Download as pdf or txt
Download as pdf or txt
You are on page 1of 11

A Brief Introduction Individual winning is not the goal.

United
eed well my words, for 1 am Mentor, Guar- Hero Questis a fantasy adventure game
the Heroes stand. Divided theyfall.
dian of Loretome. | will tell you of times set deep within a hidden stone labyrinth.
rs The adventure never ends. . .
past, of darker days when the Empire This maze of underground rooms and
Additional Quests, featuring all new
corridors is controlled by the Evil
wassaved againstall hope.For I fear the Sorcerer Zargon and his forces of Chaos. challenges for the Heroes, are available
in Quest Packs™ (sold separately).
darkness is about to return. .
Thesinister forces of Zargon, the Four valiant Heroes have been summoned
by Mentor, the good and ancient sage, to
Evil Sorcerer, had sweptall before them. At do battle with Chaos. Theirsis the
the sight of the Black Banner and the massed ultimate heroic challenge—descend into
hordes of Chaos, even the bravest warriors of the Emperor hadfled, the treacherous world of the unknown Contents:
and restore honorto the Empire. Destroy the 31 Monsters: 8 Orcs, 6 Goblins,
the land was laid to waste and all men despaired. evil forces of Chaos! 3 Fimir, 4 Chaos Warriors,
There then came a mighty warrior Prince from the Border- 1 Chaos Warlock, 1 Gargoyle,
Bondedbytheir loyalty to the Empire, 4 Skeletons, 2 Zombies, and 2 Mummies
lands—Rogar the Barbarian. Heborea glittering diamond on his the brave Heroes unite. Stepping
brow—the Star of the West. Hope returned and menflocked to his cautiously, they journey deeper and 4 Heroes: 1 Barbarian, 1 Dwarf, 1 EIf,
deeper into a dark, hidden world. . and 1 Wizard
standard, leaving their hiding placesin the hills and forests. Other
great Heroes joined him: Durgin, the fearless Dwarven warrior from 15 Pieces of Furniture: 2 tables,
the World’s Edge Mountains, Ladril the Elven fighter mage from distant 1 throne, 1 alchemist’s bench,
3 treasure chests, 1 tomb, 1 sorcerer’s
Athelom, and Telor the Wizard whose sorcery was to save Rogar on
many occasions. What Makes table, 2 bookcases, 1 rack, 1 fireplace,
1 weaponsrack, 1 cupboard
For many years Rogar trained his army, being careful to avoid Hero Quest Unique Miscellaneous Items: Candlesticks,
open battle with Zargon’s general until all was ready. He ever harried 4 One player assumestherole of bottles, scales, skulls, and rats
the Chaos supply lines and wiped out countless Orcs and Goblins. Zargon, the Evil Sorcerer and con-
troller of the game; the other players 21 Doors: 5 closed and 16 open
Then came the day for which Rogar had waited. His army assumethe roles of the Heroes—the Bar-
had grown strong and waswell practiced. Camping in the high passes, barian, the Dwarf, the Elf, and the Wizard. 66 Playing Cards: 24 Treasure,
Ladril saw the Black Hosts from afar and bade Durgin blow thecall to 10 Artifact, 8 Monster, 3 Air Spell,
r A gamefor 2 to 5 players, Hero Quest 3 Fire Spell, 3 Earth Spell,
arms on his mighty horn. Rogar’s army poured down upon the enemy is played in 14 sequential gameplay- 3 Water Spell, and 12 Chaos Spell
from two sides and battle was joined. Many foul creatures and good ing sessions called Quests. Each Questis
described in detail in the Quest Book.
menperished that day. Yet, as the light of day faded, it was Darkness 1 Gameboard
1 Instruction Booklet
that fled the field. But the victory was not absolute. Zargon andhis r One Quest may take an hour or two 1 Quest Book
general escaped beyond the Sea of Claws, and even nowthey plot to play, with each subsequent Quest 4 Character Cards: 1 Barbarian, 1
increasing in difficulty.
their revenge. Soontheir plots will be ready and the Empire will have Dwarf, 1 Elf, and 1 Wizard
1 Information Screen
need of a new Rogar. But where are the Heroes to equal him? 4 During a Quest, a Hero may acquire 1 Pad of Character Sheets
You have muchto learn if you are to become as great as valuable treasures. These riches may 6 White Combat Dice
be used between Quests to purchase 2 Red Dice
Rogar and his companions.I will help all that I can. The book I powerful weapons and protective armor
protect—Loretome—-was written when time began. All that ever was from the Armory. Cardboard Tiles: Stairs, blocked squares,
and all that ever will be is recordedin its countless pages. Through pit traps, secret doors, falling block
+ The Heroes work together to defeat traps, and skulls.
Loretome I may guide you, but I may notintervene,lest a greater evil Zargon and his forces of Chaos.
befall the World, and the evil forces of Chaos triumphforever.
4
Assembly How Zargon Uses Parchment Text
The ParchmentText outlines the Heroes’
the playing table. The numberof dice and
starting points are charted on each card.
Before you play Hero Quest, several
playing pieces must be assembled.
This Book challenge as well as the reward they
will receive if they are successful. This
Detailed assembly instructions can be As Zargon, you mustfirst read this
section is always read aloud to the Hero
found on the inside of the game boxlid. entire Instruction Booklet to yourself
players at the beginning of the game.

a
For a look at the finished furniture, refer in order to understand how to run
to the illustrations on the cardboard the Quest. You are the Wizard.

