The Dwarf

How to play the Dwarf, the party's trap expert and second fighter: stats, the trap rules, exact odds and party role.

Meet the Dwarf

The Dwarf is a solid fighter with one rule no other core hero has: the Dwarf disarms traps without a tool kit and fails only on a black shield. Everything else about the Dwarf is steady rather than special: 2 attack dice, 2 defend dice, 7 Body Points (second only to the Barbarian) and 3 Mind Points.

The Dwarf starts with a Shortsword in the HeroQuest Game System. In the 2025 starter box HeroQuest: First Light, which uses the same rules, the Dwarf starts with a Handaxe instead.

Starting Stats

StatDwarfWhat it means
Attack2 diceFrom the Shortsword. Every skull is a hit.
Defend2 diceEvery white shield blocks one hit.
Body Points7At 0 you die unless you drink a healing potion or cast a healing spell at once.
Mind Points3Resistance to magic: better than the Barbarian, worse than the Elf and Wizard.
Movement2 red diceSame as every hero.
SpecialTrap disarmingNo tool kit needed; fails only on a black shield.

The Dwarf Next to the Other Core Heroes

Traps: the Dwarf's Job

Any hero can use their action to search for traps, as long as no monsters are in sight. Zargon then reveals the traps you would find. Searching is the same for every hero: there is no roll and the Dwarf finds nothing extra. The Dwarf's advantage starts once a trap is found.

TrapWhat happens if you spring it
PitLose 1 Body Point. While you're in the pit you fight with one fewer die.
Falling blockRoll 3 combat dice, lose 1 Body Point per skull, no defense roll. The square is blocked for good.
SpearRoll 1 combat die; a skull costs 1 Body Point.
Chest or furniture trapSet off by searching the furniture; the quest notes say what it does.

A falling block is the nasty one: it deals 1.5 Body Points on average, at least 2 half the time, and all 3 one time in eight. That's a real threat to the Wizard's 4 Body Points.

Getting Past a Trap You've Found

flowchart TD A["Search for traps (no monsters in sight)"] --> B{Trap found?} B -->|No| C[Move on] B -->|Yes| D{How do you get past?} D -->|Dwarf| E["Disarm: fails only on a black shield"] D -->|Hero with a Tool Kit| F["Disarm: any non-skull"] D -->|Any hero| G["Jump: 2 movement, any non-skull"] D -->|Any hero| H[Take another route]

You can't lure monsters into traps

Monsters don't spring hidden traps, so leaving a trap armed "for the orcs" does nothing. Disarm it or walk around it.

Fighting

With 2 attack dice the Dwarf hits like the Elf and a step below the Barbarian. Against one-Body monsters that's still good: a 59.0% chance to kill an Orc in one attack (the Barbarian's is 75.0%), and 83.2% within two attacks. The tough monsters are a different story. Two dice can produce at most two hits, so the Dwarf can never kill a three-Body Dread Warrior or Gargoyle in a single attack.

Chance to Destroy Each Monster

Monster defend dice and Body Points come from the classic 1990 North American chart (Goblin 1/1, Orc 2/1, Skeleton 2/1, Zombie 3/1, Abomination 3/2, Mummy 4/2, Dread Warrior 4/3, Gargoyle 5/3). Fan sources say the 2021 game matches; your monster cards have the final word.

On defense the Dwarf is close to the Barbarian. With 7 Body Points and 2 defend dice, the chance that an Orc (3 attack dice) kills the Dwarf within four attacks is 7.6%. The Dwarf has none of the Wizard's equipment limits, so a Helmet or Chain Mail turns them into a good second front-liner.

Equipment

Spending the Dwarf's Gold

Skip the Tool Kit. The Dwarf doesn't need one, and their disarm odds (5 in 6) are already better than a Tool Kit gives anyone else.

Defense first. Each extra defend die cuts the damage you take. Against an Orc, going from 2 to 3 defend dice drops your chance of being hurt from 62.5% to 50.9%.

Then a bigger weapon. A weapon's attack dice replace the Dwarf's 2. With a 3-dice weapon the Dwarf fights as well as the Barbarian.

Item details and prices are in Treasure & Equipment.

The Dwarf in the Party

Try It at the Table

Where Next