HEROQUEST ADVENTURE DESIGN KIT PDF

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The game was released in Britain, Europe and Australia around It was released in North America in in a slightly different version. The game consisted of a board and a number of individual miniatures and items. The protagonists were 4 heroes "Barbarian", "Dwarf", "Elf" and "Wizard" who faced a selection of monsters: Orcs , Goblins , Fimir , Chaos Warriors, a Chaos Warlock which represented many of the named characters for the various quests , a Gargoyle and a number of Undead —skeletons, zombies and mummies.

Released shortly in the same years was Return of the Witch Lord which extended the undead with more skeletons, mummies and zombies. A HeroQuest Adventure Design Kit was released in Europe in , containing items to help HeroQuest players design their own quests, and an Adventure Design Booklet was published with 4 sheets of adhesive labels and with an page pad of a new design, larger character sheet.

A version of the game for the NES was developed to a prototype stage, simply named "Hero Quest", but never released. It featured the UK names eg.

The basic concept is the same: four heroes venture into a dungeon to fight monsters and gain treasure, but the rules are more detailed and complex. Characters Edit The four player characters offer a choice of gameplay.

The Barbarian and Dwarf allow a more combat-oriented game, while the Wizard and Elf can cast spells. The artwork and miniatures of each character are standardized, but the equipment stats vary somewhat from this basic portrait.

Barbarian The barbarian figurine is depicted as being tall and muscular, brandishing a broadsword. He is the strongest character in combat, benefiting from excellent attack and moderately good defense, but lacks any magical abilities. He has the most amount of body points so can withstand a lot of injury. His starting weapon is a broadsword. He starts with 8 body points and 2 mind points.

Dwarf The dwarf figurine is short, stocky and well armored, carrying a battle axe. He is very good in defense, but lacks the attack strength of the barbarian and has no magical abilities. The dwarf also has the unique ability of being able to disarm traps without special equipment. He has slightly fewer body points than the barbarian. His starting weapon is a short sword.

He starts with 7 body points and 3 mind points. Elf The elf figurine is tall and slender, armed with a short one-handed sword. He is equal in attack strength to the dwarf, but is able to use one kind of elemental spell - air, earth, fire, or water magic. He has still fewer body points than the dwarf, but higher mind points allowing him to resist magical attack.

He starts with 6 body points and 4 mind points. Wizard The wizard figurine wears a full-length cloak and carries a staff. In combat, he is the weakest in attack, but compensates for this by being able to use three kinds of spells, for a total of nine spells. Has very few body points so can be easily killed in combat. His high mind points allow him to be more resistant to the effects of magic.

His starting weapon is a dagger. He starts with 4 body points and 6 mind points. Gameplay Edit The game is played on a grid representing the interior of a dungeon or castle, with walls segmenting the grid into rooms and corridors. The map details the placement of monsters, artifacts, and doors, as well as the overall quest the other players are embarking upon. Quests vary and include scenarios such as escaping a dungeon, killing a particular character, or obtaining an artifact.

The evil wizard first places the entry point on the map - usually a spiral staircase which the other players must ascend, although on some quests the players enter via an external door or begin in a specific room. The map may also specify a wandering monster.

This is a monster that may enter the game if a player is unlucky while searching for treasure. The remaining players select their character from the four available. If the wizard is chosen while the Elf is not then the wizard player may choose any three spell sets. If the Elf is chosen while the wizard is not then the Elf may choose any spell set.

If both the wizard and Elf are chosen then the wizard chooses a spell set first, then the Elf chooses a set and the wizard gets the remaining two sets. The players may also start the quest with items collected on previous quests, such as extra weapons, armor, and magic items. The game begins with the evil wizard reading the quest story, to set the scene for the game about to be played. Starting with the player to the left of the evil wizard, the game begins. Movement Edit Players roll two standard dice and may then move up to that number of squares.

Players may move over a square occupied by another player if the occupying player grants permission, but may not occupy the same square. Doors, monsters and other objects are placed on the board by the evil wizard player according to line of sight. Once placed on the board they are not removed unless killed, thereby providing a steady stream of monsters for the evil wizard player to utilize.

Combat Edit Combat involves special dice bearing skulls and shields. The character players and the evil wizard player use the same die - but the evil player has a smaller chance of rolling his specific shield.

The number of dice used is determined by the basic statistics of the player or monster, whether they are attacking or defending, plus any modifiers due to spells or items being carried. The attacker attempts to roll as many skulls as possible, and the defender as many shields as possible. If the attacker rolls more skulls than the defender rolls shields, the defender loses body points according to how many skulls they failed to defend. Most monsters have just 1 body point.

Spell casting Edit Spells can be cast by the elf and wizard characters, and some special monsters played by the evil wizard. Spells can be broadly split into offensive, defensive and passive varieties, and their use and effect varies greatly. Some must be played immediately before attacking or defending.

Searching for traps and secret doors Edit There are three kinds of traps in HeroQuest - pit traps , spear traps, and occasionally falling rocks. Of these, only spear traps do not appear on the board as they are activated only once and then they have no lingering effects. If a pit trap is not discovered and a player walks over it, they fall in and lose one body point. The pit will remain in play as a square that may be jumped over. A falling rocks trap will cause a rock slide tile to remain in play as a square that must now be navigated around, much like a wall.

A quest may also contain secret doors which allow alternative routes to the objective or access to secret rooms containing treasure or monsters.

A player can only search for traps and secret doors in the room or corridor they are currently standing, and only if there are no monsters within the room or corridor. When this happens, the evil wizard character indicates where any traps may be and places secret door objects on the map. This allows players to move around, or attempt to jump over, traps without tripping them. The dwarf is the only character that can disarm traps without the aid of the specialized kit which is either bought in the armory or found during certain quests.

Searching for treasure Edit In a similar manner, players can search a room for treasure if no monsters are in the room. On some quests, searching for treasure in certain rooms will yield a particularly valuable artifact. More likely, however, the quest will not have specified any treasure for the current location and instead a treasure card is taken. Game end Edit The game ends when every player has either exited the board or been killed by the evil wizard.

If the objective of the quest has not been accomplished then the evil wizard character wins. Items collected during the quest may be kept for future quests. The quests usually form part of a longer story, especially the quests which are part of the expansion packs.

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