Combat & Tactics

How a HeroQuest attack resolves, the exact odds against each monster, what armor is worth, and how to use doorways and diagonals.

How an Attack Resolves

Combat in HeroQuest has no initiative rolls and no counterattacks. Whoever's turn it is attacks; the target only defends.

  1. Pick a target. With a normal weapon you attack a monster in a square next to you: ahead, behind, left or right, never diagonally. Weapons that say so (the staff and the longsword) also reach diagonally. Ranged weapons such as the crossbow, and thrown daggers, need line of sight instead; the crossbow can't shoot an adjacent monster.
  2. Roll Attack dice. Each skull is a hit.
  3. The target rolls Defend dice. Heroes block a hit with each white shield; monsters block with each black shield.
  4. Unblocked hits each cost 1 Body Point. A monster at 0 is removed. A monster that survives doesn't strike back until Zargon's turn.

Monsters attack the same way on Zargon's turn, and they can never attack (or move) diagonally. That single rule is behind most of the tactics on this page.

Every turn is move then act, or act then move. You can't step in, attack and step back out, and neither can monsters.

The Numbers

A combat die shows a skull on 3 faces of 6, so each attack die hits half the time. Blocks are where heroes and monsters differ: a hero's die blocks on 2 faces (white shields), a monster's only on 1 (the black shield).

Chance of rolling at least one skull: 1 die 50.0%, 2 dice 75.0%, 3 dice 87.5%, 4 dice 93.8%, 5 dice 96.9% Chance of at least one skull 1 die 50.0% 2 dice 75.0% 3 dice 87.5% 4 dice 93.8% 5 dice 96.9% Before the defender rolls. Defend dice then cancel some of these hits.

Chance That One Attack Wounds (at least 1 Body Point)

Rows are attack dice, columns are the defender's dice.

Against a Monster (blocks on black shields)

Attack1 Defend2 Defend3 Defend4 Defend5 Defend
1 die41.7%34.7%28.9%24.1%20.1%
2 dice66.7%59.0%52.1%45.8%40.2%
3 dice81.3%75.0%68.9%62.9%57.3%
4 dice89.6%85.1%80.3%75.4%70.5%
5 dice94.3%91.2%87.8%84.1%80.2%

Against a Hero (blocks on white shields)

Attack1 Defend2 Defend3 Defend4 Defend5 Defend
1 die33.3%22.2%14.8%9.9%6.6%
2 dice58.3%44.4%33.3%24.7%18.1%
3 dice75.0%62.5%50.9%40.7%32.1%
4 dice85.4%75.7%65.5%55.6%46.3%
5 dice91.7%84.7%76.6%67.9%59.2%

Read across any row and you'll see the same thing: a monster's defense dice are worth about half a hero's. For any attack and defense not shown here, the Dice Roller prints the full table.

Matchups Against Each Monster

Classic edition (1989–1990): the monster numbers below are the classic North American chart, which the 2021 game is based on. Fimir and Chaos Warrior are listed by their 2021 names. Use the chart on your own Zargon's screen as the final word, and note that quest notes often change a named monster's stats.

MonsterMoveAttackDefendBodyMindBarbarian kills it in 1 attack…within 3 attacksIt wounds a 2-dice hero
Goblin10211181.3%99.3%44.4%
Orc8321275.0%98.4%62.5%
Skeleton6221075.0%98.4%44.4%
Zombie5231068.9%97.0%44.4%
Abomination6332333.3%86.6%62.5%
Mummy4342028.9%80.9%62.5%
Dread Warrior744336.0%58.6%75.7%
Gargoyle645345.0%50.3%75.7%

What the table tells you:

What Armor Is Worth

Here is an Orc's 3 Attack dice against a hero with more and more Defend dice. Helmets, shields and armor each add dice (see Treasure & Equipment).

Hero's Defend diceTakes no damageLoses 1Loses 2Loses 3Average loss
2 (no armor)37.5%34.7%22.2%5.6%0.96
349.1%30.6%16.7%3.7%0.75
459.3%25.9%12.3%2.5%0.58
567.9%21.4%9.1%1.6%0.44
675.0%17.3%6.6%1.1%0.34

The first extra die is the biggest single gain, and the gains keep coming. For the Wizard, who has only 4 Body Points and can't wear normal armor, the answer is simpler: stay out of reach. Two Orcs attacking him every round kill him within two rounds 55.4% of the time, and within three rounds 84.4%.

Diagonals: The Safe Squares

Because monsters can never attack diagonally, a hero standing diagonally next to a monster can't be hit by it. Heroes with a staff or longsword can still attack from there.

A monster in the centre of a 5 by 5 grid: the four squares beside it can be attacked, the four diagonal squares are safe from it open open open open safe safe safe safe M open: the monster can attack you, and any hero there can attack it. safe: it can't attack you; only a staff or longsword can attack it from here.

The First Light rulebook, which uses the same rules as the 2021 game, shows exactly this: a Wizard with a staff tucked diagonally behind the Barbarian, both attacking the same monster in a doorway, while the monster can reach only the Barbarian.

Positioning Rules That Matter

Formation Trainer

Pick a piece, then click squares to place it. The trainer checks who can attack whom using the real rule: only squares directly beside a monster (not diagonal) are in reach, unless a hero has a diagonal weapon.

Squares outlined in red are in reach of an enemy. The doorway is at the top of the room. Hero letters: B Barbarian, D Dwarf, E Elf, W Wizard; M is a monster.

Formation check: place some heroes and monsters.

Spells in a Fight

Each spell can be cast only once per quest, but every spell comes back for the next quest. So the question is never "should I save it for the final quest?", only "is this the fight in this quest that needs it?". A few combat points:

See Magic & Spells for every spell.

Try It at the Table

Where Next