DISCLAIMER AND COPYRIGHT NOTICE
HeroQuest is a trademark of Milton Bradley. WarHammer Quest is a trademark of Games Workshop.
The use of these and any other trademarks is not intended to challenge their respective copyrights. This
document is not specifically approved by Milton Bradley or Games Workshop.
This entire work is offered it to the public free of charge in an effort to add variety to Milton Bradley's
HeroQuest game. We are not responsible for anything that may occur should you decide to use these
rules, and will not be held liable for anything related to these rules, HeroQuest, or Milton Bradley. Your
use of these rules is an explicit agreement on your part to this disclaimer. If you don't like this
disclaimer, don't use or read these rules. Additionally, at the time of this posting, we are not associated
in any way with Milton Bradley.
The authors retain all rights to these rules and own the copyright. The authors can be contacted via
email at: J.D. Frazer (a481@mindlink.bc.ca); Carl Forhan (forhan@millcomm.com); Derek Hohls
(dhohls@csir.co.za).
CONTENTS
0.0 OVERVIEW
0.1 Background
0.2 Terminology
1.0 NEW HEROES
1.1 Point Values
1.2 Morality
1.3 The Party
1.4 Hero Types
1.5 Selecting A Party
3.0 MAGIC
3.1 Elemental Spell List
3.2 Faerie Spell List
3.3 Necromantic Spell List
4.0 MONSTERS
4.1 Monster Variants
4.2 New Monsters
5.0 NEW WEAPONS
5.1 Ballistas, Light
5.2 Ballistas, Heavy
5.3 Other Weapons
6.0 OTHER RULE VARIATIONS
6.1 Combat
6.2 Light
6.3 Locks
6.4 Spiking Doors
6.5 Traps
6.6 Fires
6.7 Encumbrance
6.8 Diagonal Movement
6.9 "Stacking" the Treasure Deck
7.0 SCENARIOS
7.1 Traditional Scenarios
7.2 Adversarial Scenarios
7.3 New types of Encounters
APPENDICES
1. ACTIONS
2. WEAPONS
3. ARMOUR
4. EQUIPMENT
5. HEROES
0.1 Background
Expanded Heroquest (EHQ) is a set of rules and additions to the HeroQuest (HQ) game published by
Milton Bradley. These rules were created - primarily by J.D. Frazer - to provide greater variety for
gamers who wish to play more complicated or detailed games. These rules aren't by any means difficult
or complex, but they do add substantially to the overall richness of the game.
Parts of this rule expansion have been published elsewhere - this combined set in no way alters or
changes the status (copyright or otherwise) of those rules.
0.2 Terminology
In a number of cases, reference is made to a term like "roll 1D6 less than or equal to the Hero's Body
Points". Unless otherwise stated, the roll is always compared to the value on his character card, and
not the current value. This also applies to Mind Points.
1.0 NEW HEROES
The four Heroes offered with HQ are fine for beginners, but lack the lustre and variety that many
experienced players desire. In an attempt to correct this problem, EHQ offers a number of new Heroes - see "Appendix of Heroes" for their descriptions. Each is detailed in the same way that the HQ Heroes
are on the Hero cards. Note that these abilities replace those detailed in the original rule set.
1.1 Point Values
Each EHQ Hero is given a 'Point Value'. Players can now select a party of up to four Heroes and use
the Point Values to retain play balance. A typical party consists of 20 points. Beginners should construct
parties of 24 or more points to increase survivability. Expert players could take up the challenge and
enter the dungeons with 16 or even 10 point parties.
1.2 Morality
Each Hero follows one of three moralities: Good, Neutral or Evil. When selecting a party, you may not
mix Good and Evil Heroes together. Any other combination is allowed, however.
1.3 The Party
Parties can be made up of as few as one or as many as four Heroes, based on player choice and Hero
combinations. For example, a 16 point party might include the Crusader, Royal Guardsman and Squire.
Although there are only three Heroes, their powers and abilities are individually greater than four 4 point
Heroes.
1.4 Hero Types
There are four basic types of Heroes: Warriors, Rogues, Clergymen and Magicians. Each basic type has
general advantages and disadvantages universal to all of its members. Aside from this, and organizational
preference, Hero types have no direct bearing on the game.
1.41 Warriors
Warriors are the powerful weapon-wielding combatants of the party. They tend to have excellent combat
abilities and plenty of Body Points. These Heroes belong in the thick of the fight, and are terrific barriers
between monsters and the weaker party members.
Warriors: Barbarian, Dwarf, Crusader, Royal Guardsman, Squire, Scout, Bounty Hunter, Woods Elf,
Infernal Avenger.
1.42 Rogues
Rogues are the agile, light-footed members of the party, useful for scouting and sneaking around. Rogues
make fair combatants, but generally can't stand up to the might of a Warrior. Rogues come into their
own when they approach a problem indirectly.
Rogues: Halfling, Assassin, Thief, Nightblade*.
1.43 Clergymen
Clergymen are devout followers of their religion, voices of their deities and leaders of the masses.
Clergymen are not well suited for combat, but can command extraordinary powers with their prayers.
Clergymen: Priest, Monk.
1.44 Magicians
Magicians are the scholarly wielders of forces that most men do not understand. Magicians are very weak
in combat, but have access to some of the most powerful effects in the game. Magic power is limited,
however, so it should be used carefully.
Magicians: High Elf, Wizard, Seer, Necromancer.
1.5 Selecting A Party
It's up to you (or Zargon) to decide how many points worth of Heroes you will allow players to take.
If you think they're total pansies, allow 20 or 28 points worth. Think they're pretty good at dungeon
clearing? Try allowing them only 10 points worth.
1.51 Limitations to Party Mixes
The only limitation is that of alignment. Good aligned Heroes can not be in the same party as Evil
aligned Heroes. Neutral Heroes can go along with either of the other alignments.
Prayers can be made once per turn by the Monk and Priest. The act of prayer takes up the Hero's action
for that turn. When a prayer is made, the miracle wanted is first declared, then either one or two red dice
are rolled by the Monk and Priest respectively.
The total rolled is then compared to the prayer table shown below. If the target number is rolled or
exceeded, the miracle is granted. If the roll is less than the target number required, the prayer is unheard.
4+ Benediction
The recipient of the benediction (who must be specified and may not be the supplicant) is blessed, and
may perform one extra action on his next turn only.
6+ Protection
The recipient (who must be specified) may roll one extra Defense Dice on his next turn only.
8+ Heal
The recipient (who must be specified and may not be the supplicant) has 1D6 Body Points restored.