Be
Quest Map

TNs
You have the power to
platform located inside the box. The Quest Map shows how the game- cast many different
Once you are ready to begin play, read

v—
spells. In combat,
boardis to be laid out as the game pro- however, you are weak.
aloud to all of the players A Glimpse Into
gresses. The map is marked with symbols You cannot wear armor
The World of Hero Quest on pages 10 & 11.

ion
or use large weapons.
that show thestarting positions of the

— ley,
Therefore, you must

Sn
a
monsters—hideous creatures under your
Getting Started

(i
cast your spells wisely
Remember, the Quest Book is for your and avoid physical combat. @&
control. These symbols are identical to

iG
i}
eyes only. However, there are sections of
those on each of the monster cards, and
each Quest that must be read aloud to
Choose Your Role
Attack Defend Starting
are identified on the Information Screen. Dice Dice Body
the other players. These paragraphsare
One player must assumetherole of The maps also show you whereto place ] 2 4
noted throughout the Quest Book.
Zargon, the Evil Sorcerer. The other pieces of furniture, stairs, doors, and
Movement 2 Red Dice
players must assumethe roles of the blocked squaretiles. In addition, there
To further simplify this Instruction Starting Weapon. ... Dagger
Heroes: the Barbarian, the Dwarf, the are symbols for traps, secret doors, and Starting Armor,
Booklet, the following symbols will tell
Elf, and the Wizard. treasure chests. These symbols are shown
you which sections pertain to the Heroes
in the Identification Guide on the card-
and which sections pertain to you as
If less than 5 people are playing, one board platform. Character Card
Zargon. Look for these symbols throughout
person muststill assumethe role of
the book for quick reference.
Zargon. The remaining players are Important: Do not place anything on the Attack Dice
allowed to control more than one Hero. gameboardatthis time. You will reveal Theyreflect the fighting power of the
Using less than 4 Heroes will make the the gameboard layout only when the Hero’s weapon. During the Quest, the
Quests more difficult. Hero figures have moved to a position on Hero’s attack strength will continually
Symbol a Symbol
the gameboard that requires you to reveal be changed byevents (spells, combat, etc.).
Important: Therole of Zargonis a vital something.
one. He serves as the Game Master; he Defend Dice
sits behind the Information Screen; he Quest Notes Theyreflect the ability of the Hero to dodge
controls the Quest for the other players; Read the Quest Notes thoroughly before or absorb enemyhits. During the Quest, the
he alone knows where the monsters,
secret doors, treasures, and traps are Zargon— the start of the Quest. They explain what
happensin certain rooms and detail the
Hero’s defend strength will continually be
changedby events(spells, combat, etc.).
located in the labyrinth; he alone has
access to the Quest Book. Setting Up unique situations the Heroplayers will
have to contend with. Read the notes BodyPoints

Suggestion: If you are the purchaser The Game silently to yourself. Important: You will
later disclose the Quest Notes informa-
They reflect the Hero’s physical strength.
The Barbarianis the strongest with 8 points;
of this game and have gathered your Zargon, to set up the game properly, you
tion to the Heroes as the Quest unfolds the Wizard the weakest with 4 points.
friends together to play, you should play must do the following eleven steps:
and the Heroes move into certain rooms
the role of Zargon.
1. Open The Quest Book and corridors. MindPoints
Turn to Quest 1—The Trial. This Quest They reflect the Hero’s wisdom,
must be played first. Read it silently to 2. Open the gameboardandlayit flat on intelligence and resistance to magical
yourself. a table. The words HERO QUEST must influence. The Wizard has the greatest
face you. mental strength with 6 points; the Barbarian
Each Quest features 3 different sections: the least with 2 points.
The Parchment Text, the Quest Map, and 3. Character Cards
the Quest Notes. Spread the 4 Character Cards faceup on
OEE

4. Tear off 4 Character Sheets from 6. Place the Information Screen so that Artifact Cards individual spells. The spell groups are
the pad (see below). Give each Hero it is between you and the gameboard. These cards are special, as you will divided between the Wizard and the Elf.
player a sheet, a pencil, his Hero’s discover in the Quest Notes. Keep these
Character Card and the matching red 7. Place the Quest Book on the table cards behind the Information Screen.
plastic Herofigure. between you and the Information Screen. Dividing The Spells
Monster Cards Direct the Hero players to divide the
8. Separate all of the assembled doors, Spread out the 8 Monster Cards and put Hero spells. The Wizard mustfirst
furniture, the monsters, and all of the them faceup near the gameboard so that choose one of the four spell groups.
a Character Sheet eu, Next, the Elf must choose one spell
cardboardtiles into 4 groupsorpiles. the Hero players can easily refer to them.
Name All the information on these cards can group from the three that remain.
Character Note: For a quick identification of the also be found in the Monster Chart on Finally, the two remaining spell groups
monsters, refer to the last page of the the Information Screen. becomethe possessions of the Wizard.
Attack Defend Points
Dice Dice Quest Book. A spell and its effects are explained in
Chaos Spell Cards detail on its corresponding spell card.
9. Study the Quest Map.Place on the There are 12 Chaos Spells. These spells
Weapons: gameboardonly the things that go into belong to Zargon and are very powerful, as Suggestion: If this is the players’ first
the starting room (usually the room with you will discover in the Quest Notes. Keep Quest, the Wizard should take the Fire
Armor: the stairway). Note: Do NOT putout any these cards behind the Information Screen. spells, the Elf should take the Earth
traps or secret doors. Do NOT reveal spells, and the remaining spells should
Body Points:
treasure at this time. Note: Some ChaosSpell Cards will only be go to the Wizard.
used with the Quest Packs (sold separately).
11. Finally, put 3 white combat dice
Hero Spell Cards and the 2 red dice near the gameboard
Quests Completed (circle): There are four groups of Herospells, where the Hero players can easily reach
123 4 5 6 7 8 $ 10 14 12 #13 °«14 each group representing one of the 4 them. Keep 3 white combat dice for
natural elements—Air, Fire, Water, yourself.
Gold Coins: Potions & Other Items:
Earth. Each spell group contains 3

