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HeroQuest

HeroQuest Rulebook

Table of Contents

Table of Contents

  • What Makes This Game Unique?
  • Game Contents
  • Reading This Rulebook
  • Choosing Your Role
    • The Important Role of Zargon
  • How Zargon Sets Up the Game
  • Hero Statistics
  • To Begin the Quest
    • Order of Play
    • On Any Player's Turn
    • On a Hero's Turn
  • Hero Movement
    • Looking and Opening Doors
    • Blocked-Square Tiles
  • The Six Hero Actions
    • Action 1: Attack
    • Action 2: Cast a Spell
    • Action 3: Search for Treasure
    • Action 4: Search for Secret Doors
    • Action 5: Search for Traps
      • Pit Traps
      • Falling-Block Traps
      • Spear Traps
      • Chest/Furniture Traps
      • Jumping a Trap
    • Action 6: Disarm a Trap
  • The Evil Sorcerer Zargon's Turn
    • Monster Movement and Actions
    • Action 1: Attack
    • Action 2: Cast a Dread Spell
    • Dead Heroes
    • What Happens If You Run Out of Monsters?
  • Ending the Quest
    • What Happens Between Quests?
    • Lost Artifacts
    • Unfinished Quests

What Makes This Game Unique?

  • One player takes the role of Zargon, the evil sorcerer and controller of the game; the other players assume the roles of the heroes — the barbarian, the dwarf, the elf, and the wizard.
  • A game for 2 to 5 players, HeroQuest is played in 14 sequential gameplay sessions called quests. Each quest is described in detail in the Quest Book.
  • One quest may take an hour or two to play, with each subsequent quest increasing in difficulty.
  • During a quest, a hero may acquire valuable treasures. These riches may be used between quests to purchase powerful weapons and protective armor from the armory.
  • The heroes work together to defeat Zargon and the evil sorcerer's forces of Dread. Individual winning is not the goal. United the heroes stand. Divided they fall.
  • The adventure never ends — additional quests are available in Quest Packs (sold separately).

Game Contents

  • Gameboard
  • 31 monster miniatures: 8 orcs, 6 goblins, 3 abominations, 4 Dread warriors, Dread sorcerer, gargoyle, 4 skeletons, 2 zombies, 2 mummies
  • 4 hero miniatures: barbarian, dwarf, elf, wizard
  • 15 furniture pieces: 2 tables, throne, alchemist's bench, 3 treasure chests, tomb, sorcerer's table, 2 bookcases, rack, fireplace, weapons rack, cupboard
  • 10 skull pieces
  • 4 plastic rat pieces
  • 21 dungeon doors: 5 closed, 16 open
  • 97 game cards: 24 treasure cards, 23 equipment cards, 14 artifact cards, 12 Dread spells cards, 12 spells cards, 8 monster cards, 4 turn order cards
  • Cardboard tiles: stairs, blocked squares, pit traps, secret doors, falling-block traps, skulls
  • Quest Book
  • 4 character cards: barbarian, dwarf, elf, wizard
  • Game Master's screen
  • Pad of character sheets
  • 6 white combat dice
  • 2 red dice

Reading This Rulebook

Throughout the rulebook, information is coded with specific icons depending on whom it is intended for:

  • Zargon icon — information and instructions for Zargon.
  • Hero (eye) icon — information and instructions for the heroes.
  • Quest Book (card) icon — useful information that will help you play the game.
  • Shield icon — information that can affect gameplay. Pay attention to this.

Choosing Your Role

One player must take on the role of Zargon, the evil sorcerer. The other players then assume the roles of the heroes: the barbarian, the dwarf, the elf, and the wizard.

If fewer than five people are playing, one person must still play as Zargon. The remaining players can control more than one hero. Note that the quests are more challenging if you are playing with fewer than four heroes.

The Important Role of Zargon

The person who plays as Zargon serves as the Game Master. This means:

  • You sit behind the Game Master's screen.
  • You control the quest for the other players.
  • You alone know where the monsters, secret doors, treasures, and traps are located in the labyrinth.
  • You alone have access to the Quest Book.