10+ Smite the Unholy
All Undead within line of sight of the supplicant is struck with 1D6 points of damage each, rolled
individually.
12+ Wrath of the Divine
One opponent (who must be specified) is struck dead by a bolt of fire.
Magic may only be utilized by the Magicians: Wizard, Seer or Necromancer (also the High Elf, see
below). At the start of a new game, each magician begins with one dice worth of spells (a "1" may be
rerolled). Each additional dice purchased costs 250 gold pieces. Once the magician has had a chance to
purchase additional dice, all dice are rolled. The total rolled is the number of spells which the magician
may select for that quest.
If the magician wishes to select a spell more than once, he must have already selected all other spells
available in the spell list.
3.01 Magic and the High Elf (Special Case)
The High Elf may pick two red dice worth of spells from either the Elemental list or the Faerie list. He
may not purchase more dice for more spells. (Note: The Woods Elf does not pick spells, and may instead
use the Elven Treasures). The High Elf is given a Crossbow and has Attack Dice of [3] and Defense
Dice of [2]. He may use other weapons, but may not don any armour.
3.02 Magic and the Nightblade (Special Case)
The Nightblade may pick one red die worth of spells from the Necromantic list. He may not purchase
more dice for more spells. If the Nightblade does choose to pick spells, he may not use his Dark
Treasures. Instead, he is given a Broadsword and no armour, changing his Attack Dice to [3] and
Defense Dice to [2]. He may use other weapons, but may not don any armour.
3.03 Resisting Magic
Spells are, by and large, very powerful in their application. Some spells are resistable, in that a Hero
(not a monster!) may roll a number of combat dice equivalent to their Mind Points - if a specified number
of skulls are rolled, the Hero is not affected by the spell.
Each spell that is resistable will be tagged with a (R) and a number in the spell title, such as (R2). The
number (in this example, 2) indicates the required number of skulls that must be rolled on the white dice
to resist the spell. Note that this renders some Heroes unable to resist many of the spells in the Lists.
3.04 Spell Lists
Each magician is associated with a type of magic. The Wizard picks from the Elemental Spell List. The
Seer picks from the Faerie Spell List. The Necromancer picks from the Necromantic Spell List. The High
Elf picks from either the Faerie Spell List or the Elemental Spell List.
3.1 Elemental Spell List
Crown of Fire - Any and all targets (monsters and Heroes but not the caster) within two spaces of the
caster suffer a blast of flame. Three white dice are rolled, and each skull that appears inflicts 1 Body
Point of damage on all targets.
Firestream - A stream of liquid fire erupts from the caster's fingertips. This spell may be cast on any
one target that the caster can see. Damage is affected by distance. 1 space away = 4 Body Points, 2
spaces = 3 Body Points, 3 spaces = 2 Body Points, 4 spaces = 1 Body Point, 5+ spaces = no effect.
Immolate - The caster envelops himself in a ball of flame. Any Heroes or monsters adjacent to him
immediately suffer 3 Body Points of damage, and the caster is reduced to 1 Body Point. The caster must
have at least 2 Body Points to cast this spell.
Flame of Light - Is cast on a staff. It gives light as per a torch. Each turn the caster must roll two red
dice; on a 2 or a 12 the spell ends.
Fire of Wrath - As per the spell card.
Ball of Flame - As per the spell card.
Courage - As per the spell card.
Veil of Mist - As per the spell card.
Water of Healing - As per the spell card.
Sleep - As per the spell card.
Rainstorm - The caster summons a torrential fall of rain on four connected squares that he can see. Any
monsters or Heroes caught under the rain roll 1D6. On a roll of 1-3, lose 1 turn, 4-5 lose 2 turns, 6 lose
3 turns.
Slick - The caster selects 1D6 connected squares that he can see; these squares are covered in a slick of
water, and are very slippery. A monster or Hero who walks through a square that is slicked must roll
1D6. On a 5 or a 6, the monster or Hero slips and must end the turn there. Slicked squares remain
slicked for the remainder of the quest, and should be noted by placing a marker on the affected squares
(use blue squares of cardboard).
Pass Through Rock - As per the spell card.
Heal Body - As per the spell card.
Rock Skin - As per the spell card.
*Collapse - The caster selects 1D6 connected squares that he can see; the roof over these squares
collapses, and any monsters or Heroes underneath the collapsing rocks suffers 2 Body Points of damage.
Those squares should be marked to show that they may not be collapsed again.
Tremble (R2) - The caster causes the walls of the dungeon to tremble, creating confusion and chaos. All
creatures, monsters and Heroes, with the exception of the caster, miss one turn while they reorient
themselves.
Tempest - As per the spell card.
Swift Wind - As per the spell card.
Genie - As per the spell card.
Float - The caster travels a foot above the dungeon floor, thereby avoiding any traps, sprung or
unsprung. The caster must cast this spell before he rolls dice for movement. At the end of his move, the
caster settles on the dungeon floor once again, and is subject to traps in the space he stops in.
3.2 Faerie Spell List
Glimmer - The caster summons a shimmering light that surrounds his body in the shape of a halo. This
light cancels the effect of any darkness or darkness magic cast in the vicinity of the caster. The Glimmer
lasts for 1D6 turns.
Tinkling Laugh (R2) - The caster causes musical laughter to erupt from any space within his sight. The
monster closest to the laughter is diverted from his current path and is drawn to the space designated.
When the monster arrives at this space, the spell is broken and the monster may behave as normal.
Faerie Dust - The caster releases a handful of sparkling magical sand that causes him to become invisible
to all creatures for 1D6 turns. This invisibility is complete; not even the Wizard's Magic Sight will reveal
the caster of this spell.
Gossamer Wind - The caster causes a soft fluttering wind to blow in one direction that he specifies. This
wind will defeat any missile weapon fired against the direction of the wind (or within 45 degrees of it)
for one turn.
Sunburst - The caster causes a brilliant flash to emanate from his hand. This flash causes all creatures
facing the caster within four spaces to miss one turn while they regain their sight. The flash is also quite
warm, and will cause 1 Body Point of damage to any creatures within one space of the caster.
Warp (R3) - The caster causes one creature's perceptions to become completely warped for 1D6 turns.
The target must be within sight of the caster when the spell is cast. The target moves in a random
direction each turn (roll 1D6; 1=N,2=E,3=W,4=S, 5-6=Reroll) and does not attack until the spell is
broken.
