HeroQuest Advanced Quest
HeroQuest Advanced Quest Rulebook
Table of Contents
Table of Contents
Advanced Quest Game System Description
Take up the challenge of HeroQuest and enter the underground realm of Morcar, the Evil Wizard. There are great treasures to be won and grim monsters to defeat in this lavish game of magical adventure.
Each game is a unique challenge set in a different underground stronghold. Explore unlit passages and venture into darkened rooms.
But beware, for within the shadows await the servants of Morcar.
Deadly traps will claim the careless and only true champions can survive in the domain of Chaos. Can you survive in the World of Hero Quest and emerge a Champion? Or will you, like so many before, decend into the darkness never to return.
HeroQuest now contains a new challenge, a new enemy - the Dark Company. This extended Advanced Quest will test even the greatest Champions. The large fold-out booklet will be your ultimate test.
Contents:
- 47 finely crafted figures from Citadel Miniatures (35 Heroes and Monsters from the base Game System, plus 12 Dark Company Warriors — modular figures with 4 kinds of detachable weapons).
- 21 doors, with bases.
- 15 pieces of furniture.
- A set of easy-to-learn rules.
- Gameboard.
- A pad of character sheets to record your progress.
- 4 character boards with illustrations of the Heroes.
- 64 full colour playing cards, with spells and weapons.
- 6 dice: 2 standard dice and 4 specially printed combat dice.
- A 32 page Quest book.
- A 13-stage Advanced Quest.
- A full colour screen, behind which the Evil Wizard player plans his moves.
The Dark Company
Introduction
We recommend you play this 13-part Advanced Quest after you've played all or most of the adventures contained in the Quest Book. You'll then be ready to do battle with the Dark Company ... When playing the Advanced Quest, all the standard Hero Quest rules apply, although a number of differences outlined below make this a considerably more challenging adventure.
How to Play the Advanced Quest
There are 13 stages in the Advanced Quest. Each of these stages is shown on the map in a different colour. These same colours are used to highlight the appropriate notes for each stage of the adventure on the left. The adventure begins on the stairway tile in the corner of the map. In each stage, the players are attempting to find a door on the edge of the gameboard which will allow them to enter the next stage of the adventure.
The Evil Wizard player should place the door on the edge of the gameboard when it becomes visible to one of the character players. These doors may be opened the normal way, unless otherwise stated. When all the character players have gone through the door, remove all the pieces from the gameboard and begin the next stage of the adventure.
NOTE: Monsters may never move through a door from one stage of the adventure to another.
Between Stages
Character players do not return to their full strength between stages, nor can the Elf and Wizard replenish their spells. However, all character players may keep the potions and special treasures they have found.
Beginning a New Stage
Character players enter the next stage of the adventure by passing through the same door which marked the end of the last stage. The first character player moves through the door, at which point the Evil Wizard player should place onto the gameboard everything the Character Player can see. The new Stage of the adventure is then played in the normal way. All discarded treasure cards should be placed back into the treasure card pile and the cards shuffled.
Re-entering a Stage Previously Played
If the character players return to a stage they have already played, all the monsters will return and they will have to fight them all again. However, whilst players may still search for treasure, some special treasures mentioned in the notes may not be found again.
Dark Company Warriors
You can now bring your 12 Dark Company Warriors into play. These monsters work like other monsters. But whenever the Evil Wizard player places a Dark Warrior onto the board, he can arm his Dark Warrior in one of four ways depending on the weapons available. (See below.)
Dark Warriors in Combat
The Dark Warriors are an elite group of fighters who can defend in a special way. Roll the required number of dice shown as normal and as long as you roll at least one round black shield, the Dark Warrior defends successfully and remains unharmed.
The Doomguard
The Chaos Warriors in this adventure are members of Morcar's elite regiment, the Doomguard. These monsters defend in the same way as the Dark Warriors – they need only roll one round black shield to defend against any number of skulls rolled by an attacker.
Dark Company Warriors
Crossbowman
- Move: 6 squares
- Attack: 2 dice
- Defend: 3 dice
- Body: 1
- Mind: 2
Scout
- Move: 9 squares
- Attack: 2 dice
- Defend: 3 dice
- Body: 1
- Mind: 2
Swordsman
- Move: 4 squares
- Attack: 4 dice
- Defend: 5 dice
- Body: 1
- Mind: 2
Halberdier
- Move: 6 squares
- Attack: 3 dice
- Defend: 3 dice
- Body: 1
- Mind: 2
Doomguard
- Move: 6 squares
- Attack: 4 dice
- Defend: 5 dice
- Body: 1
- Mind: 3
Wandering Monster: Dark Warrior
For this adventure, the wandering monster (drawn on a hazard/wandering-monster treasure card, per the standard Hero Quest rules) is the Dark Warrior. The map also marks certain squares with a Dark Warrior icon, showing where a Dark Warrior may enter play in that stage.