insignia.
EM4 Space Rangers, blackcatbases female heads (I ordered from them 2 months ago, nothing to show for it), about $8.00 for a squad of 5. With a decent paint job  they would look OK. Maybe new backpacks.

Martyrdom House Rule:
This costs an Equipment card. When a Squad member dies, the player gets a "Faith" token. They player may spend a Faith token to ignore an Alien Event Card played against them.

But, here is a more sophisticated system:

Usagi3 has a great French website, I translated this bit:
By Usagi3, a complete set of Sisters of Battle rules:

Instead of order cards, the Sisters of Battle perform "Acts of Faith".
The Sisters begin with 6 "Points of Faith". When a Sister dies (Martyrdom), the player gets an extra Points of Faith token, to a maximum of 6.
Once per turn the Squad can spend a Point of Faith to attempt an Act of Faith. The Faith point is used up whether the act is successful or not. The same act of Faith can be repeated each turn.
The Emperor moves in mysterious ways, his wonders to perform. To test the Sister's Faith, roll  a dice (red or white, depending on the act of faith). If the die shows a result other than zero, the miracle occurs.

Acts of Faith:

Hand of the Emperor: + 1 red die in combat melee entire Squad.
Test: roll 1-3 on a red die.
Divine Guide: one extra red die in ranged combat to entire Squad.
Test: roll 1-3 on a red die.
Passion: entire Squad attacks twice before or after moving in Hand-to-Hand or ranged combat. 
Test: roll 1-2 on a white die.
Spirit of the Martyr: while a Sister seemed killed, she miraculously unharmed.
Test: roll 1-2 on a white die.
If it was the Mother Superior, she has restored the number of points of life she had just before the attack that almost killed her.

Flamethrower: 2 red dice, affects all models covered by the template (triangle).
Lightning (Fulgrant in the picture): 2 red dice, works like the Assault Cannon.
Heavy bolter: 2 red and 1 white dice roll.
Armor 2, Close Combat 2

FOI is the Point Of Faith. Sister Superior has bolt pistol and Axe. 

Equipment Cards:
Auspex: At the start of every turn, you may reveal 3 blips. Litanies of Faith: You get a free Act of Faith, with no test. 
Lances: Roll an extra white die in Hand-to-Hand Targeter: As usual, re-roll 1 die for 1 weapon type. Frag Grenades: Only bolter sisters, ranged attack with 2 red dice on 1 square, before firing the bolter separately. You get 2 grenades, tilt the card for the first shot, remove for the second. (I assume all the bolters in the squad get the benefit for the turn) 
Cape of Saint Aspira: Commander has armor of 3 
Guided by Faith: Commander gets a re-roll in Hand-to-Hand for entire mission

There were some vaguely worded Event cards, to replace some event cards to make things harder:

Teleported!: Roll a red, on a 3 (Comment:1-3 would be better) Marine determined at random (may be the sergeant) is  teleported to an (preferably) unexplored board corridor. The Marine player chooses the location.
Tentacle!: a booby trap that engages a Marine in Hand-to-Hand (yes, I know) with 2 white dice.
Locked!: In the room containing the most Marines, the doors are closed. They have an armor strength of 4 and must be destroyed to open them.
Warp Storm: Marine movement during the next turn is reduced by half.
Combined Shooting: all of Orks or Gretchins in a room or hallway can combine their ranged fire in one devastating burst.
Stranger: You find a prisoner who joins your squad, you get points for them if they survive, the alien gets the points if they die. (Presumably a random Alien who has already been killed).

HeroQuest 2 - Space Crusade

You can Play Space Crusade using the HeroQuest boards and rules, if you print out the pretty cards and standups below:
For the Emprah!

Standups, print on cardstock and glue:

The "Dungeon" is actually a crashed Space Hulk, with the occupants in stasis chambers. The Space Marine above can fight a Chaos Marine on equal terms, as in Space Crusade, so away we go. The Marines will try to keep the combat ranged. In HeroQuest LOS is center-to-center, wall corners don't block LOS.
Heavy Weapons:
Since they are heavy, the Rocket Launcher, Plasma Gunner, Assault Cannoneer or Flamer subtract 2 from the dice roll, a "2" means no move. Heavy Weapons much better than Marines at killing. The Flamer is fairly specialized unit (there is a Heavy Flamer in White Dwarf 134, but it is much the same as the rocket launcher, so Space Hulk Flamer it is) with 6 dramatic door openings and that's it. It doesn't block the corridor for a turn since the Space Hulk flamer is on a Terminator who can carry more fuel than a Marine. You could have a "Heavy Flamer" with 1 unmodified movement die that attacks everything entering a flamed square for the rest of the move, six shots again.
Special Weapon:
You may replace 1 bolter with a Melta Gun. Same as a bolter, but the target rolls no defence dice against it, since it melts through any armor. Maximum range is only 3 squares.  Melta gun users move at full speed. Edit: I suspect -1 move for heavy weapons would be more fun than -2.
Fire Discipline:
The firing of heavy weapons diagonally into rooms is forbidden, unless from the square whose edge touches the door (This is just to give the monsters a chance). Bolters and Heavy Bolters can fire diagonally into rooms.

In Space Crusade The Commander is far more powerful than a plain Marine. There are 3 versions of the Commander, pick one.
The Commander may select one "Order Card" spell:

Imperial Fists Orders

1.Heavy Weapon!: 
One of your heavy weapon marines may move twice and fire twice. This may be done in any order. This order can only be used once.

2.By Sections!: 
Each of your marines may EITHER move twice OR fire twice. They may not move AND fire. This order can only be used once.

3. Fire: 
Each of your marines may fire twice. They may fire, move and then fire OR fire twice before or after moving. This order can only be used once.

4. Move It!: 
Each of your marines may move twice. They may move, fire and then move again, OR move twice before or after firing. This order can only be used once.

Different chapters have different orders and abilities: More orders here:

Goblins, Orcs and Gargoyles have ranged attacks with the same dice as their adjacent attacks.
When a Fimir sees an enemy it immediately disappears, noting the nearest visible enemy. When its turn begins, place it on any square adjacent to the that Hero, then attack with 1 extra attack die (Genestealers dropping from the ceiling). The Genestealers are scary things.
Play any normal HeroQuest Scenario with the Marines. You are the Commander, the Marines are expendable. Life is the Emperor´s currency, spend it well. The Heroes win if the objective is achieved and the Commander lives. Select a Commander, 1 Space Marine, and 2 heavy weapon Marines, such as the Plasma Gunner, for a total of 4 Heroes.
You can have 2 Marine teams, with the monsters getting 1 extra defense die each. The teams can attack each other or cooperate.
Beginning and Ending a Quest:
The four corners of the board are airlocks for entry and exit, as well as the stairs. Your team may enter and exit by any of these. When the last man is adjacent to a corner square you have escaped. If, to your eternal shame, the objective has not been achieved, a fresh team may be inserted in the next turn to complete the mission. If a Commander successfully completes 2 missions in a row he goes up a rank and gets an extra Command Card. When he earns card #5 he immediately retires, the Campaign is won.

Can be played with a GM or with the Random Quest Cards.

Play the game under a single red lightbulb. Otherwise standard Heroquest.

HeroQuest 2 - The "B" Team

A new team for HeroQuest that changes the way you play without new rules.
The Battle Mage kills to get his magic back. He can upgrade to sword and chain mail, so he isn't always squishy.
The Handgonner has a bangstick that goes right through mail and plate armor. You have to reload between shots though. When fired in a confined space, the noise and muzzle blast stun everybody in the room for valuable seconds. This makes room assaults easier for the Heroes. In between shots, his gun is merely a club, which is his obvious drawback.
The Dryad, a female Druid, can Mind attack enemies into the ground and keep them missing turns so the fighters can finish them off. She can be upgraded with armor and weapons too.
The Berserker is barking crazy, you have to keep him fighting the enemy, or make sure you are far away when he loses it. Which he will. But he can certainly clear rooms, 28% of the time he gets a double turn.
Two Celts in one team, bound to be a little infighting.

HeroQuest 2 - The "A" Team

This is an alternative to the standard heroQuest Heroes. The game plays differently with these guys, with no new rules to learn. They can use Mind Points, furniture, and ranged weapons in combat, buy spells, and don't have to do all their fighting in doorways. One of them is even female.