Flitting Shadows (R2) - The caster summons a horde of flitting shadows to appear in the peripheral vision
of a target within the caster's sight. The target is thoroughly distracted, and makes all attacks with one
die only, and defends with one die only. The spell lasts for 1D6 turns.
Eerie Song (R2) - The caster calls forth the mournful song of the Lost Faerie. All creatures (monsters
and Heroes with the exception of the caster and the Undead) within sight of the caster will remain rooted
to the spot for 1D6 turns.
3.3 Necromantic Spell List
Shroud of Darkness - The caster envelopes an area within his sight in a magical shroud of darkness. The
area must be specified by the caster, and must cover a block 3 squares wide by 3 squares long. The
Shroud stops any creature from using a missile weapon into and out of the area, and limits their
movement to 2 squares per turn as the fumble in the darkness. The Shroud lasts for 1D6 turns.
Wither (R1) - The caster causes a target within his sight to wither. The creature loses all but 2 Body
Points, and may not move next turn due to weakness.
Drain Life (R2) - The caster causes all creatures within two spaces of him to lose 1D6 Body Points each,
although they may not be reduced to a total of less than 1 Body Point. In addition to expending this spell,
the caster must expend 2 of his own Body Points to complete the incantation.
Chill Wind - The caster causes a bone-chilling wind to blow through the area. All creatures along a
straight line originating from the caster lose 1 Body Point from the evil wind. The wind extends as far
as the caster can see.
Summon Undead - The caster causes a Skeleton, Zombie or Mummy to appear from the reaches of
Darkness. Roll 1D6 to determine the type of Undead that appears: 1-3 Skeleton, 4-5 Zombie, 6 Mummy.
Regardless of the type of Undead that appears, you must surrender 2 of your own Body Points when this
spell is cast.
Raise Dead - The caster brings one creature into the realm of the Undead as a personal servant. This
spell must be cast on the turn immediately after a monster is slain. The monster is restored to full Body
Points, and is considered an Undead creature. Additionally, the monster is now under the complete
direction of the caster, and moves after the caster. The monster will remain a servant of the caster until
the end of the game or until it is killed. The caster must surrender 3 Body Points to complete this spell.
Desecrate (R2) - The caster may select up to six squares that he can see, and cause them to be
desecrated. All Good aligned Heroes standing on a desecrated square suffer 2 Body Points and one
missed turn. The desecration only lasts during the turn it is cast.
Summon Plague (R1) - The caster calls forth a horrific plague on one target that he can see. The target
loses 1 Body Point per turn until death occurs. There is no antidote.
Open Pit - The caster summons all of his dark power and causes a pit to open before him, with a total
area of eight squares. The chasm may be opened anywhere within his sight. All creatures standing where
the chasm opens are instantly swallowed up and killed. However, the caster is also slain, as he has made
an unhealthy pact with the Forces of Darkness to complete this spell.
4.1 Monster Variants
4.11 Gargoyle
Each round the Gargoyle can choose to attack with either his whip or sword. The whip can hit any Hero
one or two squares away. If he causes any amount of damage with his whip (5 dice), the Hero is
paralysed for his next turn only and cannot move or attack. A paralysed Hero loses one die on defense,
but a Hero is always allowed to roll a minimum of one die for defense. The Gargoyle's sword is sharp
and jagged, allowing him to roll 6 dice when attacking with it. Additionally, the Gargoyle may be
granted one other special ability by Zargon. Suggestions:
(1) Once per game, the Gargoyle may breathe a poisonous cloud instead of attacking. The cloud only
lasts one turn, and every Hero in the same room (or within sight, if in a corridor) immediately loses 1
Body Point.
(2) Allow the Gargoyle to use either three Chaos spells or an Artifact.
(3) The Gargoyle possess Invulnerability, and can only be harmed by fire or magic, similar to that
described for the Undead below.
(4) Let the Gargoyle's sword only attack with 5 dice, but any attack that causes damage drains 1 Mind
Point from the Hero as well. Any Hero reduced to zero Mind Points is slain.
(5) Twice per game, the Gargoyle can spray a stream of acid from his mouth at any one Hero in sight,
inflicting 4 Body Points of damage. However, the Hero is allowed to roll 1D6 for each point. For every
6 rolled on the die the damage is reduce by one point.
4.12 Fimirs
A fimir enters a berserker rage when placed on the board, allowing him to roll 5 attack dice for his first
attack only.
4.13 Goblins
Allow goblins to possess Long Bows that allow a 2 dice attack against any Hero in sight. Alternatively,
each goblin's first attack would be to throw a spear for 3 dice; however, only one spear per goblin is
allowed.
4.14 Orcs
Same options as described above for goblins.
4.15 The Undead (Skeletons, Zombies & Mummies)
The Undead are granted two new abilities: (limited) Invulnerability and Fear.
Invulnerability means that the Undead monster may only be harmed by fire, spells, magic or silver
weapons, and Artifacts. All other attacks fail automatically, regardless of the dice rolled by the attacker.
Fear means that the first time a Hero comes within sight of a particular Undead monster, he must
immediately stop all movement and actions, and roll 1D6. A roll less than or equal to his Mind Points
indicates that the Hero has resisted the fear and may finish whatever action or movement he desires. If
he fails his roll, then he is paralysed with fear and cannot move or attack until he rolls less than or equal
to his Mind Points at the beginning of subsequent turns. A paralysed Hero loses one die on defense, but
a Hero is always allowed to roll a minimum of two dice on defense. Once a Hero has broken the Fear
from a particular Undead monster, that Undead monster can never cause that Hero to Fear again.
Dwarves, Elves and Halflings are not susceptible to Fear.
It is suggested that Skeletons be assigned Fear; Zombies Invulnerability and Mummies both
Invulnerability and Fear.
4.2 New Monsters
The following monsters have been adapted from Warhammer Quest (whose Monsters are compatible in
size with the ones from HeroQuest).
4.21 Snotlings
Move [8]
Attack Dice [1] - Defend Dice [1]
Body Points [1] - Mind Points [1]
Snotlings only defend against attacks by rolling a black shield.
4.22 Giant Spiders
Move [10]
Attack Dice [2] - Defend Dice [1]
Body Points [1] - Mind Points [0]
Giant Spiders have the ability to "web" a Hero that they successfully attack. The Hero cannot move until
he breaks free (he must roll a red die less than his Body Points at the start of the next - or subsequent - movement turns). A "webbed" Hero loses one die on defense, but is always allowed to roll a minimum
of two dice on defense.
