ADVANCED HEROQUEST — RULES SUMMARY

 

ADVANCED HEROQUEST — RULES SUMMARY

1. GAME STRUCTURE AND ROLES

Advanced Heroquest is a cooperative dungeon-exploration and combat game with campaign progression.
One player acts as Gamesmaster (GM). All other players control Heroes.

  • The GM controls dungeon generation, monsters, traps, and treasure.

  • Hero players control individual Heroes and any Henchmen they recruit.

  • Play proceeds through expeditions into dungeons.

  • Multiple expeditions may be required to complete a dungeon or quest.

The overall game alternates between:

  • Exploration Turns

  • Combat Turns

  • Between-Expedition Phases


2. HEROES AND CHARACTERISTICS

Each Hero has the following core characteristics, all rated on a 1–12 scale unless modified:

  • Weapon Skill (hand-to-hand accuracy)

  • Bow Skill (ranged accuracy)

  • Strength (damage potential)

  • Toughness (resistance to damage)

  • Speed (movement allowance)

  • Bravery (tests against fear and panic)

  • Intelligence (magic and learning)

  • Wounds (health)

  • Fate Points (luck and destiny resource)

Heroes may also possess:

  • Weapons

  • Armour

  • Equipment

  • Magic items

  • Spell components (if Wizards)

Wounds represent health.
If Wounds reach 0, the Hero is unconscious.
If Wounds drop below 0, the Hero is dead.

Fate Points may be spent to:

  • Reroll dice

  • Avoid death

  • Alter outcomes of events


3. HENCHMEN

Henchmen are non-hero fighters hired by Heroes.

  • Henchmen move and fight like Heroes

  • Henchmen cannot search for treasure or secret doors

  • Henchmen cannot use Fate Points

  • Henchmen die permanently when killed

Henchmen act during the same phases as Heroes.


4. TURNS AND PHASES

There are two types of turns:

Exploration Turns

Used when no monsters are visible.

Each Exploration Turn consists of:

  1. Hero Player Phase

  2. Exploration Phase

  3. Gamesmaster Phase

Combat Turns

Used when monsters can see Heroes.

Each Combat Turn consists of:

  1. Hero Player Phase

  2. Gamesmaster Phase

  3. End Phase (if applicable)

The game switches automatically between Exploration and Combat based on visibility.


5. HERO PLAYER PHASE (EXPLORATION)

During the Hero Player Phase, each Hero (and Henchmen) may perform one of the following:

  • Move up to Speed (maximum 12 squares in exploration)

  • Open or close a door (if adjacent)

  • Open a chest (if adjacent)

  • Search for secret doors

  • Search for hidden treasure

  • Put on or remove armour

Movement is orthogonal only (no diagonals).
Heroes must stop movement before entering unexplored dungeon areas.

Only Heroes (not Henchmen) may search.


6. EXPLORATION PHASE

If Heroes reach an unexplored doorway, junction, or corner:

  • The GM generates new dungeon sections using passage and room rules

  • Dungeon layout is built dynamically

  • Exploration immediately ends if monsters are revealed

Rooms are categorized as:

  • Normal rooms

  • Hazard rooms

  • Lairs

  • Quest rooms

Doors, stairs, and room contents are determined during this phase.


7. GAMESMASTER PHASE (EXPLORATION)

The GM rolls a die.

On specific results, the GM may:

  • Draw dungeon counters

  • Play traps

  • Trigger wandering monsters

  • Introduce ambushes or special events

Dungeon counters are secret resources controlled solely by the GM.


8. DUNGEON GENERATION

Dungeons are constructed from modular sections:

  • Passages

  • Junctions

  • Corners

  • Dead ends

  • Rooms

  • Stairways

Key principles:

  • Passages are straight unless a corner or junction is placed

  • Rooms always connect via a shared wall

  • Doors are always closed when first discovered

  • Stairs either lead deeper or exit the dungeon

Dungeon sections may be reused if components run out, preserving the expedition map.