The Quest Book is for Zargon's eyes only. However, there are sections of each quest that must be read to the players (the parchment text and, as the quest unfolds, treasure descriptions). These passages are noted throughout the Quest Book.

How Zargon Sets Up the Game

If you are playing for the first time, punch out the cardboard tiles from the parts sheet and put them aside. To set up the game properly, Zargon must follow these steps:

1. Open the Quest Book and read the first quest. Turn to "Quest 1 — The Trial," which must be played first. Read it silently to yourself. Each quest features three sections: the parchment text, the quest map, and the quest notes.

  • Parchment Text outlines the heroes' challenge and the reward they will receive if successful. This section is always read aloud to the hero players at the beginning of the game.
  • Quest Map shows how the gameboard is to be laid out as the game progresses. It is marked with symbols showing the starting positions of the monsters (identical to those on the monster cards and the Game Master's screen), plus furniture, stairs, doors, blocked squares, traps, secret doors, and treasure chests. Do not place anything on the gameboard at this time. Only reveal the layout when the hero figures have moved to a position that requires you to do so.
  • Quest Notes explain what happens in certain rooms and detail the unique situations the hero players face. Read them silently; disclose the information to the heroes as the quest unfolds.

2. Place the gameboard on the table. Lay it flat with the HeroQuest logo on the right side as it faces you.

3. Place the character cards on the table. Spread the four character cards faceup. The number of dice and starting points for each hero appear on each card.

4. Direct the hero players to fill in their character sheets. Give each hero player a sheet, something to write with, their hero's character card, and their hero figure. Each player fills in their starting Body and Mind Points. During the quest, a hero's Body and Mind Points are affected by events and must be charted on the sheet. Any treasure found must also be recorded there. Players should save their sheets and bring them to each session.

5. Position the Game Master's screen between you and the gameboard.

6. Place the Quest Book between you and the Game Master's screen.

7. Separate the game pieces into four piles: doors, furniture, monsters, and cardboard game tiles.

8. Study the quest map and place the pieces in the starting room. Only place the pieces that go into the starting room (usually the one with the stairway). Do not put out any traps or secret doors, and do not reveal treasure at this time.

9. Sort the cards into nine separate piles: equipment, treasure, artifacts, monsters, Dread spells, air spells, fire spells, water spells, and earth spells.

  • Treasure Cards: shuffle before each quest; keep facedown in a pile within reach of all players.
  • Artifact Cards: special cards kept behind the Game Master's screen.
  • Monster Cards: spread the eight monster cards faceup near the gameboard so heroes can refer to them. The same information appears in the monster chart on the Game Master's screen.
  • Dread Spell Cards: 12 Dread spells belonging to Zargon; keep them behind the Game Master's screen. (Some are only used with Quest Packs.)
  • Hero Spell Cards (Air, Fire, Water, Earth): four groups of hero spells, one per element, each with three individual spells. The spell groups are divided between the wizard and the elf.

Dividing the Spells. The wizard first chooses one of the four spell groups. Next, the elf chooses one of the three that remain. Finally, the two remaining spell groups go to the wizard. Suggestion: on a first quest, the wizard takes fire, the elf takes earth, and the remaining spells go to the wizard.

10. Place the dice. Put three white combat dice and the two red dice near the gameboard for the heroes. Keep three white combat dice for yourself.

Hero Statistics

  • Body Points reflect the hero's physical strength. The barbarian is the strongest with eight points; the wizard the weakest with four points.
  • Mind Points reflect the hero's wisdom, intelligence, and resistance to magical influence. The wizard has the greatest mental strength with six points; the barbarian the least with two points.
  • Attack Dice reflect the fighting power of the hero's weapon. Attack strength is continually changed by events (spells, combat, etc.).
  • Defend Dice reflect the ability of the hero to dodge or absorb enemy hits. Defend strength is continually changed by events.
  • Movement for each hero is determined by rolling two red dice.

Body Points must be charted on the character sheet; points can be gained or lost during a quest. The wizard's character card, for example, lists Attack Dice 1, Defend Dice 2, Body 4, Mind 6, movement of 2 red dice, a starting weapon of a dagger, and no starting armor.