©1989, 1990 M.B. Co. 4101-X4

5. Direct the Heroplayersto fill in their Starting room of Quest 1 with the stairwaytile
Character Sheets with the starting Body and closed door.
and Mind Points of their characters. If
they wish, they may nametheir character.
10. Sort The Cards
During the Quest, a Hero’s Body and The cards are to be sorted into piles:
MindPoints will be affected by events. Treasure Cards, Artifact Cards, Monster
Points can be gained or lost. Body Points Cards, Chaos Spell Cards, Air Spell
must be charted on the Hero’s Character Cards, Fire Spell Cards, Water Spell
Sheet. Any treasure found on the Quest Cards, and Earth Spell Cards.
must also be recorded here. Players must
save their sheets and bring them to each Treasure Cards
gamesession. Shuffle these cards before each Quest.
Keep them facedownin a pile within
easy reach ofall players.
armor:
Charting
poay Ponts: Body
Points
A GLIMPSE
INTO THE WORLD OF ‘‘As you look downcorridors and into rooms, I will reveal to
HERO QUEST you manythings, including closed doors, pieces of furniture, hideous
monsters, blocked squares, and dangerous traps that you have
sprung.I will place these items on the gameboard for you tosee.
Their locations are known to melong before you, for they are shown
elcome, myfriends, to the world of Hero to me on my Quest Map—a document never to be seen by youreyes!
Quest—a place unlike any other . . . To To discover that which J already know, you must move cautiously.
gain access, you mustfirst become a part Peril lies in each step you take.
of it. One of you will play the role of ‘‘As you venture deeper and deeper into the underworld,
Zargon, the Evil Sorcerer; the rest of you you will be confronted by many foul monsters. These creatures will
will play the roles of the brave Heroes. As greatly test your strength and courage. Some of you will battle them
Heroes, you will work together to save the using only your sword and armor. Your successor failure will be
Empire from Zargon’s evil forces. Will your determined by roll of the combatdice, for these special dice reflect
valiant efforts be enough? Timewilltellall. your attack and defend strength. Others of you will have the mighty
Heroes, you will begin your journey with Quest 1~-The Trial power of magic spells to assist you. You must cast your spells wisely!
from the Quest Book. Your goal is to seek out and destroy Verag, a ‘While you may use your turn to engage in combator to
foul Gargoyle whohidesin the catacombs. Your very survival Cast a spell, you may instead choose to perform anotheraction.
depends on your ability to work well together, for no true Hero These include searching for treasure, secret doors, or traps. You may
standsalone. even try to disarm a discovered, yet unsprung, trap. You must choose
Listen carefully now to these words from Zargon . . your action carefully, for you may only perform one action on your turn.
‘‘Heroes, your goal has been madeclear. I, however, have ‘‘Once each of you has completed a turn, only then will I
my own goal-to destroy you! Youwill begin this first Quest in the take my turn. Prepare yourselves! My forces strike in great number. I
room with the stairway. I will show youits location by placing the control every monster present on the gameboard and may moveall of
stairway tile on the gameboard. On each of your turns, you will them on oneturn! Heed this warning. I am also armed with the
discuss with your comrades where to move and what to do. Beware! power of magic. Dare you test your magical strength against mine?
Your decisionswill affect all players, ‘Your journey awaits. Prepare to meet the unknown! Will
‘You will move square by square along corridors and into you survive the battles against my monsterforces, or will your body
rooms. The distance of your movementwill be determined by a roll of and mind be forever weakened? Will you suffer the damage of hidden
two red dice. Fate, you see, is really nothing more than chance. traps, or will you be able to locate and disarm them? Will you be
Where you move is within your control. What you find along the trapped by walls ofstone, or will you discover secret doorways? Will
way, however, is within mine, for I control the gameboard. Let youfind fortune through hiddentreasures, or will greed and
caution be your guide. Danger, you will soon discover, lurks in every carelessness be your downfall? We shall see where fate takes you.
shadow. ‘Come. Let the Quest begin. .”’