In HeroQuest (and Advanced HeroQuest) you put the Barbarian and the Dwarf on either side of the door, the Elf in the middle, and the Wizard nearby. You do all your fighting in the doorway. The "A" Team are different. The Viking can't swing his axe up against the wall, he goes straight into the room to swing at multiple targets. The Swashbuckler gets a bonus for standing on furniture, so he is in like Flynn. The Psyker stands behind the Viking, launching close-range Mind attacks (characters block LOS, so it is tricky). The Sorceress can frighten the undead away or keep back, with a reusable healing and fire spells.
Since the "A" Team have fewer Body Points than the standard heroes they have to kill everything in the room quickly, and the plan will depend on the layout of the furniture. So a slightly different plan for each situation is needed. 

The Viking breaks the tradition of fighting in doorways, although he doesn't like cramped spaces. The Sorceress double up on the best spells, so she can specialize in healing or attack. She is even squishier than the Wizard, but can buy mail armor. The rules promised that you will be able to buy spells in later expansions, now you can. In "The Destruction of the Tomes" expansion Ball of Flame is 600 gold coins. Feel free to make it cheaper.
The Swashbuckler uses the furniture and starts with a bow. Great for cramped rooms and creative retreat.
The squishy Psyker actually fights with Mind Points (Andy Sekela's Mystic), but is prone to the Warp's perils.

The characters have fewer body points, so the Viking will be protecting them with support from the Swashbuckler and Psyker's ranged attack (good against Chaos and Gargoyles). The Sorcerer can cast Heal Body and Fire Spells twice.
The position of each character in the room will be a vital part of your plan. I love it when a plan comes together...

In 972AD, a crack commando unit was sent to prison by a Chaos Sorcerer for a crime they didn't commit. These heroes promptly escaped from a maximum security stockade to the HeroQuest underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire... the A-Team!

HeroQuest 2 - Elemental Spell Cards

These are extra spell cards for the Wizard. The "Earthquake" is a bonus spell.

HeroQuest 2 - The Village

Outside the HeroQuest Dungeon lies a village, with an Armoury and great healthcare. if you are just about to die you can sneak out of the Dungeon to recover and go back in. If you do die, a new Hero enters the Dungeon. So you can have a more dangerous Dungeons that may require 2 trips to defeat.
If a player gets killed, they get a new character on the next turn. Advanced HeroQuest has this running in and out of the dungeon mechanic.
The Village Rules:
1. On the Original HeroQuest board, the 4 corner squares are now "EXITS". With a Variable Geometry Board (like Advanced HeroQuest), there in a 1 in 6 chance of an "EXIT" at the end of every corridor:
3 Variable Geometry Dungeon Dice
2. A Hero who ends their turn on an "EXIT" or at the Staircase may chose to spend the next turn in the village. The miniature is removed from the board.
3. The turn after that, the Hero may return to the Dungeon at any "EXIT" or at the staircase. Mind and Body points get restored, but Magic cards are only replenished at the start of the game.
4. While in the Village the Hero can buy items from the Armory.
5. When a Hero is killed, a new Hero (different miniature if possible) may enter the Dungeon at any "EXIT" or at the staircase on the following turn.
6. All monsters defend on White Shields and not Black Shields (Or some other way of making life dangerous for the heroes).

Going back to the Inn gives more of an RPG feel to the game, and allows you to have more ferocious combat. You can randomly trigger a Dracolitch that attacks a weakened party, eats the Barbarian, and the other Heroes are lucky to escape with their lives. Back at the inn they come up with a plan to destroy the Dracolitch, and return with a Battle Mage and maybe better armor.
This doesn't change the actual playing of the game, but it does add a bit of a backdrop and storyline.
See also, Tocos'  Allied Heroquest.

HeroQuest 2 - Skill Cards

Here are 8 character Skill cards. After completing one Quest any Hero may use a single Skill Card as a permanent character attribute. So 1 characters can have 8 variants, which is easy and fun. It feels like you went up a level, even though each card contains an advantage, balanced by a disadvantage.

The disadvantage must not already apply to the Hero, so a Wizard cannot use the Scout Card. 
When the Longbow Archer buys a crossbow, it is actually a Longbow that goes straight thru armor, but can only be fired orthogonally, like a rook in chess.
The Scout can open a door and look in without being attacked immediately.
The Heretic secretly uses Warp Energy, but not against Chaos.
The Purifier is very selective about spells (which usually involve the Warp) and is very effective against the powers of Chaos.

HeroQuest 2 - Minimal Print and Play

There were 2 million HeroQuest games sold, you should be able to get one for under $100.