To Begin the Quest

Zargon reads the parchment text section of Quest 1 aloud to the heroes so they understand the history behind the quest and the goal set before them. Only read aloud the parchment text section; the quest map and quest notes must be kept secret from the heroes.

Order of Play

Play begins with the hero seated to Zargon's left and continues clockwise. After all heroes have completed their turns, it is the evil sorcerer's turn: Zargon may move all monsters currently on the gameboard. This sequence continues until the quest is achieved or until the heroes leave the underworld.

Suggestion: a good starting setup is for the barbarian to sit to Zargon's left, followed by the dwarf, the elf, and — seated to Zargon's right — the wizard.

On Any Player's Turn

Whether playing Zargon or a hero, a player does one of the following on their turn:

  • Moves their figure(s) and performs an action, or
  • Performs an action and moves their figure(s).

On a Hero's Turn

As a hero, you may move and then perform an action, or perform an action and then move. You may not move part way, perform an action, and then finish your movement. You may perform any one of the following six actions:

  • Action 1: Attack
  • Action 2: Cast a spell
  • Action 3: Search for treasure
  • Action 4: Search for secret doors
  • Action 5: Search for traps
  • Action 6: Disarm a trap

Hero Movement

A hero normally begins and ends a quest in the room marked with the stairway (unless otherwise specified in the Quest Book). To safely complete a quest, you must return to the stairway.

To determine how many square spaces to move, roll two red dice, then move square by square along the corridors and into rooms. Corridors are shown by the light gray flooring and are one or two squares wide. Rooms are enclosed by white lines (the walls). Rules of movement:

  • You do not have to move the entire distance indicated by the dice roll.
  • You cannot pass over monsters, move through walls, or move diagonally.
  • You may pass over other heroes.
  • You may only enter rooms through doors.
  • You may not share a square with another hero or a monster except when you are on the stairs or in a pit trap.

Looking and Opening Doors

While moving, you may look down a corridor or through an open door. Looking lets you see what is directly within your line of sight, such as closed doors, blocked-square spaces, and monsters. Looking is not one of the six actions.

You may move adjacent to a closed door and ask Zargon to open it. Zargon opens the door by removing the closed-door piece and replacing it with an open-door piece. Opening a door is also not one of the six actions. All doors start closed, and once opened a door can never be closed. Getting caught in a trap, drinking potions, and picking things up also do not count as actions and can be done at any time during your turn.

How Zargon reacts to hero movement: Zargon carefully watches a hero's movement, continually referring to the quest map. When a hero looks down a corridor or opens a door, Zargon places on the gameboard the doors, blocked-square tiles, and monsters that are directly within the hero's line of sight. (If the line passes through a wall or closed door, the miniature or tile is not visible.) When a hero opens a door, place the monsters, treasure chests, and any other items that belong in that room. Do not put traps on secret doors and do not reveal treasure at this time.

Blocked-Square Tiles

Zargon must place a blocked-square tile on the gameboard as soon as it becomes visible to a hero. These tiles show where extra walls have been built. Neither heroes nor monsters can move through blocked squares.

The Six Hero Actions

A hero may perform any one of the following six actions on their turn (it is possible they may not be able to do any).

Action 1: Attack

You may attack any monster you are adjacent to. You are adjacent if you are directly to the side, front, or rear of a square on which a monster is located. You may only attack once per turn, and only with one weapon at a time. Your attack strength depends on your weapon — the stronger the weapon, the greater the number of Attack dice you use.

Some weapons allow you to attack diagonally or from a distance (for example, daggers and crossbows hit from a distance; the staff and longsword allow diagonal attacks). Most weapons do not. At the start of the first quest each hero is armed with a specific weapon (see the character card):

  • The barbarian begins with the most powerful starting weapon: the broadsword.
  • The dwarf's starting weapon is a shortsword. The dwarf also possesses intuition — a special knack for disarming traps.
  • The elf also starts with a shortsword. The elf is a good fighter with some knowledge of the magical arts and begins each quest with three magic spells (one spell group).
  • The wizard starts with a small dagger. The wizard is a master spellcaster and begins each quest with nine magic spells (three spell groups). The wizard is hindered by an inability to wear normal armor or use large weapons.