4.23 Giant Rats
Move [8]
Attack Dice [1] - Defend Dice [2]
Body Points [1] - Mind Points [0]
Giant Rats can poison a victim that they successfully attack. Immediately roll a red die. The number
indicates that the number of turns after the attack that the victim is affected. At the start of each of these
turns, the victim must roll a red die less than his Body Points or lose 1 Body Point.
4.24 Minotaur
Move [7]
Attack Dice [5] - Defend Dice [4]
Body Points [4] - Mind Points [4]
A Minotaur has two attacks at a time. Both must be against the same defender (who may defend against
both attacks as normal.
5.1 Ballistas, Light
A light ballista (draw a simple cross or crossbow on a 1 square x 2 square piece of white posterboard)
fires every turn if manned by a crew of two, every other turn with a crew of one. It rolls 3 dice to
attack against ships, 4 dice against a Hero or monster. If attacked, it rolls 3 dice in defense (regular
shields). It has 3 Body Points. Fire spells do twice normal damage against ballistas, although they do
get to try to resist each point of damage just like Heroes by rolling a 5 or 6.
A light ballista may fire either a bolt or flaming pitch. A bolt shot at a Hero inflicts whatever damage
is not blocked by defense dice; a bolt shot at a ship does one point of damage if not successfully blocked.
Flaming pitch shot at a Hero does one extra point of damage if it hits a Hero; flaming pitch shot at a ship
inflicts no damage on that turn if it hits, but Zargon can place a fire counter on any one unoccupied space
of his choice.
5.2 Ballistas, Heavy
A heavy ballista (draw a simple cross or crossbow on a 1 square x 2 square piece of white posterboard)
fires every turn if manned by a crew of three, every other turn with a crew of two. It rolls 5 dice to
attack against ships, but is too slow to be used against Heroes or monsters. If attacked, it rolls 5 dice
in defense (regular shields). It has 5 Body Points. Fire spells do twice normal damage against ballistas,
although they do get to try to resist each point of damage just like Heroes by rolling a 5 or 6. A heavy
ballista may fire either a bolt or flaming pitch. A bolt shot at a ship does two points of damage if not
success-fully blocked. Flaming pitch shot at a ship inflicts 1 Body Point of damage on that turn if it hits,
and Zargon can place a fire counter on any one unoccupied space of his choice.
5.3 Other Weapons
Various new weapons and types of armour are listed in the Appendix. These are used in similar ways
to the others; restrictions and other notes are attached to each.
6.1 Combat
6.11 Blocking
Monsters in HQ are patsies. Easy to evade, easier to kill. EHQ provides an alternate way to handle
monsters, a way that makes them much more worthy adversaries.
In the original rules, monsters are only capable of blocking hits when a black shield is rolled, which
occurs 1 in 6 times. The Heroes, on the other hand, block with white shields, which occur 2 in 6 times.
To balance things a little better, the following combat rules should be used in lieu of the original ones.
6.111 White Shields
When a defending Hero or monster rolls a white shield, one hit is blocked.
6.112 Black Shields
When a defending Hero or monster rolls a black shield, no hits are blocked.
6.113 Critical Hits
When an attacking Hero or monster rolls at least three dice, and at least three skulls appear, a Critical
Hit has occurred. If the defending Hero or monster fails to block any hits, the Critical Hit instantly kills
the defending Hero or monster.
6.12 Combat Results
A Hero will only be killed if his Body Points are less than 0. If they reach 0, he is considered to be
unconscious (critically injured) and cannot move or perform any actions. He must be healed by the end
of the next round in which he fell unconscious, otherwise he will die.
6.13 Pinned Heroes
If one (or more) Monster is in a square adjacent to a Hero at the start of his movement, then that Hero
is pinned and may not move (but may attack any adjacent Monster).
To escape from being pinned, a Hero must roll less than his Body Points on the roll of a red die. If
successful, the Hero may be moved normally. If not, he must stay where he is.
A Hero may not use a missile weapon while pinned.
6.2 Light
Heroes are required to provide some source of light while they are adventuring. This light is typically
provided by torch or lantern which can be purchased at the general store.
Torches cost 5 coins apiece. Each torch lasts 12 turns, and provides light for a distance of 6 squares.
Lanterns cost 50 coins apiece. A lantern will last 6 turns before it must be refilled with a flask of oil
(cost of 5 coins), and provides light for a distance of 12 squares. Refilling does count as an action, but
a Hero may not do while involved in combat or pinned.
A torch may also be used as a club, allowing the wielder to roll 2 attack dice. It is not necessary to
reveal to players that torches can be used as weapons, and only once they do this must the Invulnerability
rule for the Undead be introduced.
6.21 Extra-Sensory Vision (ESV)
All non-human Heroes (Dwarf, Halfling and Elf), Monsters (including the Undead) and Chaos and
Elemental magic users, have ESV which enables them to "see" in the dark.
In the case of non-human Heroes and Monsters, ESV takes the form of "infravision"; the ability to see
the heat radiation given off by all objects - 'warm' objects (such as living bodies) will look reddish, while
cold objects (such as stone walls) will look blueish. In the case of Chaos and Elemental magic users,
ESV takes the form of "aural perception" which can see the 'energy field' given off by all objects
(animal, vegetable or mineral).
In both cases, ESV only works in complete darkness. The range of ESV is about 4 squares (torchlight),
although shapes which are in motion just beyond this range (say 1 to 3 squares) will be barely
perceptible. (Zargon might say "you see a human sized shape moving towards you a range of 7
squares".)
6.22 Effects of Darkness on Combat
Heroes in complete darkness (who are without ESV - see above) can only "see" into the immediate
adjacent square. They attack and defend with one less die (to a minimum of one die). They cannot use
missile weapons to attack.
6.3 Locks
Some doors, chests, etc. can be locked (on the roll of a white shield - or a skull for a more heavily
guarded dungeon - at Zargon's option). NOTE: monsters are never affected by locked doors.
6.31 Picking Locks
Locks can be picked with same chances of success as disarming traps (see below). If the Hero fails his
roll, he may not try again; but other Heroes may attempt to do so. If all fail, then the door will remain
locked (unless forced open). Alternatively, a locked door will not appear to have any traps to the Heroes,
but if the first attempt at unlocking the door fails, the Hero suffers a minor trap (darts, needle, gas, etc.,
usually causing a loss of only 1 Body Point). Subsequent failures by other Heroes at opening the same
lock do not result in further damage.
