The Barbarian

How to play the Barbarian, the party's strongest fighter: stats, exact attack odds, armor and where to stand.

Meet the Barbarian

The Barbarian is the strongest fighter of the four heroes in the HeroQuest Game System. They start with a Broadsword, roll 3 attack dice and have 8 Body Points, more than any other core hero. They cast no spells and have the lowest Mind Points, so their job is simple to describe and hard to do well: get to the monsters, hit them, and keep them off the Wizard.

In the rulebook's opening story, Mentor recalls an earlier hero of this kind: Rogar, the barbarian prince who carried the Star of the West. See The Heroes for that backstory.

Starting Stats

StatBarbarianWhat it means
Attack3 diceFrom the Broadsword. Every skull is a hit.
Defend2 diceEvery white shield blocks one hit.
Body Points8Your health. At 0 you die unless you drink a healing potion or cast a healing spell straight away.
Mind Points2Wisdom and resistance to magic. Low, so Dread spells work well against you.
Movement2 red diceSame as every hero: roll each turn, move up to the total.
Starting gearBroadswordNo armor.

The Barbarian Next to the Other Core Heroes

Low Mind is a real weakness. In the classic card text, a hero hit by a Dread (classic: Chaos) spell such as Sleep, Fear or Command breaks free by rolling one red die per Mind Point and needing a 6. With 2 Mind Points the Barbarian has an 11 in 36 (30.6%) chance per try; the Wizard, with 6, has 66.5%. Check the wording on your own spell cards.

Attacking: Where the Barbarian Shines

Combat dice have three skulls, two white shields and one black shield. You roll your attack dice and every skull is a hit. The monster rolls its defend dice and blocks one hit for each black shield, which is only one face in six. Each unblocked hit takes away a Body Point. That is why three attack dice matter so much: each die is a coin flip for a hit, and monsters block poorly.

Example: Barbarian against an Orc

The Orc: 3 attack, 2 defend, 1 Body Point (classic 1990 North American chart).

You roll: 3 attack dice. The Orc rolls 2 defend dice, needing black shields.

Exact odds: a 75.0% chance to kill the Orc with this one attack, and 93.8% within two attacks. On average you deal 1.22 Body Points per swing.

Chance to Destroy Each Monster

MonsterDefend diceBody Points
Goblin11
Orc21
Skeleton21
Zombie31
Abomination32
Mummy42
Dread Warrior43
Gargoyle53

These are the classic 1990 North American monster stats. Fan sources say the 2021 game uses the same numbers; if your monster cards or Zargon's screen say otherwise, trust them. Quest notes can also change a single monster (one 2021 quest gives a Mummy 4 attack dice instead of 3).

The chart shows the pattern. One-Body monsters fall to the Barbarian most of the time. Dread Warriors and the Gargoyle take three unblocked hits, so expect a fight of several turns, or bring a second hero alongside.

Taking Hits: Body Points and Armor

When a monster attacks you, it rolls its attack dice and you block with white shields, a third of your dice. Eight Body Points let the Barbarian stand in front for a long time: against an Orc (3 attack dice) with 2 defend dice, you lose 0.96 Body Points per attack on average, and the chance of being killed within four Orc attacks is only 2.6%.

What Extra Defend Dice Buy You

Equipment for the Barbarian

Weapons: a weapon's attack dice replace your printed number, so the Broadsword is already your 3 dice. The classic Armory's Battle Axe rolls 4 dice but needs both hands, so no shield. With 4 dice your chance to kill an Orc in one attack rises from 75.0% to 85.1%, and against a Dread Warrior from 6.0% to 17.5%.

Armor: Helmet, Shield and Chain Mail each add a defend die in the classic Armory. Plate Armor adds more but leaves you only one red die for movement.

Potions: drinking a potion is not an action, and a healing potion saves you at 0 Body if you drink it at once. On your turn you can also hand one to an adjacent ally.

Prices, card wording and which items are in the 2021 Armory are covered in Treasure & Equipment.

Movement

All heroes roll the two red dice each turn and may move up to that many squares, never diagonally and never through monsters or walls (you may pass over other heroes). You don't have to use the full roll. You either move and then act, or act and then move. You can't move part of the way, attack, and then finish moving.

How Far You'll Get

The average roll is 7. You get 7 or more 58.3% of the time, and 4 or less 16.7% of the time. If you need 8 squares to get next to a monster, there's a 41.7% chance you reach it and attack this turn. If you don't, it's often better to attack something nearby first and then move.

flowchart TD A[Your turn] --> B{Monster already adjacent?} B -->|Yes| C[Attack first, then move away or onward] B -->|No| D[Roll the red dice and move] D --> E{Adjacent to a monster now?} E -->|Yes| F[Attack] E -->|No| G["Search, or end the turn (the action is lost)"]

Positioning: Holding the Front

Monsters, like heroes, can't attack diagonally. A hero standing in a corridor one square wide can only be attacked from the squares in front and behind. Put the Barbarian there and only one monster at a time can reach them.

One Attacker at a Time

One trade-off: heroes block line of sight just as monsters do. If the Wizard stands directly behind you in a straight corridor, they can't see past you to cast at the monsters in front. Leave a gap to one side when you're in a room, or step out of the line after the fight starts.

The Barbarian in the Party

Try It at the Table

Where Next