How a Hero Attacks:

  • Roll the white combat dice to attack a monster. The number of dice depends on the weapon you are using (check your character sheet for your attack strength). If you fail to roll any skulls, your attack fails.
  • Each skull you roll is a hit, dealing 1 Body Point of damage to the monster. If hit, the monster immediately defends.

How a Monster Defends:

  • A defending monster rolls the number of Defend dice shown in the monster chart. Each black shield rolled by the defending monster blocks one hit from the attacking hero.
  • If the monster's Body Points reach zero, the monster is dead and is removed from the gameboard.
  • Many monsters are killed with only one hit. Some require more than one hit (refer to the monster chart for Body Points). For monsters requiring more than one hit, track damage by placing a skull tile under the monster figure.

If the monster survives the attack, it cannot attack back until Zargon's next turn.

A Trip to the Armory: You may collect valuable treasures such as gold coins during a quest. Between quests, you may use gold coins to purchase powerful weapons and protective armor from the armory (see the equipment deck). You may purchase any number of items; items are always in stock.

Action 2: Cast a Spell

Some heroes, like the elf and the wizard, may cast spells instead of attacking. They may cast a spell at anything they can see, but only on their turn.

See (Line of Sight): For a hero to cast a spell, the target must be visible. Heroes and monsters are only visible if an unobstructed straight line can be traced from the spellcaster to the target. A good rule of thumb: draw an invisible straight line between the center of the spellcaster's square and the center of the target's square. If the line does not cross a wall, closed door, hero, or monster, the target is visible — even if the line just touches a corner or wall edge.

You may cast a spell on yourself, another hero, or a monster. Once a spell is cast, the spell card is discarded for the remainder of the quest. Each spell may be cast only once per quest. A spell and its effects are explained on its corresponding spell card.

Action 3: Search for Treasure

Treasure is found only in rooms, not in corridors. A room may be searched by all four heroes, but each individual hero may only search a room once, and only on their own turn. Some treasures are protected by a trap.

How a Hero Searches for Treasure: You may search a room for treasure only if the room is uninhabited by monsters. First verbally declare your search by saying "I am searching for treasure." Do not move your hero figure when you search.

If no special treasure is called out in the Quest Book, draw a random card from the treasure card deck and read it aloud. It could offer riches or magical potions. Record any gold coins or potions on your character sheet; these valuable treasure cards (gold coins and potions) are not returned to the treasure deck until the next quest. You may share gold coin treasures with other heroes.

Be careful: almost half of the treasure cards contain wandering monsters and hazards. These cards are returned to the treasure deck and may be drawn again; shuffle before a hero draws.

How Zargon reacts to a hero's search for treasure: If there is a special treasure (as described in the quest notes), Zargon reads aloud the treasure description once the treasure has been found. The special treasure is discovered only once, by the first hero who searches the room. If there is no special treasure in the searched room, direct the searching hero to draw a treasure card. However, if the hero draws a wandering monster or hazard card:

  • Wandering Monsters pop out of holes and hidden places and wander into rooms. (The monster that appears is listed in the quest notes.) Zargon places the monster next to the treasure-searcher and immediately rolls Attack dice. On this round the monster can only attack the treasure-searcher. After the attack, the wandering monster remains on the gameboard and can be moved like other monsters. If the surrounding squares are occupied, put the monster in the room as close to the searcher as possible; on Zargon's next turn it can move and attack like other monsters.
  • How Heroes Respond to Wandering Monsters: roll combat dice to defend against the wandering monster's attack, then continue your turn.
  • Hazards: when you draw a hazard card, read it aloud and follow its directions.

More About Treasures: Treasure can be gold coins, magic spells, artifacts, and potions.