6.31 Forcing Open Doors
Locked doors may be broken down rather than picked open. Each door is considered to have 2 Body
Points, and defends with 4 combat dice (normal shields) against a Hero's attack dice. (Note that only
hand-held weapons can be used to 'attack' the door.)
6.4 Spiking Doors
Doors that have been opened normally (ie. not forced) can be wedged shut using up to 6 spikes (available
in packs of 6 for 25 coins). Place a numbered marker below the door to show this. The door resists
being opened by rolling one die (see 'Forcing Open Doors') for each wedge used.
6.5 Traps
6.51 Disarming Traps / Pick Locks
The following list indicates what various Heroes need to roll in order to succeed at picking a lock:
Without ToolKit With ToolKit
Hero: Black Shield Skull
Halfling: White Shield Skull or Black Shield
Thief: Skull Skull or White Shield
6.52 Finding Traps / Secret Doors
In order to find a trap or secret door, a Hero must roll less than his Mind Points. If he fails, Zargon
will tell him that he has found no traps or secret doors. A Hero can only search an area that is
illuminated.
6.53 Room Traps
Room traps are activated when a set number of Heroes either enter the room (i.e. the third Hero that
enters, although three Heroes need not be in the room at that time) or are in the room together (i.e. one
Hero, two Heroes). Room traps can never be detected by anyone. Here are some suggestions:
(1) When one or more Heroes end their movement in the room, all doors immediately shut and become
locked. The room floods with water for one turn, and on subsequent turns each Hero loses 1 Body
Point. A lock must either be picked or a door broken down.
(2) The floor is an illusion; the entire room is actually a large pit. The first Hero entering the room falls
for 1 Body Point of damage. From then on, to move in and out the room requires each Hero to end
movement on a square adjacent to a door. Next turn the Hero may either enter or exit the room.
(3) The room is filled with a magical darkness, such that any Hero in the room can only "see" squares
orthogonally adjacent to him (i.e. only four directions). This prevents any sort of long ranged spell or
attack (including diagonal attack by staffs, and other long weapons) and also blocks ESV.
6.6 Fires
Any Hero who crosses a space that is on fire (marked by red posterboard square), or cannot move
because of fire on one or more adjacent spaces, suffers 1 Body Point of damage. A Hero can put out
one space that is on fire by forfeiting his Action for that turn. Damage from fire is recorded only at the
end of that Hero's turn.
If the fire is on a flammable surface, such as a wooden floor or a boat, then at the beginning of Zargon's
turn he will add one fire counter to each "pocket" of fire that exists. Once a pocket of fire reaches eight
counters, then that fire will no longer grow but now cannot be extinguished. Each pocket of fire (any
size) inflicts 1 Body Point of damage on a ship each turn.
6.7 Encumbrance
All items have a certain bulk (a combination of size and weight) that will cause Heroes to become
encumbered when carrying them. Bulk is given as a points value in the various Appendices.
A Hero can carry items with a total bulk less than or equal to his Body Points without any effects. If he
exceeds this allowance, then he rolls one less die for movement. A Hero may never carry items with
a total bulk greater than twice his Body Points.
Small items such as potions, scrolls, books etc. have no bulk (unless Zargon decides otherwise). Coins
have a basic bulk of 1 per 1000; or one-half per 500. 100 coins or less have no bulk.
In addition, a Hero may never be using more items than he has hands for... a torch and sword may be
used together, but not a torch and sword and shield! Of course, a Hero may have with him more than
one weapon but only one may be carried in hand ready for combat (and this choice must be made known
to Zargon). If a Hero does not have a weapon ready when attacked, he must miss one round of combat,
and defend with one less die (down to one die).
6.8 Diagonal Movement
Heroes are allowed to move diagonally; at a cost of 2 movement points per square. Monsters cannot
move diagonally.
6.9 "Stacking" the Treasure Deck
If Zargon feels that a Quest is too easy or too difficult, he may "stack" the Treasure Deck by removing
either Treasure cards or Monster cards.
Scenarios and Quests may be run in a variety of ways with the EHQ rules. Two common ways of playing
are with Traditional Scenarios and Adversarial Scenarios.
7.1 Traditional Scenarios
Traditional Scenarios are just that: scenarios run as specified by the Book of Quests included with
Heroquest.
7.2 Adversarial Scenarios
Adversarial Scenarios are run the same way as Traditional Scenarios, except that two opposing groups
of Heroes enter the dungeon instead of one. The opposing groups should be roughly equal in point
values, but typically of opposing alignments; this type of scenario introduces the fascinating element of
player-vs-player interaction. Perhaps both groups are questing for a lost Amulet, the forces of Light
wishing to utilize it to protect their domains, and the forces of Darkness wishing to twist the Amulet's
power to their purposes...
To start an Adversarial Scenario, Zargon must specify two entrances to the dungeon. Each group may
only exit through the way they came, or, if Zargon wishes, each group may only exit through their
adversaries' entrance. Mix it up! Change things!
7.3 New types of Encounters
Some non-combat encounters could be anything from a dying Goblin with an important message, to a
Dwarf who's digging for gold in a remote passage. Non-combat encounters make the players think more
about what's going on in their surroundings. Sometimes the encounters have important implications,
others may be strictly "random" to confuse or entertain the players.
Along the same lines, add important plots or themes to your Quests. What if there's a feud going on
between the Orcs and the Goblins? Will they attack the Heroes, or try to enlist their help? How about
a mystic portal that must be closed to stop the outpouring of Undead? These longer-running plots can
create ongoing goals for the Heroes to pursue.
And who can resist the Recurring Villain? Create a villainous Wizard, Chaos Warrior, etc., complete
with some special items or abilities, and have him do his best to foil the Heroes' Quests. You don't have
to use him in every adventure, and sometimes he may not even be the primary antagonist, but a properly
played Recurring Villain can be a nuisance and a challenge rolled up into one. Make sure he has a way
to retreat, however, such as the Escape spell. You don't want your Heroes defeating him on the first
encounter!