10 11
not pass over monsters, move through and any other items that belong in that
walls or move diagonally. You MAY room. Note: Do not put out any traps
To Begin On A Hero’s pass over other Heroes. You may only or secret doors. Do not reveal treasure
enter rooms through doors. You may at this time.
The Quest Turn not share a square with another Hero
Zargon, read the Parchment Text sec- As a Hero, you may move and then or with a monster. Exceptions: When Blocked Square Tiles
tion of Quest 1 from the Quest Book perform an action, OR you may on the stairs or in pit traps, sharing a As Zargon, you must place a blocked
aloud to the Heroes. It is important that perform an action and then move. You square is permitted. square tile on the gameboard as soon as
the Heroes understand the history behind may not, however, move part way, it becomes visible to the Hero. These
the Quest and the goal set before them. perform an action, and then finish your Looking And Opening Doors tiles show where extra walls have been
movement. You may perform any one As a Hero, while moving, you may built. Neither Heroes nor monsters can
Important: Only read aloud the Parchment of the following six actions: ‘look’? down a corridor or through an move through blocked squares.
Text section. The information contained open door. Looking gives you the
in the Quest Map and the Quest Notes opportunity to see what is directly
@ ATTACK
must, for now, be kept secret from the
# CAST A SPELL (Wizard andElf only)
within your line of sight, such as closed The 6 Hero Actions:
Heroes. doors, blocked square spaces, and As a Hero, you may do any one of the
# SEARCH FOR TREASURE monsters. Looking is NOT one of the 6 following 6 actions on yourturn. (Itis
actions. On your turn, you may move
Order Of Play @ SEARCH FOR SECRET DOORS adjacent to a closed door and ask
possible, however, that you may not be
able to do any.)
Play begins with the Hero seated to @ SEARCH FOR TRAPS Zargon to open it. Zargon will open the
Zargon’s left and continues clockwise. door by removing the closed door piece
@ DISARM A TRAP
After all Heroes have completed their and replacing it with an open door
turns, it is Zargon’s turn. On his turn, These actions are also listed on the back piece. Opening a door is also NOT one Action 1—Attack
Zargon may moveall monsters currently of each Character Card for easy ref- of the 6 actions. Both “‘looking’’ and As a Hero, you may attack any monster
on the gameboard. This sequence continues erence, and are explained in detail on “opening doors’’ are simply considered that you are adjacent to. You are adja-
until the Quest is achieved or until the pages 13-21. to be additional things you may do on cent if you are directly to the side,
Heroes leave the underworld. your turn. front, or rear of another square. You
may, however, only attack once per
Hint: A good starting setup would be Hero Movement Note: All doors start out closed. Once turn. Your attack strength depends on
for the Barbarian to sit to Zargon’s left, As a Hero, you normally begin and end a door is opened, it can never be closed. your attack weapon. The stronger the
followed by the Dwarf, the Elf, and a Quest in the room marked with the weapon, the greater the number of
then, seated to Zargon’s right, the stairway (unless otherwise specified in Important: Getting caught in a trap, Attack Dice used. Some weaponsallow
Wizard. the Quest Book). The stairway leads drinking potions, and picking things up you to attack diagonally or from a
you down, down, down . . . deep into also do not count as actions. They can distance. Most weapons, however,
the evil stronghold of Chaos. To safely be done at any time during your turn. do not.
complete a Quest, you must return to
On Any Player’s Turn the stairway, for it is only there that
Whether playing the role of Zargon you are truly free from harm. How Zargon Reacts
or that of a Hero, a player does one To Hero Movement flag The Elf is
of the following on his turn: To determine how many square spaces As Zargon, you must carefully watch a res2 considered
to move, you mustroll 2 red dice. Then, Hero’s movement. Continually refer to adjacentto the
¢ Moveshis figure(s) and performs move carefully along the corridors and the Quest Map in the Quest Book. “ monster in any
an action, into rooms square by square. On the When a Hero “‘looks’’ down a corridor, of these four
OR
gameboard,the corridors are shown by place on the gameboard anyclosed
r Performs an action and moves the areas with light gray flooring. Cor- doors, blocked square tiles, and
ridors may be one or two squares wide. monsters that are directly within the
his figure(s)
The rooms are enclosed by white lines Hero’s line of sight. (See page 15
(the walls). You do NOT have to move “SEE” for clear line of sight.) When a Important: You may only attack with
the entire distance indicated by the dice Hero opens a door, place on the game- one weaponat a time.
roll. When moving, however, you can- board the monsters, treasure chests,
At the start of the first Quest, each
Hero is armed with a specific weapon.
For instance, daggers and crossbows are
special weapons due to their ability to
a Action 2—Cast A Spell
Refer to the Hero’s Character Card | How A Monster Defends hit a monster from a distance. ms) (Elf and Wizard Only)
for his Starting Weapon and Attack r A defending monsterrolls the As the Elf or the Wizard, you may cast
Dice number. number of Defend Dice shown in Some long weapons, like the staff and a spell instead of attacking. You may
the Monster Chart on the Information the longsword, allow you to attack cast a spell at anything you can ‘“‘see.”’
The Barbarian begins with the greatest Screen. Each black shield rolled by the diagonally. The attack is made and Important: You may only cast a spell
starting weapon, the broadsword. defending monster blocks 1 hit from the defended normally. on your turn.
attacking Hero.
““SEE”’
The Dwarf’s starting weapon is a short-
sword. Healso possesses an inner For the Elf or Wizard to cast a spell, the
strength—a special knack for disarming target must be visible. Heroes and mon-
traps. Kw) Black Shield rolled. sters are only visible if an unobstructed
r Many monsters are killed with only straight line can be traced from thespell-
TheElf also starts with a shortsword. 1 hit. Some monsters, however, re- caster to the target.
Heis a good fighter and has some quire more than 1 hit. (Refer to the
knowledge of the magical arts. The Elf Monster Chart on the Information A Good Rule of Thumb: Draw an
begins each Quest with 3 magic spells Screen for a monster’s Body Points.) invisible straight line between the center
(one spell group). For those monsters requiring more than of the square the spellcaster is on and
1 hit, monster damage is tracked by the The Wizard, with a staff, is in a “‘safe”’ the center of the square the target is on.
The Wizard starts with a small dagger. use of skull tiles. Zargon, for each hit position. The staff allows him to attack the If the line does not cross a wall, closed
He has great knowledge of magic and is your monster sustains, you must record monster diagonally. The monster, however, door, Hero or monster, the target is
a master spellcaster. He begins each the hit by placing a skull tile under the cannot attack the Wizard diagonally. declared visible, even if the line just
Quest with 9 magic spells (three spell monster figure on the gameboard. touches a corner or wall edge. The
groups). However, he is handicapped by Using diagonal weaponsallows more following diagram shows an example
his inability to wear normal armor or than one Hero to attack a monster of whatis visible.