  • Artifacts: some special treasures are called artifacts, each described on its corresponding artifact card. They include weapons, armor, and items that provide additional powers. Finding an artifact may be the objective of a quest. On their turn, any hero who has artifacts may give them to other heroes.
  • Potions: you may drink a potion at any time. How a potion works and how long its effects last are listed on the potion treasure card, and sometimes in the Quest Book. You may drink more than one potion at a time. Healing potions are very valuable: if your Body Points are reduced to 0, you may drink a healing potion before you die to restore 1 or more Body Points. You may give one of your potions to a fellow hero, but only on your own turn.

Action 4: Search for Secret Doors

Secret doors are hidden portals that cannot be seen when you look into a room or down a corridor. They are concealed in a variety of ways, including sliding panels and pivoting bricks. You cannot discover a secret door unless you search for one.

How a Hero Searches for Secret Doors: You can only search for secret doors if there are no monsters visible to you. First verbally declare your search by saying "I am searching for secret doors." Zargon then discloses any secret doors in the room or corridor you are in by placing a secret door tile on the gameboard. Do not move your hero figure when you search. The door is not considered open until you move adjacent to it and declare that you are opening it. Once opened, Zargon places the items beyond the secret doorway; the door cannot be closed.

Action 5: Search for Traps

There are four kinds of traps — pit traps, falling-block traps, spear traps, and chest/furniture traps. They can be found in both rooms and corridors. Only Zargon knows where these traps are hidden. If you move onto a square that contains a pit, falling-block, or spear trap, you automatically spring the trap, possibly suffering body damage. A treasure chest or piece of furniture may also contain a trap; if you search for treasure without first searching for traps, you spring the trap.

How a Hero Searches for Traps:

  • You can only search for traps if there are no monsters visible to you.
  • Verbally declare your search by saying "I am searching for traps." Zargon then tells you which squares, if any, have traps but does not put any trap tiles on the board — at this time they are still concealed and unsprung.
  • Once a trap is discovered, you may be able to jump the trap, or on your next turn, disarm it.

Warning: some traps are placed directly on the other side of a door. The first hero to enter that room through the door will encounter the trap and suffer damage. You cannot search for these traps by looking through the door — you must be in the room to search for any traps in it. Monsters do not spring hidden traps.

The Four Kinds of Traps — pit traps, falling-block traps, spear traps, and chest/furniture traps — have their locations marked in gold on the quest maps in the Quest Book.

Pit Traps

A pit trap is a covered hole in the floor. If found during a search, Zargon says the floor looks weak and points to the square. Zargon does not put a pit trap tile on the board at this time — it has not been sprung. Once discovered, a hero may jump the trap or, on their next turn, disarm it. If a hero does not search and moves onto a pit trap square, they automatically spring it.

Springing a Pit Trap: If you move into a pit trap square, Zargon stops you by saying "You have just stumbled into a pit!" and puts a pit trap tile on that square (under your hero figure), telling you that you suffered 1 Body Point of damage in the fall. This ends your turn; record the damage.

What Happens to a Hero in a Pit?

  • Once in a pit, you may search the pit for treasure or secret doors as if it were a separate room.
  • You may also attack and defend, but you must roll one fewer combat die (this applies to monsters as well). Your minimum attack or defend strength is always 1 combat die, even if the pit penalty would reduce your dice to 0.
  • Normally, you can move out of a pit on your next turn.
  • Once a pit trap is sprung and a pit tile placed, the trap cannot be disarmed and removed. You may, however, attempt to jump over it.

Falling-Block Traps

Falling-block traps are very dangerous. Stepping on one may trigger the ceiling to collapse. If found during a search, Zargon says the ceiling looks dangerous and points to the square, but does not put a falling-block tile on the board at this time. Once discovered, a hero may attempt to jump the trap or later disarm it. If a hero does not search and moves onto the square, they spring the trap.

Springing a Falling-Block Trap: If you move onto a falling-block trap square, Zargon stops you by saying "You've just sprung a falling-block trap! The ceiling is caving in! Look out!" and puts a falling-block tile on the square, under your hero figure. Zargon then gives you 3 combat dice to roll: for each skull rolled, you suffer 1 Body Point of damage. You may not roll Defend dice. You must then decide to move ahead or move back to an empty space, because the trap space is now a permanent block in the game. Once a falling-block trap has been sprung and put out on the board, it cannot be disarmed or jumped — the path is permanently blocked by a wall of fallen stone.

