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Advanced Game System III

Expansion for HeroQuest

Advanced Game System III Rulebook

Table of Contents

Table of Contents

  • New EXP Points Cards
  • Balancing the Game
  • Journey Cards
    • Journey Card Events
  • Gaps in This Transcription

New EXP Points Cards

Elven Blue Monsters (Elves): Elven Archers, Elven Warriors, Assassins, Magus Guards, Giant Wolves....

Ogre Grey Monsters (Ogres): Ogres...

Transparent Monsters (Wraiths): Specters, Dread Wraiths...

Balancing the Game

The Game Master may increase the difficulty of the game by adding these 8 additional Bonuses:

  • One or more Heroes of Lv.1 in play: Double Wandering Monsters
  • One or more Heroes of Lv.2 in play: Monsters: +1 Mind Point
  • One or more Heroes of Lv.3 in play: Monsters: +1 Body Point
  • One or more Heroes of Lv.4 in play: Monsters: +1 Attack Die
  • One or more Heroes of Lv.5 in play: Goblins go through Heroes
  • One or more Heroes of Lv.6 in play: Goblins attack and retreat
  • One or more Heroes of Lv.7 in play: Skeletons Attack diagonally
  • One or more Heroes of Lv.8 in play: Monsters: +1 Defence Die

*The applied bonuses are accumulated. Example: If there is a Level 8 Hero in play, the Game Master must apply all 8 Bonuses to the game.

Journey Cards

The Journey phase takes place between the end of the Quest the Heroes have just played and the beginning of the next Quest they have not yet played. To resolve this phase, the Game Master must consult the Wandering Monster symbols at the end of the Quest just played and the symbols of the next Quest to be played. The Game Master must draw as many Journey cards as symbols appear in this way and read to the players, in that same order, the events that have the name of the Wandering Monster from each symbol mentioned above. The Heroes must complete such events one at a time and in the same order.

Example: In the Quest just played, there are 2 "Skeleton" (Wandering Monster) symbol and in the next Quest, there is an "Orc" symbol. The GM must draw 3 Journey cards.

*If there is a Wandering Monster symbol in the Quest Book that does not appear on the Journey card, it is considered that no noteworthy event has occurred.

Journey Card Events

Goblin: A hail of arrows rains down on you from a high point in the Dungeon! Each Hero loses 1 Body Point.

Orc: You hear wailing coming from behind a door in a room. A Hero of your choice performs a Mental Test. If he fails, he opens the door and is hit by an arrow. He loses 1 Body Point.

Skeleton: The journey is getting very long and you are beginning to tire. You see a man with a chariot and he offers to give you a ride. Each Hero must spend 10 gold coins.

Zombie: One of the Heroes stumbles over a stone on the dungeon floor. Underneath it, you see something glowing. A Hero of your choice draws a Treasure card.

Mummy: As you pass through a corridor, one of the sarcophagi stacked against the wall falls on one of the Heroes. One of the Heroes of your choice makes an Toughness Test. If he fails, he loses 1 Body Point.

Abomination: You enter a room and notice that on top of an Alchemist's bench, there is a mirror with an strange shape. A Magicborn of your choice must perform a Mental Test. If he fails, the mirror corrupts his mind. Discard a spell card at random.

Dread Warrior: You continue your journey without any mishap. There is no event.

Gaps in This Transcription

The two source cards do not cover the following. Their rules come from the base Advanced Game System I and II decks, not from this expansion's cards, and are not transcribed here:

  • Shaman and Illusionist classes
  • Level 5 master skills
  • Advanced Equipment cards
  • Investigate cards