3
218
use large weapons. blocking a doorway.
Closed Door
HowA Hero Attacks Skull Tile
r As a Hero, you must roll the white
combat dice to attack. The number Note: If the monster survives the |VeryEy
of dice to roll depends on the weapon attack, it cannot attack the Hero back
you are using for the attack. (Check until Zargon’s next turn. (See How A
your Character Sheet for your attack Monster Attacks and How A Hero Defends
strength.) Failure to roll any skulls on page 22.)
results in a failed attack.

|_|
L)

=
@
4 Each skull rolled is considered a hit,
resulting in 1 Body Point of damage A Trip To The Armory Open Door
scored against the monster. If hit, the As a Hero, you maycollect valuable
Both the Wizard and the Barbarian may Clear Line of Sight
monster immediately defends by rolling treasures, such as gold coins, during a
attack the monster blocking the doorway. Blocked Line of Sight ---~-~----~- ~
its Defend Dice. If the monster’s Body Quest. Between Quests, you may use
The Wizard, with a staff, may attack
Points reach zero, the monster is gold coins to purchase powerful diagonally. The Barbarian, with a As the Elf or the Wizard, you may cast
considered dead and is removed from weaponsandprotective armor from the broadsword, may attack adjacently. a spell on yourself, another Hero, or on
the gameboard. Armory. (See cardboard platform.) a monster. Once a spell is cast, the spell
(/© Note: For complete information on all card is discarded for the remainder of
These weapons allow you to increase of the weapons and armor, please the Quest. Each spell may be cast only
your attack and defend strength, and refer to the Armory on the cardboard once per Quest. Use them wisely!
may also give you unique combat platform.
A <) Skull rolled.
advantages. Note: A spell andits effects are explained
in detail on its corresponding spell card.
Action 3—Search Hazards! These “‘bad’’ Treasure Cards a How Heroes Respond a Action 4—Search for
ARE returned to the treasure deck and
ms For Treasure may be re-drawn in the next treasure To Wandering Monsters Secret Doors
Treasure is found only in rooms, not in search. IMPORTANT! The Treasure + As a Hero, you roll combat dice to Secret doors are hidden portals that
corridors. A room may be searched by defend against a Wandering Monster’s cannot be seen whenyou, as a Hero,
Cards must be shuffled before a Hero
all 4 Heroes, but each individual Hero draws one from the deck. attack. You may then continue with your ‘look’? into a room or downa corridor.
may only search the room once, and turn. (See How A Hero Defends on page 22.) These doors are concealed in a variety
may do so only on his own turn. How Zargon Reacts of ways, including sliding panels and
pivoting bricks. You will not discover a
Note: Sometreasures are protected by a To A Hero’s Search secret door unless you search for one.
ml) For Treasure | Hazards!
trap. See Search For Traps on page 17. As a Hero, when you draw a Hazard
As Zargon, if there is a special treasure
Card from the Treasure Card deck,
How A Hero Searches For
How A Hero Searches (as described in the Quest Notes), you
read the card aloud and follow its Secret Doors
For Treasure must read aloud the treasure description r As a Hero, you can only search for
directions.
r As a Hero, you may search a room once the treasure has been found. The secret doors if there are no monsters
for treasure only if the room is special treasure is discovered only once visible to you.
uninhabited by monsters. by the first Hero who searches the room
for treasure, even if other Heroes later More About Treasures r You must first verbally declare your
4 As a Hero, you mustfirst verbally search that same room. Treasure can be a variety of things, search. Doso by saying, “I am
declare your search. Do so by say- including gold coins, magic spells, searching for secret doors.”’ Zargon will
ing, ‘‘I am searching for treasure.” If there is no special treasure in the artifacts, and potions. then disclose any secret doors located in
Searching for treasure means you are searched room, direct the searching the room or corridor that you are in by
looking around, opening things, search- Hero to draw a Treasure Card as Artifacts placing a secret doortile on the game-
ing’ for interesting objects and gold described. However, if the Hero draws Ten of the special treasures are called board square wherethe secret dooris
coins, regardless of what square you are a Wandering Monster or Hazard card, “artifacts.” Each is described in detail located. Do not move your Hero figure
on in the room. Do not move your do the following: on its corresponding Artifact Card. when you search.
Hero figure when you search. These items include weapons, armor
and itemsthat provide additional
powers. Finding an artifact may also be
4 If there is no special treasure called Wandering Monsters the objective of a particular Quest.
out to Zargon in the Quest Book, These monsters pop out of holes and
hidden places, and wanderinto rooms.
Important! Certain artifacts may only be
you, as a Hero, must draw a random
(The monster that appears is listed in used by a specific Hero. For example,
card from the Treasure Card deck and the Wizard’s Cloak and the Wizard’s
Secret Door Tile
read it aloud. The card could offer you the Quest Notes.)
Staff may only be used by the Wizard. If + The dooris not considered OPENuntil
a variety of things, including riches and As Zargon, you must place the monster another Herofinds one of these items, he you move adjacentto it and declare
magical potions. Record any gold coins next to the treasure-searcher and should give it to the Wizard. that you are opening it. Once the dooris
or potions on your Character Sheet. immediately roll Attack Dice. (Refer to
These ‘‘valuable’’ Treasure Cards (gold opened, Zargon will place on the game-
the Monster Chart on the Information Potions board the items that are beyond the
coins and potions) are NOT returned to Screen for the correct number of Attack As a Hero, you may drink a potion at any secret doorway. Once opened, the door
the treasure deck until the next Quest. Dice to use.) On this round, you can time. The way a potion works and how cannotbe closed.
only attack the treasure-searcher. After long its effects last are listed on the
Note: If you wish, you may share the the attack, the Wandering Monster potion Treasure Card, and sometimesin
gold coin treasures with the other Heroes.