Spear Traps

A spear trap is carefully hidden. If found during a search, Zargon says the square looks suspicious and points to it. Once discovered, a hero may attempt to jump the trap or disarm it. If you step onto a spear trap square, you automatically spring the trap, causing a spear to thrust out.

Springing a Spear Trap: When moving onto a spear trap square, roll 1 combat die. If you roll a skull, you suffer 1 Body Point of damage and this ends your turn. If you roll either a black or white shield, you have dodged the spear and may continue your move. The spear trap is now gone forever and the square can be moved onto safely. There are no spear trap tiles.

Chest/Furniture Traps

A chest/furniture trap can be poisonous gas, a poison needle, an explosive latch, or a shooting dart.

Springing a Chest/Furniture Trap: If you search a room for treasure before searching the room for traps, any chest/furniture traps in the room are sprung, ending your turn; you suffer the consequences described to Zargon in the quest notes. If the room is being searched for traps, Zargon says the chest/furniture looks dangerous and points to it. Once discovered, a hero may attempt to disarm it on their next turn. If you successfully disarm the trap, it is removed and you may continue your move; you may search the disarmed chest/furniture for treasure on your next turn.

Jumping a Trap

If your path is blocked by a trap, you may attempt to pass by jumping over it:

  • You must have at least two squares of movement remaining, as if you moved onto the trap square and then onto one unoccupied adjacent square beyond.
  • Roll anything but a skull on 1 combat die to jump the trap.
    • If you roll a skull, you spring the trap and suffer the body damage caused by that trap. If there is a corresponding trap tile, Zargon puts it on the gameboard, and you are put on the trap square. This ends your turn.
    • If you do not roll a skull, you jump over the trap, expending two moves. If you have moves remaining, you may continue your move.

There may be as many as three possible squares to jump to on the other sides of a single pit; a pit in the corner of a corridor has only one space to jump across to. If the destination square is occupied by a monster, and you are a hero without any special armory weapons, you must voluntarily fall into the pit (suffering damage) and do combat with the monster (at a disadvantage) from in the pit.

Monsters with enough movement squares (and a vacant space beyond) always successfully jump over a pit. If they voluntarily enter a pit, they suffer no damage.

Once a falling-block trap has been sprung, it cannot be jumped. Once a pit trap has been sprung, the hole in the ground, though dangerous, can be jumped.

Action 6: Disarm a Trap

To disarm an unsprung trap, you must first know its location, and you must possess a tool kit (or be the dwarf). A tool kit may be purchased between quests at the armory.

How Heroes (Except the Dwarf) Disarm a Trap with a Tool Kit:

  • Before you move, announce that you are moving onto the trap square to attempt to disarm and remove the trap.
  • Move onto the trap square and roll 1 combat die.
    • If you roll a skull, you have sprung the trap, suffering body damage.
    • If you roll either a black or white shield, the trap is disarmed. A disarmed trap is considered gone and is not put out on the gameboard.

How the Dwarf Disarms a Trap: As the dwarf, you never need a tool kit; your odds of succeeding are great due to your innate skills.

  • Before you move, announce that you are moving onto the trap square to attempt to disarm and remove the trap.
  • Roll 1 combat die. If you roll a black shield, you have sprung the trap, suffering body damage. If you roll anything except a black shield, the trap is disarmed.

Note: a disarmed pit trap is considered to be a regular gameboard square.

The Evil Sorcerer Zargon's Turn

Zargon, only after all four heroes have completed a turn, takes their turn. You may then move every monster currently on the gameboard. Like heroes, monsters may move and perform an action, or perform an action and then move. A monster cannot move part way, perform an action, and then finish its movement. Each monster may perform one of two actions: Attack, or Cast a Dread spell. Only certain monsters may cast a spell (refer to the quest notes).

Monsters may not: search for treasure, search for secret doors, move or attack diagonally, pass over heroes, move through walls, open or close doors, or share a square on the gameboard. Monsters do not spring hidden traps, so they have no need to search for or disarm them.

