Getting Started

An overview of the 2021 HeroQuest Game System: what is in the box, how to set up, how a turn works, and how the combat dice decide every fight.

What Is HeroQuest?

HeroQuest is a dungeon-crawl board game for 2 to 5 players. One player is Zargon, the evil sorcerer: they read the secret quest notes, place rooms and monsters as the heroes discover them, and run every monster. Everyone else plays one of up to four heroes, working together to complete a quest and get back out alive.

The current edition is the HeroQuest Game System published by Avalon Hill (Hasbro) in 2021. Its Quest Book holds 14 quests that form a campaign: heroes keep their gold and equipment from one quest to the next. Think of Zargon as the director of a film who also plays every villain. They know the script; the heroes find it out one room at a time.

Classic edition (1989–1990): the original game was designed by Stephen Baker and made by Milton Bradley with Games Workshop. The 1989 UK/European box calls the villain Morcar; the 1990 North American box renamed him Zargon and made the monsters tougher. The 2021 game follows the North American rules, with "Chaos" renamed "Dread": the Fimir became the Abomination, the Chaos Warrior the Dread Warrior, and Chaos spells became Dread spells.

What's in the Box

The 2021 Game System contains:

Meet the Heroes

Each hero card lists four numbers. Attack and Defend are how many combat dice the hero rolls. Body Points are physical health. Mind Points are "wisdom, intelligence, and resistance to magical influence". All four heroes roll two red dice for movement.

HeroAttackDefendBodyMindStarts withSpells
Barbarian3282BroadswordNone
Dwarf2273ShortswordNone; disarms traps without a tool kit
Elf2264Shortsword3 (one school)
Wizard1246Dagger9 (three schools); can't wear most armor

The Barbarian is the strongest fighter and the hardest to kill. The Dwarf is the trap expert. The Elf fights as well as the Dwarf and casts a few spells. The Wizard is fragile but carries most of the party's magic. Quest packs and hero packs add more heroes, from the Knight to the Explorer; see The Heroes.

Setting Up a Quest

  1. Zargon reads the quest first, silently. The parchment text is read aloud to the heroes; the notes and the map stay behind Zargon's screen.
  2. Lay out the board and put Zargon's screen between Zargon and the board.
  3. Each player chooses a hero and takes the miniature, hero card and a character sheet.
  4. Sort the cards into piles: treasure, artifacts, monsters, Dread spells, equipment, and the four hero spell schools (Air, Earth, Fire, Water). Shuffle the treasure deck.
  5. Choose spells. The Wizard picks one school, the Elf picks one of the remaining three, and the Wizard takes the last two. For a first game the rulebook suggests Fire for the Wizard and Earth for the Elf. See Magic & Spells.
  6. Place only what the heroes can see from their starting point, usually the stairway. Traps, secret doors, treasure and anything behind a closed door stay hidden until found.

The rulebook suggests seating the Barbarian on Zargon's left, then the Dwarf, the Elf and finally the Wizard on Zargon's right.

How a Round Works

The player on Zargon's left goes first, and play passes clockwise. When every hero has had a turn, Zargon takes one turn and may move and act with every monster on the board.

flowchart TD A["Barbarian (on Zargon's left)"] --> B[Dwarf] B --> C[Elf] C --> D["Wizard (on Zargon's right)"] D --> E["Zargon: each monster may move and act"] E --> F{"Quest goal done and heroes back at the stairway?"} F -->|No| A F -->|Yes| G[Quest complete]

Your Turn: Move and Act

On your turn you do one of two things:

You can't split your move around the action: no walking three squares, attacking, then walking the rest. Monsters follow the same rule.

To move, roll the two red dice and move up to that many squares (the average is 7). You don't have to use all of it. You can't move diagonally or through walls or monsters, but you can pass over other heroes. Monsters don't roll: each has a fixed Movement on the monster chart.

Some things are free and don't use your action: opening a door you are next to, looking around, drinking a potion and picking things up.