The following is a complete list (using all of the new rules given above) of all the actions from which
a Hero may choose in a turn:
- Attack
- Cast a Spell (magic user)
- Pray (clergyman)
- Search for Treasure
- Search for Traps
- Search for Secret Doors
- Disarm Trap / Pick Lock
- Force Door / Spike Door (one spike)
APPENDIX OF WEAPONS
| Name | Cost | Atk. | Bulk | Notes |
| Dagger | 25 | 1 | 1 | may be thrown |
| Silver Dagger | 100 | 1 | 1 | can be used against the Undead |
| Staff | 75 | 1 | 2 | diagonal attack; no shield |
| Shortsword | 100 | 2 | 1 | magicians may not use |
| Handaxe | 125 | 2 | 1 | magicians may not use; may be thrown |
| Mace | 150 | 2 | 2 | magicians may not use |
| LongBow | 200 | 2 | 2 | as per crossbow; silver-tipped arrows cost 10 coins; can be used against the Undead |
| Broadsword | 250 | 3 | 3 | magicians may not use |
| Longsword | 350 | 3 | 4 | diagonal attack; no shield; magicians may not use |
| Crossbow | 350 | 3 | 3 | must see target, no adjacent attacks |
| Battle Axe | 450 | 4 | 3 | no shield; magicians may not use |
| Halberd | 400 | 4 | 4 | diagonal attack; range 2; no adjacent attacks; magicians may not use; no shield |
| Elven Bow | *** | 4 | 4 | must see target, no adjacent attacks |
| Silver Arrows | *** | +1 | 0 | may be used only with Elven Bow; 12 per game |
| Runeblade | *** | 3 | 3 | grants 1 Body Point to wielder per kill |
APPENDIX OF ARMOUR
| Name | Cost | Atk. | Bulk | Notes |
| Helmet | 100 | 1 | 1 | magicians may not use |
| Shield | 150 | 1 | 2 | magicians may not use |
| Leather | 250 | 1 | 1 | magicians may not use |
| Chain Mail | 500 | 2 | 2 | magicians may not use |
| Cloak of Darkness | *** | 3 | 1 | nightblade only, invisibility |
| Elven Mithril | *** | 3 | 2 | woods elf only |
| Plate Mail | 850 | 3 | 3 | magicians may not use; movement reduced to 1 die |
APPENDIX OF EQUIPMENT
| Name | Cost | Bulk | Notes |
| Torch | 5 | 1/2 | light for 12 turns; range of 6 squares |
| Flask of Oil | 5 | 0 | refill lantern; light for 6 turns |
| Lantern | 50 | 1 | light for 6 turns; range of 12 squares |
| Spikes | 5 | 1/2 | pack of 6 spikes |
| ToolKit | 250 | 1 | Costs 125 for a Thief |
APPENDIX OF HEROES
BARBARIAN
Point Value: 5
[NEUTRAL]
You are the greatest swordsman known to the Continent. Travelling from your ancestral home in the
mountains, you seek opponents to do battle with for glory and satisfaction.
Attack Dice [3] - Defend Dice [2]
Body Points [8] - Mind Points [2]
Movement Dice [2]
Starting Weapon [Broadsword]
Starting Armour [None]
DEATH BLOW: You have the ability to put all of your skill into an attack. You may add two (and only
two) defense dice to your attack dice to increase the number of dice rolled in an attack. Doing so,
however, renders you effectively defenceless, and any attacks that are made against you until your next
turn may not be defended against.
BERSERK: You have the blood of berserkers in you. During combat you may declare that you are going
berserk, which grants you two additional attack dice. This effect remains in place until you cannot see
at least one enemy. While you are berserk, you must move towards any enemies you see and engage
them in combat. You may go berserk only once per game. The DEATH BLOW may not be used while
you are berserk.
DWARF
Point Value: 5
[GOOD]
You are a champion among your people and a stern reminder to the forces of Darkness that the Dwarves
shall not cease battling Evil wherever it may rear its head. You are a fine warrior and an excellent miner,
a great asset on any dungeon excursion.
Attack Dice [2] - Defend Dice [3]
Body Points [7] - Mind Points [3]
Movement Dice [2]
Starting Weapon [Handaxe]
Starting Armour [Helmet]
DWARVEN VISION: You have the ability to see faults and flaws in the rock that surrounds you. You
automatically detect any secret doors within 2 spaces of you when you search at the end of your
movement. You may not detect secret doors while you are moving, or in mid-move.
TENACIOUS: Typical of your race, you exhibit an extraordinary degree of tenacity in the face of
overwhelming odds. If you suffer body hits from a trap or attack that would normally kill you, your
Body Points are instead set to a value of one. This may only be done once per game.
CRUSADER
Point Value: 6
[GOOD]
You are the Crusader, a heroic paragon of chivalry and justice. You are a defender of the Church of
Light, and are a sworn enemy of Darkness. Your affiliation with the Church has given you an inner
strength to combat the forces of evil in conjunction with your masterful swordsmanship.
Attack Dice [3] - Defend Dice [2]
Body Points [7] - Mind Points [4]
Movement Dice [2]
Starting Weapon [Broadsword]
Starting Armour [Shield]
UNWAVERING FAITH: You are driven by the strength of the righteous when confronting the minions
of Darkness. Roll an extra Attack Dice when attacking an Undead creature.
MIRACULOUS HEALING: You have the ability to restore 1D6 Body Points to a comrade (once per
game) as your Action for that turn. Due to your code of selflessness, you may not use this ability upon
yourself.
ROYAL GUARDSMAN
Point Value: 5
[GOOD]
You are the Royal Guardsman, a loyal servant of the King and a trusted lieutenant. You are committed
to defending the Realm and its rulers, and have volunteered to help stem the tide of Evil that is sweeping
the land.
Attack Dice [3] - Defend Dice [2]
Body Points [6] - Mind Points [3]
Movement Dice [2]
Starting Weapon [Any]
Starting Armour [Any]
KING'S CHAMPION: You act as the champion of the King. This allows you to equip yourself with any
one weapon of your choice from the King's armoury, as well as any armour you wish. You may only
equip yourself thus at the start of the game, and may not 'lend' equipment to other Heroes.
FIERCE LOYALTY: Your loyalty to the King has instilled a sense of great purpose in you. When
fighting against Goblins or Orcs, who are the greatest enemies of your land, you may roll an additional
Attack Dice.
SQUIRE
Point Value: 4
[GOOD]
You are a knight-in-training of the Western kingdoms, and have been tasked to fight the minions of Evil
wherever they may be found. Although you are young and not a skilled warrior, your health and
determination will serve as advantages in combat.
Attack Dice [2] - Defend Dice [2]
Body Points [6] - Mind Points [3]
Movement Dice [3]
Starting Weapon [Shortsword]
Starting Armour [None]
YOUTHFUL VIGOUR: You enjoy the stamina of the young, and may roll three dice instead of two
when moving.
WELL LOVED: Your kind demeanour and strong principles have earned you the steadfast friendship
of your compatriots. If you are ever killed in combat, all other Heroes in the party are given an extra
Attack Dice in combat until the end of the game.