You will need:
  1. The Original Board (Google the image, get the biggest one and go to a print shop. Have it laminated, or stick it to board). Maybe $25
  2. 24 Spell Cards, 2 or 3 pages 1$, plus 1$ for plastic covers.
  3. Paper Standup Characters 4 pages, about 1$ and a CornFlakes packet, and White glue, 1$. Or Flat Furniture Counters 2$ plus CornFlakes packet much easier to do.
  4. 3D Paper Furniture 9 pages 3$,  and CornFlakes packets, and White glue, 1$.
  5. Rule and Quest book 40 pages or so 5$
  6. Hero Cards 1$ And cardboard.
  7. Dice with Stickers on them, 2$

The following can be printed out as tables, or Actual Cards. Tables 1$
24 Treasure cards
10 Artifact Cards
8 monster Cards

So 15$ plus the board. You could do it for 30-40$ and a day's work. You would have to view the construction as a fun thing really.

Stick paper to D6 dice:, you only need the black and white ones.

HeroQuest 2 - Team Evil

Team Evil - Balanced to be equal to the original Heroes.
Team Evil can play in the same Quest as the original Heroes, starting at the opposite end of the Dungeon. They may attack monsters or Heroes (The Summon Plague spell may not be used against Heroes). All monsters defend on White shields instead of black. The Necromancy Spell Cards are here. The team is quite different from the Dwarf/Wizard/Barbarian/Elf.

HeroQuest 2 - New Hero Cards

20 Heroes instead of 4:

This is a expansion for HeroQuest by J.D. Frazer that allows you to have 20 characters instead of 4. You can have an adversarial Good team vs Evil Team , for example.

The Neutral Seer has Faerie Spells. There are point values for each character to balance the teams.
This adds a fair bit of replayability without adding new rules. Adding a full blown race/class structure to HeroQuest is probably defeating the purpose of a simple game.
Necromancer + spell cards: The Necromancer
Seer + spell cards: The Seer
18 New card images, Standup Paper Miniatures here:

Here are the cards. Maybe it would be better to balance them out to the same point value. The Squire is a bit of a "Nothing in his life Became him like the leaving it." guy, and some of the characters are one man armies, like Elf and Night Blade. Team Evil has 4 more balanced guys.

Father forgive me, for I have taken liberties with the monk, who is now much better at praying.
The "Prayers" go on the rear of the Monk and Priest cards.

Changes from J.D. Sleep:
1. All armor is regular HeroQuest. No leather armor, Chain Mail +1, Plate mail +2. The Elf and Nightblade can't start with 5 defense dice.
2. Monk has a better chance of praying successfully. A action with a 1:6 chance of giving somebody 1 extra defence die is worthless.
3. Infernal avenger armor 3
4. The point values seem random, I "fixed" them on the cards.
5. I don't understand the Scout's "no monsters may react". I'd say the Scout may suspend fighting for the first turn in the room the enter. This would allow your Heroes to get in position, maximizing your party's chances.

 I added the Juitsuka, he is better at assisting other fighters than fighting himself with his throw and locks.
The point values seem odd, feel free to adjust. A 4 Hero party should have up to 680 points, such as Scout, Elf, Wizard, Barbarian. The Elf, Wizard, Barbarian and Dwarf have bonuses over their original values.

Good Team vs Evil Team

The new Heroes have good, neutral and Evil characters, a Good Hero will not usually be in the same team as an Evil Hero. If you have 2 teams of 4 heroes (Good vs Evil for example), they get separate entrances, and monsters defend on white shields to deal with 8 heroes. The teams may fight each other. You can have 4 good teams of 2 heroes, one player controlling each pair, something like "Space Crusade". Zargon/Morcar can have his own team against 2 Hero teams, the monsters are on Zargon's side. Several female players have been added so girls can play too. Some characters are of ill-defined gender, which will suit everybody else.
Team Evil can be Zargon himself with 3 Evil Heroes (the Chaos Sorcerer might be included), trying to kill 8 Good/Neutral Heroes in personal combat, monsters defend on black shields. 
Actually you just get more of them.

HeroQuest 2 - Character Advancement and Fate points

In this optional variant, the Heroes earn Fate points to spend on their next adventure. Whenever a hero kills a monster or finds a trap, they get a Fate point which can be used in a later Quest. As soon as a Fate point is spent during a game, monsters use White Shields to defend on for the rest of the game.
If the Quest is a success, all surviving heroes get another Fate Point.