Later, between Quests, you may use the
remains on the gameboard and can be the Quest Book. You may drink more a Action 5—Search
treasure to purchase additional weapons
moved like other monsters. than one potion at a time. Healing
potions are very valuable. If your Body
=8) For Traps
and armor from the Armory. (See A Trip Note: If the surrounding squares are There are four kinds of traps—pit traps,
occupied, andit is not possible to place Points are reduced to zero, you may
To The Armory on page 14.) falling block traps, spear traps, and
a monster next to the searcher, put the drink a healing potion before you die and
chest/furniture traps. They can be found
monster in the room asclose to the save yourself by restoring 1 or more of
Be careful! Almost half of the Treasure in both roomsandcorridors. Only
searcher as possible. Then, on your next your Body Points. You may give one of
Cards contain Wandering Monsters and Zargon knows wherethese traps are hid-
turn, the monster can move and attack your potions to a fellow Hero, but you
den. If, as a Hero, you move onto a
like other monsters. may do so only on your turn.
square that containsa pit, falling block What Happens To A Hero In A Pit? ¢ Zargon will then put a falling block
or spear trap, you will automatically :x Pit Traps r As a Hero,once in a pit, you may trap tile on the square, under your
spring the trap, possibly suffering body A pit trap is a covered hole in thefloor. search the pit for treasure or secret Herofigure.
damage. If the trap is found during a search, doorsas if it were a separate room
Zargon will say that the floor looks weak untoitself. Note: Once a falling block trap has been
A treasure chest or piece of furniture
and will point to the square where the sprung and put out on the board, it can-
may also contain a trap. If you search for
trap is located. Zargon will NOT put a r When in a pit, you mayalso attack not be disarmed or jumped.
treasure withoutfirst searching for and defend, but you mustroll one
pit trap tile on the gameboardatthis
traps, you will spring the trap. Remember,
time. It has not yet been sprung. Once a less combat die when doing so. (This r Zargon will then give you 3 combat
it often pays to take the timeto search.
pit trap is discovered, a Hero may be applies to monsters as well.) dice to roll. For each skull rolled,
able to JUMPthetrap, or on his next you suffer 1 Body Point of damage. You
HowA Hero Searches For Traps turn, DISARM it. (See Jumping A Trap Note: As a Hero, your minimum may NOTroll Defend Dice.
+ As a Hero, you can only search for on page 20, and Disarm a Trap on page attack or defend strength is always
traps if there are no monsters visible 21.) If a Hero does not search for traps 1 combat die, even if the pit penalty r You must now make a decision. You
to you. and moves onto a pit trap square, he would reduce yourdice to zero. can either move ahead or move back
automatically springs the trap. to an empty space. Remember,the trap
4 You mustfirst verbally declare your 4 Normally, you can move outof a pit space is now a permanentblock in the
search. Do so by saying, “‘I am Springing A Pit Trap on your next turn. game. Your decision is a critical one.
searching for traps.’’ Zargon will thentell rs As a Hero,if you You could becometrapped forever, or
you which squares, if any, have traps. He move onto a pit Note: Once a pit trap is sprung and a pit you could be cut off from the rest of
will NOT, however, put any trap tiles out trap square, Zargon tile placed on the board, the trap cannot the Heroes.
on the board. At this time, they arestill will stop you by be disarmed and removed. As a Hero,
concealed and unsprung. saying, ‘“You have you may, however, attempt to JUMP + Moveto the space you have decided
just stumbled into over it. (See Jumping A Trap on page 20.) upon. This ends your turn.
4 Once a trap is discovered, you may a pit!”’
be able to JUMPthe trap, or on your AN ISpear Traps
next turn, DISARM it. (See Action 6— EY Falling Block Traps
Heroes beware! Falling block traps are A speartrap is carefully hidden. If
Disarm A Trap on page 21.)
very dangerous. Stepping on one may found during a search, Zargon will say
trigger the ceiling to collapse. If such a that the square looks suspicious and will
Warning: There are some traps in a room
trap is found during a search, Zargon point to the square where thetrap is
that have been placed directly on the
will say that the ceiling looks dangerous located. Once a spear trap is discovered,
other side of a door. Beware! The first
and will point to the square where the a Hero may attempt to JUMPthetrap or
Hero to enter the room through that door
trap is located. Zargon will NOT put a DISARM it. As a Hero, when you step
will encounter the trap and suffer ¢ Zargon will then puta pit trap tile on
falling block trap tile on the gameboard onto a speartrap square, you automatically
damage! Note: As a Hero, you cannot that square (under your Herofigure)
at this time. It has not yet been sprung. spring the trap. This causes a spear to
search for these traps by looking through and will tell you that you suffered 1
Once an unsprung falling block trap is thrust out of the wall, floor, or ceiling.
the door. You must be in the room to Body Point of damage in the fall. This
search for any traps in it. discovered, a Hero mayattempt to
ends your turn. You must then record Springing A Spear Trap
JUMPthetrap, or may later try to
your Body Point damage on your r As a Hero, when moving onto a
Note: Monsters do not spring hiddentraps. DISARM it on his next turn. If a Hero
Character Sheet. spear trap square, you mustroll one
does not search for traps and moves onto
The 4 Kinds Of Traps a falling block trap square, he springs combatdie. If you roll a skull, you suffer
Thelocations ofpit traps, falling block the trap. 1 Body Point of damage. This ends your
traps, spear traps, and chest/furniture turn. If you roll either a black or white
traps are marked in gold on the Quest Springing A Falling Block Trap shield, you have dodged out of the way
Maps in the Quest Book. ¢ As a Hero, if you move onto a falling of the spear. You maythen continue
block trap square, Zargon will stop with your move. The speartrap is now
you by saying, ‘“You’ve just sprung a gone forever and the square can be
falling block trap! The ceiling is caving moved ontosafely.
in! Look out!”’ Note: There are no spear traptiles.