SCOUT
Point Value: 7
[GOOD]
You are one of the finest scouts in the King's army. You have pledged your service to him in times of
need, using your keen senses and strong intellect to locate the enemy and analyze their weaknesses. You
have agreed to assist the King in his endeavour to rid the forces of Darkness from the dungeons and ruins
by participating in raids.
Attack Dice [2] - Defend Dice [2]
Body Points [5] - Mind Points [4]
Movement Dice [2]
Starting Weapon [Shortsword]
Starting Armour [None]
SHARP EYES: Your remarkable vision allows you to see any pit traps within 2 spaces of you when you
search at the end of your move. You do not detect pit traps when moving, or in mid-move.
TACTICAL GENIUS: Your understanding of tactics enables you to maximize your party's chances of
doing the most damage possible to the enemy. If you are the first to enter a room, no monsters may react
until after your next turn.
BOUNTY HUNTER
Point Value: 6
[NEUTRAL]
You are the Kingdom's most notorious bounty hunter. You have served many masters, but ultimately you
serve yourself. Your professionalism and great fighting ability precede you, and those who are hunted
fear your name.
Attack Dice [3] - Defend Dice [3]
Body Points [7] - Mind Points [3]
Movement Dice [2]
Starting Weapon [Crossbow]
Starting Armour [Leather]
BOUNTY PAID: You are paid a bounty for each monster or Hero you kill. The value of the bounty is
equal to the point value of the monster or Hero that you kill. You must escape the dungeon to collect
your bounties.
TRACKING: You have the ability to track others. You are always the last Hero to move during a turn.
Additionally, instead of rolling movement dice, you may move up to the same number of spaces as the
Hero who rolled the highest movement total this turn. The decision to track instead of rolling must be
made by you before you roll.
WOODS ELF
Point Value: 7
[GOOD]
You have surrendered your pleasant and bountiful Forest existence to aid the forces of Light in purging
the Darkness from the face of the world. Your magical relics and your deadly aim are well known
throughout the Elven Kingdoms as well as among your foes.
Attack Dice [5] - Defend Dice [5]
Body Points [6] - Mind Points [4]
Movement Dice [2]
Starting Weapon [Elven Bow]
Starting Armour [Elven Mithril]
LEGENDARY AIM: You are the finest archer in all of the Kingdoms of Light. While using a bow of
any kind, you may add one Attack Dice.
ELVEN TREASURES: You have brought your magical weapons with you to be used when confronting
the forces of Darkness. The Elven Bow allows you to attack two targets per turn. The Elven Mithril
gives you an additional three (3) defense dice in combat without slowing you down. You also have twelve
(12) Silver Arrows, which automatically slay any Undead creatures that are struck by at least one point
of damage.
INFERNAL AVENGER
Point Value: 6
[EVIL]
You are the champion of evil, a knight of darkness, more monster than man. Though wasted away from
years of inflicting horror and cruelty, you are strong with the forces of Darkness. You wish nothing more
than to utterly destroy the forces of Light so that you may sit as Lord of the Continent, and so plunge
the world into a reign of terror that will last for eternity.
Attack Dice [3] - Defend Dice [2]
Body Points [7] - Mind Points [3]
Movement Dice [2]
Starting Weapon [Broadsword]
Starting Armour [Shield]
EVIL RAGE: You are driven by a consuming hatred for everything living, as you yourself have passed
into unlife. You may add one Attack Dice whenever you attack a living monster or Hero. This has no
effect upon the Undead.
CHAOTIC SERVITUDE: Warriors of Chaos see you as their leader, and fear your abilities in battle.
Once per game you may command one Chaos Warrior in your line of sight to swear fealty to you,
regardless of his previous intentions. Once a Chaos Warrior has been selected, he acts as your servant.
HALFLING
Point Value: 5
[GOOD]
Although small in stature, you have a great heart and a strong will to resist the encroaching forces of
Darkness that seek to sweep away all that is good.
Attack Dice [2] - Defend Dice [2]
Body Points [6] - Mind Points [4]
Movement Dice [2]
Starting Weapon [Dagger]
Starting Armour [None]
SILENT MOVEMENT: Your small size and quiet tread allow you to pass by Monsters unawares. If
you only use half the total movement allowed in a turn, you may walk past (not through) a square with
a Monster without having to stop.
PICK LOCKS: You have the ability to open a door (or other locked item) on a roll of a white shield,
without a tool-kit. With a tool-kit, you are successful when rolling a black shield OR skull.
SMALL STATURE: You are never pinned by Monsters of human size or larger. You may only use
Leather Armour and no weapons with bulk greater than 1.
ASSASSIN
Point Value: 5
[EVIL]
You are a creature of shadows and a bringer of death. Your mastery of the most potent toxins has
rendered you into a deadly opponent. Although your real name is known by only a few, your reputation
strikes fear in the hearts of all.
Attack Dice [2] - Defend Dice [2]
Body Points [5] - Mind Points [3]
Movement Dice [2]
Starting Weapon [Shortsword]
Starting Armour [None]
COUP DE GRACE: Your instinct for killing has made you highly efficient. If you strike an opponent
and do enough damage to bring them down to 1 Body Point, you may declare a Coup De Grace and
finish him off immediately without rolling any dice. Your opponent has no defense against this.
SKULDUGGERY: Your knowledge of poisons allows you to gain the upper hand in combat. Once per
game you may declare your weapon as being poisoned. The next monster (except Undead) or Hero hurt
by your weapon will automatically lose 1 Body Point per turn until death. There is no antidote.
THIEF
Point Value: 4
[NEUTRAL]
You are a master of sleight-of-hand and a con artist extraordinaire. Your abilities allow to get into places
that others think are secure.
Attack Dice [4] - Defend Dice [4]
Body Points [5] - Mind Points [4]
Movement Dice [2]
Starting Weapon [Dagger]
Starting Armour [None]
SNEAKY: Your profession requires that you learn a bag of tricks that could help you escape a nasty
situation. Once per game you may either: (a) triple your movement roll or (b) remove treasure from a
chest or cupboard without sharing it.
PICK LOCKS: You have the ability to open a door (or other locked item) on a roll of a skull, without
a tool-kit. With a tool-kit, you are successful when rolling a white shield OR skull.
*NIGHTBLADE
Point Value: 8
[EVIL]
You are the embodiment of shadows, a master of the blade and kin to Darkness. Once you were one of
the High Elves, but hatred and evil have twisted you into a creature who hates the sun and loves only
the cold touch of the night.