Fate PointActionLimitsCost
Spell MasteryReuse a spell card
Berserk+1 attack dice until no enemies visibleMind Points < 42
ResuscitateChange your own 0 heath to 1 health
Skill at armsReroll 1 attack or defence diceMind Points < 41
KeyholeReveal room contentsElves only2
BlindAdjacent Monster cannot defend for 1 turnNot Clergy1
First AidRestore 1 body point
MeditationRestore 1 mind point
JudoThe enemy attack damages the enemy instead*Mind Points > 31
BackstabDouble dice for one attack if directly behind enemyNot Clergy1
CrucifixAll Undead visible miss a turn*Clergy only1
Flame+2 Attack dice vs Mummy for 1 attackMind Points > 31
MiningMake one square of wall disappear*Dwarf only2
Holy Hand GrenadeAll in adjacent room/corridor attacked by 2 Dice*Clergy only2
InvisibilityInvisible for 3 turns, may not attackMind Points > 32
StrengthDoubles the number of attack dice for 1 turn
SpeedAdds 7 to the Hero's next movement dice roll.Not Dwarf1
ScrollRelearn last spell castMind Points > 32

This allows the Character to progress between Quests without an actual levelling up system.
* counts as an action.

HeroQuest 2 - Random Cooperative Quests

HeroQuest has Zargon/Morcar to lay out the dungeon for you, but he can be replaced by Random Quest Cards by Cornixt. This is a deck of cards to print out that populates the rooms with monsters, treasure and furniture. It also gives you an objective for the Quest. Cornixt has done a great job on these cards.

So you get random quests which you can play solo or cooperatively. A whole new game

Random traps:
  • If you roll 2 (snake eyes) for your movement in an unsearched area, roll a D6 to learn what trap you hit you: 1-2, Falling Block; 3-4 Pit Trap ; 5-6 Spear Trap. 
  • If you search for treasure without searching for traps, a D6 1-2 takes a body point from you (Poison dart). Serves you right! 
  • Searching the room for traps, a 1 means it is in front of whichever door in the room you like, disarm it if you like. 2-6, forget about it (Either there wasn't one, or you walked around it, it isn't worth the trouble of marking it).
Random Hidden Doors:

If you roll 12 (Boxcars) on your movement dice, and you previously searched that area for traps, you discover a Secret Door in the nearest wall.

This all works for the original board, or a Variable Geometry Board.

Wandering Monsters:

You can use the Random Quest cards above to generate Wandering Monsters (a bit like Advanced Heroquest) just around the nearest corner. This happens on a D6 1-2 every time the board is clear of monsters at the end of the turn. This keep the Heroes moving. If there are 2 Hero teams, every team that cannot see a monster generates an Wandering Monster Check. Two teams cannot share one monster to get around this.

Variable difficulty  Random Quests:

There are 10 rooms to visit before an objective is possible. You can have a campaign where the first dungeon has 9 rooms, the second has 10, the third has 11 and so on. The Heroes will have brought better weapons, so this balances things out. You can also subtract 1 from the die roll that generates monsters, giving you more Monsters. If you have a levelling up houserule, this can give high level Heroes a more challenging time. Or  subtract 1 from the die roll, and have 8 rooms for a faster game.

Secret Level:

Whenever you find a secret door you also find a trapdoor to The Deeper Dungeon of Doom. You may immediately teleport your Heroes to the Deeper Dungeon, or stay where you are. The new Dungeon is exactly the same as the old one, but the monsters defend on white shields instead of black shields, and you get 50% more gold when you find any. If you find a secret door in the Deeper Dungeon, that will lead back to the original Dungeon.
So if you are low on health you won't go, but if the game seems to easy, well, dare you enter the Dungeon of Doom?
This keeps the challenge going, even when everybody has battleaxes and plate Armor.

HeroQuest 2 - Mind Points

HeroQuest Heroes have Mind Points which cannot be used. Chaos Warriors, Fimir and Gargoyles beat the Barbarian on mind points, but the Wizard beats them all.
Arcane research has discovered that Mind Points represent the psychic dimension of the Warp and WAAAAAAGH. Wizards, Seers, Necromancers, Priests, Psykers, Shamans, Sorcerers and Suchlike are secretly trained to negotiate this psychic dimension, simple warriors are not.