9. SECRET DOORS AND HIDDEN TREASURE

Secret doors:

  • May only be searched for in dead ends or rooms with no visible exits

  • Each wall may only be searched once

  • If found, the Hero places the door

Hidden treasure:

  • Each room may only be searched once

  • Treasure may be gold or magic items

  • Searching may trigger GM actions

Failed searches permanently exhaust the location.


10. TRAPS

Traps are introduced by the GM using dungeon counters.

When a trap is triggered:

  • The triggering Hero attempts to spot it

  • If spotted, a Hero may attempt to disarm it

  • If disarming fails or the trap is not spotted, it activates

Trap effects vary and may cause:

  • Damage

  • Immobilisation

  • Environmental hazards

Spotted traps may be avoided instead of disarmed.


11. COMBAT TURNS — GENERAL RULES

Combat begins whenever monsters can see Heroes.

Combat continues until:

  • All monsters are killed

  • Heroes escape

  • Monsters disengage (rare)

Visibility determines whether combat continues.


12. COMBAT TURN — HERO PLAYER PHASE

Each Hero or Henchman may:

  • Move then attack

  • Attack then move

  • Run instead of attacking

  • Open or close a door instead of attacking

Movement is limited by Speed.
Models cannot move through other models or blocked squares.

Running:

  • Replaces attacking

  • Allows increased movement

  • Limits defensive options


13. COMBAT TURN — GAMESMASTER PHASE

The GM controls all monsters.

Monsters follow the same action structure as Heroes:

  • Move then attack, or attack then move

  • Run instead of attacking

Special monster types may:

  • Open doors

  • Cast spells

  • Summon reinforcements

  • Escape combat

Monster behaviour is entirely controlled by the GM.


14. SURPRISE

When monsters are discovered:

  • Both Leader and GM roll for surprise

  • Modifiers apply for certain Heroes and monster types

If Heroes win:

  • Heroes place monsters

  • Monsters move one square

If monsters win:

  • GM places monsters

  • Heroes lose their first phase


15. HAND-TO-HAND COMBAT

To attack:

  • Roll a D12

  • Compare to target’s Weapon Skill

  • Equal or higher hits

Damage:

  • Roll damage dice from weapon

  • Subtract Toughness

  • Remaining damage removes Wounds

Critical hits:

  • Cause extra effects

Fumbles:

  • Cause negative effects


16. RANGED COMBAT

Ranged attacks:

  • Require line of sight

  • Have range bands

  • Use Bow Skill

Certain weapons:

  • Have minimum ranges

  • Cannot be used in close combat


17. DEATH AND ESCAPE

If Heroes escape:

  • No monster loot is gained

  • Combat ends after visibility is broken

If monsters escape:

  • They may reappear later via counters

Dead Heroes:

  • Are removed from play

  • May be resurrected only by rare effects


18. LOOT AND TREASURE

After winning combat:

  • Heroes may loot bodies

  • Gold is distributed by agreement or dice

  • Magic items are revealed by the GM

Unopened chests persist between expeditions.


19. MAGIC

Only Wizards may cast spells.

Spellcasting requires:

  • Correct spell components

  • Successful casting roll

  • Available actions

Spells may:

  • Deal damage

  • Control enemies

  • Alter the dungeon

  • Affect movement or visibility

Failed spells may have consequences.


20. BETWEEN EXPEDITIONS

When Heroes leave the dungeon:

  • Wounds may be healed

  • Fate Points may be recovered

  • Gold may be spent

  • Equipment may be bought

  • Henchmen may be hired

  • Random events may occur

The dungeon remains persistent:

  • Doors reset

  • Monsters respawn

  • Dead character monsters stay dead

  • Looted treasure does not return


21. QUESTS AND CAMPAIGNS

Quests define objectives beyond exploration.

  • A quest may span multiple dungeons

  • Quest completion grants major rewards

  • Campaigns link multiple quests together

Heroes retain progress between quests.