Attack Dice [4] - Defend Dice [5]
Body Points [5] - Mind Points [5]
Movement Dice [2]
Starting Weapon [Runeblade]
Starting Armour [Cloak of Shadows]
EVIL SHADOW: You have the ability to create an evil, shifting shadow that causes fear in all who are
touched by it. The shadow travels in a straight line (not diagonally, only orthogonally) in a channel one
square wide up to a range of 12 squares. Any creatures or Heroes caught in the shadow must lose 1 red
dice worth of Mind Points. If their Mind Point total reaches zero, the creature or Hero is frozen in fear
for two turns. This ability may be used once per game.
DARK TREASURES: You possess treasures that were bathed in the blood of innocents and buried with
the greatest Dark generals of the last century. The Runeblade is a keen-edged longknife that drains life
from a dying victim. For every kill you make with the Runeblade, you gain 1 Body Point for the duration
of the game. Your Body Point total may not exceed your original maximum. The Cloak of Shadows
provides you with protection like armour, but also gives you the ability to become invisible twice per
game. Each turn you remain invisible, roll a white die. If a White Shield appears,
the invisibility has worn off. While you are invisible, no monster will attack you or follow you.
However, if you attack a monster or Hero, your invisibility ceases immediately.
PRIEST
Point Value: 7
[GOOD]
You are a bastion of Light and act as the voice of your deity. Your quiet prayers and unquestioning faith
in the Divine give you a strength that renders you into a formidable opponent.
Attack Dice [1] - Defend Dice [2]
Body Points [4] - Mind Points [6]
Movement Dice [2]
Starting Weapon [Staff]
Starting Armour [None]
PRAYER: Once per turn as your Action you may pray. Praying involves asking for aid or a blessing
from your deity. Once you have chosen the blessing you require, roll 2 red dice and compare the total
with the target number required. If you roll the total number or greater, your prayer is heard and the
blessing is bequeathed. If you fail, your prayer is made in vain.
DIVINE AURA: You are surrounded by the light of your deity, protecting you from the forces of
Darkness. If you are attacked by any of the Undead, you roll 2 additional defense dice.
MONK
Point Value: 6
[GOOD]
You are a disciple of the Divine, a walker of pilgrimages and humble servant of the Deity of Light. Your
humility and peaceful ways make even the worst scoundrels unlikely to attack you.
Attack Dice [1] - Defend Dice [3]
Body Points [6] - Mind Points [4]
Movement Dice [2]
Starting Weapon [Staff]
Starting Armour [None permitted]
PRAYER: Once per turn as your Action you may pray. Praying involves asking for aid or a blessing
from your deity. Once you have chosen the blessing you require, roll 1 red dice and compare the totalwith the target number required. If you roll the total number or greater, your prayer is heard and the
blessing is bequeathed. If you fail, your prayer is made in vain.
SERENITY: Your harmless appearance and peaceful nature make you a less likely target even for your
enemies. Monsters (except the Undead) will not attack you unless (a) you attack them first, or (b) you
are blocking the path to other Heroes that the monsters do want to attack.
OPEN HANDS: You may not use any sharp or edged weapons. You may, however, opt to attack using
'The Way of Open Hands' - using Attack Dice [3] and Defend Dice [1].
WIZARD
Point Value: 8
[NEUTRAL]
You are the master of Elemental Magic and Sorcery. Your command of the forces that surround you
establishes you as a dangerous opponent and a valuable ally.
Attack Dice [1] - Defend Dice [2]
Body Points [4] - Mind Points [6]
Movement Dice [2]
Starting Weapon [Dagger]
Starting Armour [None permitted]
MAGICAL TOME: Your leather-bound tome of magic holds great power. The tome is capable of
holding many spells, each which may be cast once until the end of the game.
MAGIC SIGHT: Your endless devotion to the magical arts has transformed you into a creature not
entirely human. You automatically detect any spear traps within 2 spaces of you when you search at the
end of your movement. You may not use your magic sight in mid-move or while you are moving.
WEAPON LOSS: You may only use a dagger or staff.
HIGH ELF
Point Value: 8
[GOOD]
You are a Prince in your own land, and are committed to the Eternal Struggle against the Forces of
Darkness. You have devoted many years mastering the ways of Faerie and Elemental magic to aid in
this struggle.
Attack Dice [3] - Defend Dice [2]
Body Points [5] - Mind Points [5]
Movement Dice [2]
Starting Weapon [Cross Bow]
Starting Armour [None permitted]
MAGIC LORE: Your mental disciplines will allow you to recall a number of spells, each which may be
cast once until the end of the game.
SEER
Point Value: 8
[NEUTRAL]
You are the old and wizened master of Faerie magic. Life in your beloved forests has come to a halt now
that the forces of Light and Darkness have clashed arms in a mighty battle. You realize you must do what
you must to ensure the survival of all that you hold dear.
Attack Dice [1] - Defend Dice [2]
Body Points [3] - Mind Points [7]
Movement Dice [2]
Starting Weapon [Staff]
Starting Armour [None]
MYSTIC AURA: You are surrounded by a halo of golden sparkles, the effect of several tiny faeries
cloaking your being. Each faerie has within it a spell that you may cast once per game.
PREMONITION: Your affiliation with the Faerie has given you the ability to see into the future. Once
per game you may have the contents of any room disclosed without activating the monsters within.
NECROMANCER
Point Value: 8
[EVIL]
You are the dark lord of the Undead and Prince of the Damned. You hold reign over the many thousands
of lost souls that still lie buried under battlefield cairns and barrow mounds. Reaching forth from your
black castle you have sworn to vanquish the forces of Light so that Darkness may reign supreme.
Attack Dice [1] - Defend Dice [2]
Body Points [5] - Mind Points [6]
Movement Dice [2]
Starting Weapon [Staff]
Starting Armour [None]
BLACK GRIMOIRE: Your book of dark magic holds the incantations for your potent Necromantic
spells, each of which may be cast once per game.
FEED OFF THE LIVING: Your powerful magic requires that you surrender much of your bodily
strength to the spirits that fulfil your wishes. Since your own fountain of life is not bottomless, you have
developed the power to feed off the living. If you are adjacent to a creature when it is slain, whether or
not you delivered the killing blow, you receive 1 Body Point. At no time may your Body Point total
exceed your original maximum.
AFTERWORD
These rules are subject to change at any time! If you read the rules and liked them, disliked them, or are
confused by them, the authors would like to hear from you. If you have constructive suggestions, even
better!