18 19
Chest/Furniture Traps r If you avoid rolling a skull, you can
A chest/furniture trap can be a variety jumpoverthe trap, expending two a Action 6—Disarm
of things, including poisonous gas,
poison needle, explosive latch, or a
moves. If you have any moves remaining
from yourdice roll, you may then
A Trap
As a Hero, to disarm an unsprungtrap,
Zargon, The Evil
shooting dart. continue your move. you mustfirst know its location, and you Sorcerer’s Turn
must possess a tool kit (or be the Zargon, only after ALL 4 Heroes have
If the room or corridor that the Note: Oncea falling block trap has been Dwarf). A tool kit may be purchased completed a turn is it your turn. You
chest/furniture is located in is being sprung, it CANNOT be jumped. The between Quests at the Armory. (See may then move every monster currently
searched for traps, Zargon will say that path is permanently blocked by a wall of cardboard platform.) on the gameboard. Like Heroes, mon-
the chest/furniture looks dangerous and fallen stone. However, once a pit trap sters may move and perform an action,
will point to the chest/furniture in ques- has been sprung,the hole in the ground, How A Hero* Disarms A Trap OR may perform an action and then
tion. Once a chest/furniture trap is though dangerous, CAN be jumped. With A Tool Kit move. A monster cannot move part way,
discovered, a Hero may attempt to (*Doesnot apply to the Dwarf) perform an action, and then finish
DISARM it on his next turn. More About Jumping Pit Traps: r As a Hero, before you move, you its movement.
There may be as manyas 3 possible must announcethat you are moving
Springing A Chest/Furniture Trap squares to jumpto on the othersides of onto the trap square to attempt to Each monster may perform one of the
rs As a Hero, if you search a room for a single pit. However, a pit in the corner disarm and removethe trap. following two actions:
treasure, before searching the room of a corridor has only 1 space open to
for traps, any chest/furniture traps in the

fo oe
jumpacrossto. 4 You must move onto the trap square
room will be sprung, ending yourturn. @ ATTACK
and roll 1 combatdie. If you roll a

an
You then suffer the consequences skull, you have sprungthetrap, suffer- @ CAST A CHAOS SPELL
described to Zargon in the Quest Notes.

