HIGH ADVENTURE IN
A WORLD OF MAGIC!
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About
HeroQuest
HeroQuest is a fantasy boardgame designed by Steve Baker for Milton Bradley in
association with Games Workshop. The game's main strengths were its simple yet
elegant rules and the set of high quality miniatures that came with it. It also
scored well in the way it captured the high fantasy feel,
mostly by giving overly melodramatic names to the villains and locations of the quests.
Who can forget Barak Tor - the Barrow of the Witchlord?
Heroquest's life in the shops was comparatively short. I believe it was released in
1989 or there about and by 1993-94 it was already out of print. But in those few years
it was a sufficient hit to justify seven expansion packs, a computer game,
a series of game books and (I think)a set of collectible cards/stickers. HeroQuest can
also be considered the "grandfather" of a host of other equally successful games, from
Space Crusade (also by Steve Baker) to Advanced HeroQuest and the more recent
WarhammerQuest.
For more information about HeroQuest, including FAQ and more rule variants check out
the
HeroQuest
entry on the
Miniatures Page site.
Send comments and suggestions to
James
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Point Based Hero Creation
A friend of mine came up with these rules. The allow players
to create characters other than the usual Barbarians, Dwarves, Elves or
Wizards and still being totally compatible with the original.
All attributes cost 1pt each - Minimum 1 Maximum Attack 3 Defend 3 Body 8.
'Trained in Arms' cost 3 pts - Allows use of all weapons and armour.
'Perfect Trap Disarming' cost 2pts - this is the basic dwarven ability.
Access to a school of magic cost 3pts per school.
Heroes have 16 pts to spend.
Mind is calculated as 10 - Body.
Example:
The Elf costs (Attack 2 + Defend 2 + Body 6 + Trained in arms + 1 School of magic) = 16 pts
The Barbarian costs (Attack 3 + Defend 2 + Body 8 + Trained in arms ) = 16 pts
The Dwarf PV costs (Attack 2 + Defend 2 + Body 7 + Trained in arms + Trap Disarm ) = 16 pts
The Wizard PV costs (Attack 1 + Defend 2 + Body 4 + 3 Schools of magic) = 16 pts
Additional Abilities and Flaws | Cost |
Innate Gift Once per adventure a gift endows the hero with the effects of a specific
spell. For example a Beserker ability could be based on the Courage spell. |
1 pt |
Starting Equipment The Hero starts off with equipment valued at 100 gold coins. |
1 pt |
Special Enemy The hero gets an extra attack die against a specific type of monster
(for example Orcs). |
1 pt |
Fleet footed Add 2 squares of movement to all movement rolls. |
1 pt |
Cursed The hero rolls monster dice in defence. |
-3 pts |
Hunted The hero is pursued by an implacable enemy. Substitute the weakest monster
in the Random Monster Table with the Hunter. The Hunter will always attack this hero.
The Hunter is by default a Chaos Warrior, though his abilities may be altered using
this point based system. |
-2 pts |
Phobia The hero loses 1 die attack and defence when facing a specific type of monster (i.e.
Skeleton). |
-1 pt |
Greedy The hero must head straight to the chest, always search for the treasure first. |
-1 pt |
Club-footed The hero moves 2 squares less than his move roll. One a roll of ‘2’ he not be
able to move at all. |
-1 pt |
Fearless The Hero never retreats. He may never leave a room unitl all the monsters are dead. |
-1 pt |
Coward The hero will never trigger a room. |
-1 pt |
Pious The give away half his earnings to charities after each quest. |
-2 pts |
Code of Honour The hero will never use more attack dice than those available to the monster he is attacking. |
-2 pts |
Henchman The hero begins each quest with a henchman (a monsters equivalent to an orc or zombie) |
2 pts |
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