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.
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The GM controls dungeon generation, monsters, traps, and treasure.
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Hero players control individual Heroes and any Henchmen they recruit.
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Play proceeds through expeditions into dungeons.
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Multiple expeditions may be required to complete a dungeon or quest.
The overall game alternates between:
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Exploration Turns
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Combat Turns
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Between-Expedition Phases
2. HEROES AND CHARACTERISTICS
Each Hero has the following core characteristics, all rated on a 1–12 scale unless modified:
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Weapon Skill (hand-to-hand accuracy)
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Bow Skill (ranged accuracy)
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Strength (damage potential)
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Toughness (resistance to damage)
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Speed (movement allowance)
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Bravery (tests against fear and panic)
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Intelligence (magic and learning)
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Wounds (health)
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Fate Points (luck and destiny resource)
Heroes may also possess:
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Weapons
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Armour
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Equipment
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Magic items
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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:
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Reroll dice
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Avoid death
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Alter outcomes of events
3. HENCHMEN
Henchmen are non-hero fighters hired by Heroes.
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Henchmen move and fight like Heroes
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Henchmen cannot search for treasure or secret doors
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Henchmen cannot use Fate Points
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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:
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Hero Player Phase
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Exploration Phase
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Gamesmaster Phase
Combat Turns
Used when monsters can see Heroes.
Each Combat Turn consists of:
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Hero Player Phase
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Gamesmaster Phase
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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:
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Move up to Speed (maximum 12 squares in exploration)
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Open or close a door (if adjacent)
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Open a chest (if adjacent)
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Search for secret doors
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Search for hidden treasure
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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:
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The GM generates new dungeon sections using passage and room rules
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Dungeon layout is built dynamically
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Exploration immediately ends if monsters are revealed
Rooms are categorized as:
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Normal rooms
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Hazard rooms
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Lairs
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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:
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Draw dungeon counters
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Play traps
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Trigger wandering monsters
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Introduce ambushes or special events
Dungeon counters are secret resources controlled solely by the GM.
8. DUNGEON GENERATION
Dungeons are constructed from modular sections:
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Passages
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Junctions
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Corners
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Dead ends
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Rooms
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Stairways
Key principles:
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Passages are straight unless a corner or junction is placed
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Rooms always connect via a shared wall
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Doors are always closed when first discovered
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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:
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May only be searched for in dead ends or rooms with no visible exits
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Each wall may only be searched once
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If found, the Hero places the door
Hidden treasure:
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Each room may only be searched once
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Treasure may be gold or magic items
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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:
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The triggering Hero attempts to spot it
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If spotted, a Hero may attempt to disarm it
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If disarming fails or the trap is not spotted, it activates
Trap effects vary and may cause:
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Damage
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Immobilisation
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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:
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All monsters are killed
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Heroes escape
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Monsters disengage (rare)
Visibility determines whether combat continues.
12. COMBAT TURN — HERO PLAYER PHASE
Each Hero or Henchman may:
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Move then attack
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Attack then move
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Run instead of attacking
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Open or close a door instead of attacking
Movement is limited by Speed.
Models cannot move through other models or blocked squares.
Running:
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Replaces attacking
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Allows increased movement
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Limits defensive options
13. COMBAT TURN — GAMESMASTER PHASE
The GM controls all monsters.
Monsters follow the same action structure as Heroes:
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Move then attack, or attack then move
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Run instead of attacking
Special monster types may:
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Open doors
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Cast spells
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Summon reinforcements
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Escape combat
Monster behaviour is entirely controlled by the GM.
14. SURPRISE
When monsters are discovered:
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Both Leader and GM roll for surprise
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Modifiers apply for certain Heroes and monster types
If Heroes win:
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Heroes place monsters
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Monsters move one square
If monsters win:
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GM places monsters
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Heroes lose their first phase
15. HAND-TO-HAND COMBAT
To attack:
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Roll a D12
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Compare to target’s Weapon Skill
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Equal or higher hits
Damage:
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Roll damage dice from weapon
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Subtract Toughness
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Remaining damage removes Wounds
Critical hits:
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Cause extra effects
Fumbles:
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Cause negative effects
16. RANGED COMBAT
Ranged attacks:
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Require line of sight
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Have range bands
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Use Bow Skill
Certain weapons:
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Have minimum ranges
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Cannot be used in close combat
17. DEATH AND ESCAPE
If Heroes escape:
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No monster loot is gained
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Combat ends after visibility is broken
If monsters escape:
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They may reappear later via counters
Dead Heroes:
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Are removed from play
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May be resurrected only by rare effects
18. LOOT AND TREASURE
After winning combat:
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Heroes may loot bodies
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Gold is distributed by agreement or dice
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Magic items are revealed by the GM
Unopened chests persist between expeditions.
19. MAGIC
Only Wizards may cast spells.
Spellcasting requires:
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Correct spell components
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Successful casting roll
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Available actions
Spells may:
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Deal damage
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Control enemies
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Alter the dungeon
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Affect movement or visibility
Failed spells may have consequences.
20. BETWEEN EXPEDITIONS
When Heroes leave the dungeon:
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Wounds may be healed
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Fate Points may be recovered
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Gold may be spent
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Equipment may be bought
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Henchmen may be hired
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Random events may occur
The dungeon remains persistent:
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Doors reset
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Monsters respawn
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Dead character monsters stay dead
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Looted treasure does not return
21. QUESTS AND CAMPAIGNS
Quests define objectives beyond exploration.
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A quest may span multiple dungeons
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Quest completion grants major rewards
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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:
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Heroes survive
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New quests are undertaken
Progression is defined by:
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Improved equipment
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Increased resources
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Survival and success
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