coPe
ing body damage. If youroll either a

Ix
black or whiteshield, the trap is disarmed. Note: Only certain monsters may cast a
4 If you successfully disarm the trap, A disarmed trap is considered ‘‘gone’’ spell. Refer to the Quest Notes in the
the trap is removed and you may and is not put out on the gameboard. Quest Book for more information.
continue with your move. (See Disarm
A Trap on page 21.) You may search the Monsters May Not:
disarmed chest/furniture for treasure on How The Dwarf Disarms A Trap @ Search for treasure
your next turn. As the Dwarf, you never need a tool kit
@ Search for secret doors
to disarm a trap! Your oddsof succeeding
Jumping A Trap are great due to your innate skills. ‘To @ Moveorattack diagonally
As a Hero, if your path is blocked by a To successfully jump this cornerpit trap, a disarm a trap, you must do the following: @ Pass over Heroes
trap, you may attempt to pass by jump- Hero must jump across to square X.
ing over it. To jumpover a trap, you r Before you move, you must announce @ Move through walls
must do the following: In the aboveillustration, if the X square that you are moving onto the trap @ Open or close doors
is occupied by a monster, and you are a square to attempt to disarm and remove @ Share a square on the gameboard
¢ You must have at least two squares of Hero without any special armory the trap.
movementremaining,as if you moved weapons, you must voluntarily fall into
Note: Monsters do not spring hidden
onto the trap square and then onto one the pit (suffering damage) and do com- r Roll 1 combat die. If you roll a black traps. Therefore, they have no need to
unoccupied ADJACENTsquare beyond. bat with the monster (at a disadvantage) shield, you have sprung the trap, search for them, or to disarm them.
from in thepit! suffering body damage. If you roll any-
+ You mustroll anything but a skull on thing except a black shield, the trap is
Monsters, with enough Movement
Monster Movement
1 combat die to jumpthetrap. Ifa disarmed. Unlike Heroes, monsters do not move by
skull is rolled, you spring the trap, Squares (and a vacant space beyond), dice roll. Each monster’s maximum
suffering the body damage caused by will always successfully jumpover a pit.
Note: A disarmed pit trap is considered movementper turnis listed in the
that particular type of trap. If there is a If they voluntarily enter a pit, they will Monster Chart on the Information
to be a regular gameboard square.
correspondingtraptile, it will then be suffer no damage.
Screen, and also on the 8 Monster
put on the gameboard by Zargon. You
Cards. Monsters do not have to move
are then put on the trap square. This the entire distance indicated on the
ends your turn.
Monster Chart.
The 2 MonsterActions: called for in the Quest notes. A monster
can only cast a spell on a Herothatit
2) If you are a spellcaster with a Healing
What Happens
Me ) Action 1—Attack Spell, and you have not already performed
A monster may attack any Herothatit
can ‘‘see.”’ Important: You may only
cast a spell on your turn. A spell may
an action on your turn, you can be
healed by casting the spell on yourself.
Between Quests?
is adjacent to. However, a monster may As a Hero, your starting Body and Mind
only be cast once per Quest. Once a
only attack once per turn. A monster’s Points are automatically restored once
spell is cast, the spell card is discarded Important! After your Body Points have you have successfully completed the
attack strength is based on its natural
for the remainder of the Quest. A spell reached zero, you can never be saved by Quest and havereturned safely to the
abilities and does not depend on a and its effects are explained in detail on a fellow Hero’s spell or potion. It will be
weapon. stairway. All spells are then returned to
its correspondingspell card. too late. You will have died by the time the Wizard and the EIf.
it is your fellow Hero’s turn—the only
How A Monster Attacks Note: Several of the Chaos Spells are not time when he can cast a spell or give Finally, you may now visit the Armory
r An attacking monster rolls the used in the first 14 Quests. They will be you a potion. and purchase new weapons and armor
number of Attack Dice shown in the
used in future Quests and can also be used with the gold coins you have accumu-
Monster Chart on the Information
Screen. Failure to roll any skulls results
by you when designing your own Quests. | What HappensIf You lated. Be patient. It may take a few
in a failed attack. }
Run Out Of Monsters? Quests before you have enough money
to purchase anything.
Some Quests may require more monsters
r Each skull rolled is considered a hit, a Dead Heroes than are available in the game. This
Wizard: Since there are so few things
resulting in 1 Body Point of damage As a Hero, you die when your Body could happen if the Heroesfail to kill that you can buy from the Armory, it
scored against the Hero. If hit, the Hero Points are reduced to zero, and you do monsters. Killed monsters may be used would be wise for you to save your money.
immediately defends by rolling its Defend not have a Healing Spell or Healing again later in the Quest if the Quest Book Other powerful magic itemswill be offered
Dice. If the Hero’s Body Points reach Potion to save yourself. calls for their placement. However,if all for sale in future adventures(in the
zero, the Hero is considered dead. the monsters of a particular type are
Quest Packs). You may wish to spend
(See Dead Heroes.) Important! If the What Happens To A Dead Hero? already on the gameboard and you, as
your money on those items.
Hero has 1 Body Point remaining, and As a Hero,if you die, you are out of the Zargon, need to place another one, you
takes more than 1 hit of damage, his gamefor the rest of that Quest. You may use any monsterthat is of the same Important! You keep any treasures found
BodyPointsarestill only reducedto zero. may, however, rename your Hero and color as the one that should have been used. and take them with you on your next
play him as a new character in the next Quest. Remember, Heroes, to subtract
Quest. Armor, weapons, and treasures
that belonged to you prior to death can
ee from your Character Sheet any gold
coins spent. Save this sheet between
be picked up by any other Hero in the
room with you.
Ending The Quest Quests and useit again!
As a Hero, you successfully complete a
Quest only when you have achieved the
Warning! If there are no other Heroes in
How A Hero Defends
the room or corridor with you when you
Quest goal AND havereturned to the | Lost Artifacts
A defending Hero usually rolls 2 Defend safety of the stairway. A Quest may be It is sometimes required that the Heroes
die, any monster in the room or corridor
Dice (less if in a pit or under certain ended early by the players voluntarily have a specific artifact in their possession
spells, and more after purchasing armor). with you will claim your possessions. It returning to the stairway before com- before they continue on to the next Quest.
Each white shield rolled by the defending may not, however, use them. Theyare pleting the Quest, or by all 4 Heroes dying Zargon, if a Hero dies while in possession
Hero blocks 1 hit from the attacking removed from the game. in their attempt to complete the Quest. of an artifact, and your monsterssteal
monster. the artifact, you must includetheartifact
How A Hero Escapes Death There is usually a final treasure or a as a special treasure early in the next Quest.
@ \ As a Hero, if your Body Points have reward associated with successfully com-
been reduced to zero, there are two pleting a Quest. Your valiant efforts are
situations where you can save yourself:
\ 7 White Shield rolled. rewarded by splitting the reward amongst
yourselves.
| Unfinished Quests
1) If you have a Healing Potion in your Zargon, if a Quest ends with disastrous
Action 2—Cast A possession, you can immediately drink results (such as death for all 4 Heroes),
After successfully completing the Quest,
Chaos Spell it. The potion will instantly raise your
circle the corresponding Quest number
or goes unfinished, you should modify
As Zargon, you may cast a Chaos Spell Body Points above zero, restoring you the Quest before it is replayed. You can
to life. on your Character Sheet. Keep this do this by creating a new adventure
instead of attacking. You must give your
sheet as a record of the Quests you have
Chaos Spelis to specific monsters as using the blank map and symbols at the
completed. end of the Quest Book.

You might also like