22. GAME END AND PROGRESSION

Advanced Heroquest has no fixed end condition.

The game continues as long as:

  • Heroes survive

  • New quests are undertaken

Progression is defined by:

  • Improved equipment

  • Increased resources

  • Survival and success

The Expanding Circle Problem in Camp Survival.

The Expanding Circle Problem: Why Fixed-Camp Survival Breaks Down

Hundreds of thousands of Japanese soldiers starved to death on Pacific islands (Rabaul, Marshalls, Carolines, Gilberts, New Guinea & Solomons)  when the survival textbooks say you can live off the land.

A major constraint in temperate forests is energy economics.

If you camp in one place and forage outward each day, you face an unavoidable problem:

Every day, you must walk farther to get the same food.

Nearby resources are depleted first. Then the foraging radius expands. Distance increases, and so does cost.

At some point, calories spent exceed calories gained. No amount of skill changes that arithmetic.


Survival doesn’t scale at a fixed camp

“Living off the land” can work for:

  • one person,

  • short durations,

  • expert survivalists,

  • high mobility.

A fixed camp breaks those assumptions. Once you stop moving camp, survival becomes a patch-depletion problem, not a bushcraft problem.


The simple energy math

Daily net energy is:

Food gained − (walking cost + processing cost)

Off-trail walking typically costs ~80–140 kcal per km. Firewood, water, prep, and friction add 200–500 kcal/day, more as it gets colder.

As the radius grows, cost rises steadily. Yield usually does not.

That’s the expanding circle problem.


Seasonal reality (interior BC Canada example)

September
Berries may still provide meaningful calories. With luck, net deficit in ~7–12 days..

October
Berry availability drops, cold and wet raise costs, patches are sparse. In a fixed camp, most people cross into net deficit in ~3–7 days.

December
Plant calories are negligible. You start in deficit and stay there.


The takeaway

This is not about toughness or mindset. It’s physics plus biology.

For a fixed camp relying on wild plants in temperate forests:

You may be in the black for a few days to about a week.
After that, unless something changes, you are in the red.

Historically, people solved this by moving camp, storing food, or using high-return calories (fish, game). The expanding circle explains why they had to.

Removable snow cleats for shoes

 


I got these Velcro cleats fromTemu. They stop you from falling over in the snow, but if you want to go into a shop, you can rotate them sideways so they don't destroy the floor. Why not put them in your pocket? Because they are covered in melting slush and filth. So these are just the thing for the winter commute.

Or you can have screws are attached to a metal plate that runs down the thigh bone when you fall over.

Camper Van Shelving

2010 Ford Transit Connect. Plastic shelving, cut to fit wheel arches. Then cut vertical supports so the bottom shelf fits under the bed. The top shelf can be added when the bed is folded away. I'll make it a bit lower so the stove can fit on top, with a bit of insulation underneath.

TuffStore® 36-inch W x 72-inch H x 18-inch D 5-Tier Plastic Storage Shelf/Rack in Black (750 LB Capacity)




 

Face Shape Analyser:

Description:
Face Shape Analysis makes it simple to understand your unique face shape. With just one photo, the app detects key landmarks and instantly identifies whether your face is oval, round, square, heart, diamond, oblong, or triangle.

Knowing your face shape can help you make smarter choices for hairstyles, glasses, and makeup that truly complement your features.

Features:

  • Quick analysis from a single photo

  • Identifies common face shapes (oval, round, square, heart, diamond, oblong, triangle)

  • Clear overlays to visualize facial proportions

  • Simple, intuitive design—no setup required

  • Works directly on your device, no internet connection needed

Unlock a better understanding of your look with Face Shape Analysis—fast, accurate, and easy to use.









Why AI won't replace Software Developers.

Once upon a time, there was no Internet. So if you were coding, and you got an error, you had to be able to fix it yourself. So the development environment had to work. Then with the Internet, you could fix it using Google and stackoverflow. So the development environment became an undocumented horror show. You would spend a third of you time trying fixes from the internet until something inexplicably worked.