Mind Attack:

  • A Hero or Monster may attack using a number of dice equal to his Mind Points.  The defending Monster or Hero defends using a number of dice equal to its Mind Points. Hits reduce Mind Points instead of Body points. Monsters with starting Mind Points less than 2 may not be Mind Attacked.
  • When a (non-Undead) Monster or Hero's Mind points drop to zero they may not move or defend and may take no action in the current turn and in the next turn. They start the turn after that with 1 Mind point.
  • A Hero or Monster gets a Mind Point Restored if an adjacent (not diagonally) enemy dies (The Quickening).
  • If a Monster is adjacent to a Hero with fewer Mind Points, the Monster will prefer to Mind Attack the adjacent Hero with the lowest Mind Points over any other attack. 
Comment: This allow the Wizard to fight Orcs effectively, which is fun for the Wizard. Barbarians are easily reduced to 0 mind points, but they can restore their points with a single kill, assuming they survive the missed turn. If a Hero runs low on Mind Points they are soft targets for the smarter Monsters.
The decision to engage in mental combat depends partly on you ability to be rescued should you lose, so proper planning is required.

"I will not cease from Mental Fight, Nor shall my Sword sleep in my hand" - Blake

An Alternative Approach:
You could use Mind Points/2, round up, as an alternate Attack/Defend value for all Spellcasters:

The Psyker reduces Body Points rather than Mind Points.

Heroquest 2 - Paper standup Miniature Heroes

Henchmen for Advanced HeroQuest
Advanced HeroQuest Heroes

Skaven Jezzail 

HeroQuest Elf Do'Urden

HeroQuest 2 - Variable Geometry Dungeon

HeroQuest has a fixed board, which is a little inflexible.
With room and corridor tiles you can:

  1. Generate the rooms and corridors and monsters as you go along.
  2. Generate the rooms and corridors before you start, and populate the rooms as you open the doors. This allows you to put a perspex sheet over the top, keeping flimsy cutouts secure.

A practical scheme:

Here you have square tiles, all the same size. When a hero reaches a tile edge they draw one from the shuffled deck and place it on that edge. The corridors are as rigid as the rooms, so it is reasonably stable. $5.50 for the .pdf. $10 worth of color printing should get you going.
You can stick the printouts to foamboard (paper backed foam polystyrene) with white school glue, put a heavy book on top while it dries. Maybe another $10 there. Here is my Space Crusade foamboard, it is easy to cut:

I got Advanced HeroQuest for about $60, that is an easier way to go, it doesn't have to be complete.

If you go for narrow corridors, it is a bit fiddly, a perspex sheet over the top helps. If you want rules for generating corridors you can download the "rulebook" at  Advanced HeroQuest Rules and use the "GM Reference" Page below:

The dice above do much the same thing as the "Passage" table.
New Version

If you use Random Quest cards by Cornixt, that populates the dungeon for you, and gives you an objective to complete.
So this is something like Advanced HeroQuest, but with no new rules.
However, a good extra rule would be Wandering Monsters, if there are no Monsters on the board at the end of the turn a 1-2 on a D6 places a party of Monsters (take a card from the Random Quest Deck to generate the monsters) around the nearest corner. This adds a bit of Advanced HeroQuest flavor.

HeroQuest 2 - Wizard and Elemental Spells

These are extra spell cards for the Wizard and Elf.
From HeroQuest II by J.D. Frazer.

The "Earthquake" is a bonus spell.

Seer / Faerie Magic

From HeroQuest II by J.D. Frazer.
Spells for the Seer and Elf.
"Source Energy" is a bonus card.

HeroQuest 2 - Print and Play

Inked Adventures has a print and play set for Advanced HeroQuest and Warhammer Quest:
They also have HeroQuest Furniture, although you can make furniture out of popsicle sticks fairly easily. Craft stores have colored popsicle sticks.

So you could use the HeroQuest rules with the dungeon in the picture. You can generate a random dungeon like this:
For random room contents, get the Advanced HeroQuest rulebook and use the GM reference sheet, or Cornixt's  Random Quest Cards

You can print the original Heroquest board in 5 chunks:
You just use empty space for the corridors, and you can switch sections around.

HeroQuest cost me $50 and Advanced HeroQuest cost me $50 within the past year, the print and play route is probably about $50 and a fair bit of time.

But you can endlessly customize the print and play version.
Paper Standup Miniatures by Bruno Sathler A Silva:
Stickers on the dice, homemade board and cards.