Monster Movement and Actions

Unlike heroes, monsters do not move by dice roll. Each monster's maximum movement per turn is listed in the monster chart on the Game Master's screen and on the eight monster cards. Monsters do not have to move the entire distance indicated.

Action 1: Attack

A monster may attack any hero it is adjacent to, only once per turn. A monster's attack strength is based on its natural abilities and does not depend on a weapon.

How a Monster Attacks: An attacking monster rolls the number of Attack dice shown in the monster chart. Failure to roll any skulls results in a failed attack. Each skull rolled is a hit, dealing 1 Body Point of damage to the hero. If hit, the hero immediately defends by rolling their Defend dice. If the hero's Body Points reach 0, the hero is considered dead. If the hero has 1 Body Point remaining and takes more than 1 hit of damage, their Body Points are still only reduced to zero.

How a Hero Defends: A defending hero usually rolls 2 Defend dice (less if in a pit or under certain spells, more after purchasing armor). Each white shield rolled by the defending hero blocks 1 hit from the attacking monster.

Action 2: Cast a Dread Spell

Zargon may cast a Dread spell instead of attacking. You must give your Dread spells to specific monsters as called for in the quest notes. A monster can only cast a spell on a hero it can see. You may only cast a spell on your turn; a spell may be cast only once per quest, and once cast, the spell card is discarded for the remainder of the quest. Several Dread spells are not used in the first 14 quests — they are for future quests and for designing your own.

Dead Heroes

As a hero, you die when your Body Points are reduced to 0 and you do not have a healing spell or healing potion to save yourself.

How a Hero Escapes Death: If your Body Points have been reduced to 0, there are two situations where you can save yourself:

  • If you have a potion that can restore life (such as a healing potion), you can immediately drink it. It raises your Body Points above 0, restoring you to life.
  • If you are a spellcaster with a healing spell and you have not already performed an action on your turn, you can be healed by casting the spell on yourself.

After your Body Points reach 0, you can never be saved by a fellow hero's spell or potion — it will be too late, because you die by the time it is your fellow hero's turn (the only time when they can cast a spell or give you a potion).

What Happens to a Dead Hero? If you die, you are out of the game for the rest of that quest. You may rename your hero and play them as a new character in the next quest. Armor, weapons, and treasures that belonged to you prior to death can be picked up by any other hero in the room with you. Warning: if there are no other heroes in the room or corridor with you when you die, any monster in the room or corridor claims your possessions. It may not use them; they are removed from the game.

What Happens If You Run Out of Monsters?

Some quests may require more monsters than are available. Killed monsters may be used again later in the quest if the Quest Book calls for their placement. If all the monsters of a particular type are already on the gameboard and you need to place another, you may use any monster of the same color as the one that should have been used.

Ending the Quest

As a hero, you successfully complete a quest only when you have achieved the quest goal and returned to the safety of the stairway. A quest may be ended early by the players voluntarily returning to the stairway before completing the quest, or by all four heroes dying.

There is usually a final treasure or reward for successfully completing a quest, split among all the heroes. After successfully completing a quest, circle the corresponding quest number on your character sheet. Keep your sheet, as you will record all of your quests on it.

What Happens Between Quests?

Your starting Body and Mind Points are automatically restored once you have successfully completed the quest and returned safely to the stairway. All spells are then returned to the heroes who cast them.

You may now visit the armory and purchase new weapons and armor with the gold coins you have accumulated. It may take a few quests before you have enough money to purchase anything. Wizard: since there are so few things you can buy from the armory, it would be wise to save your money.

You keep any treasures found and take them with you on your next quest. Subtract from your character sheet any gold coins spent. Save the sheet between quests and use it again.

Lost Artifacts

It is sometimes required that the heroes have a specific artifact in their possession before continuing to the next quest. Zargon, if a hero dies while in possession of an artifact and your monsters steal it, you must include the artifact as a special treasure early in the next quest.

Unfinished Quests

Zargon, if a quest ends with disastrous results (such as death for all four heroes) or goes unfinished, you should modify the quest before it is replayed. You can do this by creating a new adventure using the blank map and symbols at the end of the Quest Book.