HeroQuest at a Glance
Four ideas carry most of the game. Every part of the guide builds on them.
Move, then act
On your turn you roll two red dice to move and take one action: attack, cast a spell, search or disarm a trap. You can act first and move after, but you can't split your move.
Combat dice
Skulls hit. Heroes block on white shields, monsters only on black ones, so most monsters fall to a single unblocked skull.
Body and Mind
Body Points are your health; Mind Points are your wits and your resistance to magic. At zero Body Points a hero dies, unless they can drink a healing potion in time.
Zargon
One player runs the dungeon from the Quest Book: placing monsters, revealing traps and playing them to win. Or the Companion App does it for you.
The Guide
The rules first, then the heroes and the quests, then running the game and the world behind it.
Getting Started
The Rules
Combat & Tactics
Skulls, white shields and black shields, with the exact odds and how to fight smart in corridors.
Magic & Spells
The four elemental schools, how the Wizard and the Elf divide them, and Zargon's Dread spells.
Treasure & Equipment
Treasure cards, gold and the Armory: what to buy between quests and why.
The Heroes
The Heroes
All twelve official heroes at a glance, and which box or pack each one comes from.
The Barbarian
Three attack dice and eight Body Points: the party's front line.
The Dwarf
Tough, steady and the only hero who can disarm traps without a tool kit.
The Elf
A fighter who casts spells from one elemental school.
The Wizard
Fragile in a fight, with nine spells that can turn a quest.
The Knight
The armoured hero from the Guardian Knights pack and Rise of the Dread Moon.
The Rogue
The elf rogue from The Rogue Heir of Elethorn.
The Monk
The unarmed fighter from The Path of the Wandering Monk.
The Warlock
The hero of The Prophecy of Telor, with the power of Demonform.
The Bard
The orc bard from Spirit Queen's Torment, with a rapier and songs.
The Druid
The druid from Against the Ogre Horde, who fights beside an animal ally.
The Berserker
A human warrior from Jungles of Delthrak.
The Explorer
The dwarf explorer from Jungles of Delthrak.
The Quests
The Core Quest Book
The fourteen quests in the box, from The Trial to Return to Barak Tor.
Kellar's Keep
The first quest pack: ten more quests that carry on from the core Quest Book.
Kellar's Keep: Lore
The story behind the pack.
Return of the Witch Lord
The undead rise again in ten quests against the Witch Lord.
Return of the Witch Lord: Lore
The story behind the pack.
The Frozen Horror
The Barbarian's pack, with hired mercenaries, ice monsters, yetis and the Frozen Horror itself.
The Frozen Horror: Lore
The story behind the pack.
The Mage of the Mirror
The Elf against the Evil Archmage, opening the Elethorn saga.
The Mage of the Mirror: Lore
The story behind the pack.
Rise of the Dread Moon
Alchemy, mercenaries, the Underground Market and the end of the Elethorn saga.
Rise of the Dread Moon: Lore
The story behind the pack.
The Prophecy of Telor
Thirteen quests and the Warlock.
The Prophecy of Telor: Lore
The story behind the pack.
Spirit Queen's Torment
Fourteen quests and the Bard.
Spirit Queen's Torment: Lore
The story behind the pack.
Against the Ogre Horde
Ogres, the Druid and the World's End Tournament arena quests.
Against the Ogre Horde: Lore
The story behind the pack.
Jungles of Delthrak
Sixteen branching quests with the Berserker and the Explorer.
Jungles of Delthrak: Lore
The story behind the pack.
Running the Game
Playing Zargon
The Zargon player's job: running monsters, reading the quest notes and keeping it fair and tense.
Custom Heroes & Monsters
Designing your own heroes, monsters and quests without breaking the game.
Playing Online
The official Companion App and other ways to play away from the table.
Playing Without Zargon
The app's Digital Zargon, plus paper rules for solo or fully co-op play.
World Lore
The World of HeroQuest
Mentor, the Loretome, Zargon and the Realm's long struggle against Dread.
Kingdoms & Regions
The lands the heroes travel through.
Great Events
The wars and legends behind the quests.
The Dark Forces
Zargon's servants, from Goblins to the Witch Lord.
Cosmic Forces
Magic, the elements and the powers above the world.
Mentors & Quest-Givers
Mentor, Prince Magnus and the people who send the heroes out.
Ancient Dungeons
Barrows, keeps and tombs and the stories behind them.
Magic & Artifacts
The Spirit Blade and the other famous artifacts the heroes hunt for.
Tools
Use these at the table.