Now with AI, you can get thing fixed quickly without having to understand why. The development environment will evolve into a hot mess that can only be understood by AI. So you will have to develop a meta-skill on how to use AI to work around the hot mess. You will spend a third of your time trying fixes from the AI until something inexplicably works.

So AI means that software development can no longer be understood by humans, and when ChatGPT injects imaginary stupidity into your codebase and corresponding product, you will have to learn to like it.

Your application will be unusable as it stands, so you will add a top AI UI layer to fake the output the user wants to see.

Then the system for creating the top layer will descend into a hot mess, but a new layer of AI UI will fix that. Life will not become easier.

Also, if Software development becomes twice as fast, users will expect twice as many features at half the cost.

Murder Mystery web app

And now for a Murder Mystery web app, like Chronicles of Crime without the QR codes and 360° panorama.
This is Sherlock Holmes, but since it is just reading a textfile, it can be reskinned easily. So I should do that in Flutter and spam the Play and App store with a hundred Murder She Wrote apps. Or 40k: “The Curious Case of the Cursed Commissar”. No, Scooby-Doo  it is. “The Case of the Meddling Kids”.

Detective Mystery App


Massive Darkness 2 board game: Web App to give each minion a special ability

Massive Darkness 2 is a board game in which Minions are just ablative armour for the leader. And I went to the trouble of painting 6 minis 

.I want to justify the existence of each minion, and adjust game difficulty.
Therefore:

Each minion is assigned a number.
Each minion has a special ability.
When attacking, we pick a specific minion to attack.

This simple web app lists the special abilities of each minion.
https://francisclarke.com/md2/

If the target is killed, you can select a second target for any remaining swords. Or not, if you want to increase difficulty.
This means that the Hero has to work out which minion is the biggest threat and plan accordingly.

If you are luddite, you can implement this with a bag of chits or a D12 and a table.
If you are not, you can View Source in the browser, copy and paste into a text editor such as notepad, edit the tokens text to your heart's content, and save it as md2.html.
If you click on your md2.html, you get your own Kustom web app.

Advanced Heroquest "Generating the Dungeon" online application

 

Here is an Advanced Heroquest "Generating the Dungeon" online application. It generates rooms, doors, corridors, monsters, treasures, hazards and so on.
There are different flavours of dungeon some from White Dwarf Magazine (google White Dwarf Advanced Heroquest), and "Dungeons & Dragons: Castle Ravenloft Board Game (2010)" version.



So you can have a Skaven dungeon, Undead, Chaos dungeon. Although you are stuck with what is on the menu. (Sorry, we stopped serving breakfast. We' re on the lunch menu).
Inspired by "AHQ_Map_Generator.zip by 4afc" and El Lic @RECIVS on Boardgamegeek. Some selections have levels of increasing difficulty and reward.




Polish for "dyslexic" is cierpiący na dysleksję.

In Polish "dyslexic" is "cierpiący na dysleksję". At least it doesn't have an "x" in it.

The colour blind can see through camouflage.

Someone I knew never smiled. When he was 60, he realised he had prosopagnosia: the inability to recognize faces.

Such people should have difficulty reading people, but they don't. If you can't read faces, from birth you use other cues. You compensate from the day you were born. So you see through camouflage.

Richard Branson couldn't read, so he watched people's faces during the PowerPoint presentation. 

Everybody in the room loves the job candidate. You say "He seems to be a nutcase" and then shut up because nobody sees past the practiced charm. Two months later he walks out after a 2 hour screaming session and doesn't come back.

If you have prosopagnosia, the parts of your brain that deal with body language and tone of voice will be physically larger than other people, since you have had to rely on these cues from birth.

If you think someone is a "bad listener" or "socially awkward", they can probably see straight through you.

The slightly odd guy in the room sees through camouflage.