The Six Hero Actions

ActionWhat it does
AttackAttack one monster next to you (not diagonally, unless your weapon says so). Ranged weapons and spells need line of sight.
Cast a spellElf and Wizard only (among the core heroes). Each spell can be cast once per quest.
Search for treasureRooms only, with no monster in the room. Each hero may search a given room once. Zargon reveals special treasure from the quest notes; otherwise draw a treasure card.
Search for secret doorsSearches the room or corridor you are in. Only allowed when no monster is in sight.
Search for trapsReveals traps in your room or corridor. Also needs no monster in sight.
Disarm a trapNeeds a tool kit (any result but a skull on one combat die), unless you are the Dwarf, who needs no kit and fails only on a black shield.

The treasure deck is not all good news: almost half of it is wandering monsters and hazards. Monsters, for their part, can only attack or (for certain monsters named in the quest notes) cast a Dread spell. They never search, open doors, move or attack diagonally, or spring hidden traps.

The Combat Dice

Every combat die has six faces with three symbols:

The three combat-die symbols: three skulls, two white shields and one black shield 💀 Skull 3 faces of 6 1 hit when attacking White shield 2 faces of 6 a hero blocks 1 hit Black shield 1 face of 6 a monster blocks 1 hit
  1. The attacker rolls their Attack dice. Each skull is one hit. No skulls means a miss.
  2. The defender rolls their Defend dice. A hero blocks one hit per white shield; a monster blocks one hit per black shield. Every other face blocks nothing.
  3. Each unblocked hit costs the defender one Body Point.

That one difference matters a lot: a hero blocks with a third of their dice, a monster with only a sixth. Most heroes defend with 2 dice (more with armor, fewer while standing in a pit).

Example: the Barbarian (3 Attack dice) attacks an Orc that rolls 2 Defend dice. The Barbarian rolls skull, skull, white shield: 2 hits. The Orc rolls black shield, skull: one hit blocked, so the Orc loses 1 Body Point. Over many attacks, 3 dice against 2 monster dice wound at least once 75.0% of the time.

For exact odds on any attack, use the Dice Roller.

Body Points, Mind Points and Death

Classic edition (1989–1990): the classic spell cards let a hero shake off spells such as Sleep or Fear by rolling one red die per Mind Point and needing a 6. Check your 2021 cards for the current wording.

Reading the Board

A corridor with the stairway, a door into a room holding a monster and a hidden trap, and a secret door into a second room with a chest Stairway Corridor H Door Room M ? hidden trap Room Chest Secret door H = hero, M = monster. Rooms, monsters and furniture go on the board only when a hero can see them.

Try a Fight: Combat Simulator

Step through a fight between the Barbarian and a Goblin, rolling each set of dice in turn. The dice here use the real face mix: three skulls, two white shields and one black shield.

Classic edition (1989–1990): the Goblin here uses the classic monster chart (Attack 2, Defend 1, Body 1, Mind 1, Movement 10). Your 2021 monster chart on Zargon's screen is the final word on current numbers.

Barbarian
Attack 3 • Defend 2 (white shields)
Body: 8 / 8
Goblin
Attack 2 • Defend 1 (black shields)
Body: 1 / 1
Your turn: roll your Attack dice.
Your Attack dice (3)
The Barbarian faces a Goblin in a narrow corridor. Each skull you roll is a hit; the Goblin blocks only with black shields.

The exact odds behind this fight: the Barbarian kills the Goblin with a single attack 81.3% of the time, while the Goblin's 2 dice get a hit past the Barbarian's 2 white-shield dice 44.4% of the time.

Zargon and the Companion App

The printed rules always need a Zargon player: with fewer than five people, one of you still runs the dungeon. Zargon isn't trying to "win" so much as to run the quest fairly and make it tense. See Playing Zargon.

Hasbro's free HeroQuest Companion App (iOS and Android, launched November 2021) adds narration (Mentor introduces each quest, Zargon reacts), sound, and Body and Mind tracking. Its Digital Zargon mode takes over Zargon's job, so up to four players can all play heroes, or one player can run all four heroes alone. You still move the miniatures, roll the dice and handle the cards. See Playing Without Zargon.

Common Beginner Mistakes

Where Next