| Rules (Thanks to Slev and Açoriano3 for all the support) | ||||
|
|
||||
| Flint's Additional Rules | ||||
|
When playing the new HQ Quest Books (either standard or HQ-Modular) made by Flint, a number of additional rules are used. An English-language book of these rules is being (slowly) compiled, but for now the rules on this page will suffice to play all Quest Books available at this time. Further rules will be addedd should further Quest Books warrent them.
|
||||
|
|
||||
| Flint's Bestiary | ||||
|
Flint's Bestiary: This is a new collection of monsters with stats and special rules for HeroQuest. Please refer to this, if you play any Questbook written by Flint. UPDATE: Due to a few errors made in the first version, a revised version of the bestiary is now available for download. |
||||
|
|
||||
| Spell Scrolls | ||||
|
The Heroes may find Spell Scrolls while searching for treasure. If a Hero finds a random Spell Scroll, they draw the top card from the Spell Scroll deck. Sometimes a certain Scroll is listed as treasure in the Quest Notes. In this case, the card for that Scroll has to be removed from the deck before the game by the Evil Wizard Player.
Spell Scrolls can be used by every Hero (even the Barbarian) as long as they have two or more current Mind points, and their use counts as casting a spell. A Hero with only one Mind point remaining cannot use Spell Scrolls and must drop them immediately, although other Heroes with sufficient Mind points are allowed to retrieve them from the floor. During the Quest, the Heroes may carry as many Scrolls as they find. At the end of each Quest, each Hero may not keep more than two Spell Scrolls for the next Quest. If a Hero does have more than two Scrolls, he may hand the extra Scroll(s) over to any other Hero, provided that this would not give that Hero more than his allowed TWO scrolls. If all Heroes have their TWO Scrolls, then any remaining Scrolls must be discarded. Each Spell Scroll may be cast only once. After casting, the parchment crumbles to dust and the card is discarded. |
||||
|
|
||||
| Coloured Dice | ||||
|
In Flint's Quest Books, a variety of coloured dice are used. These alter the odds of rolling various symbols on each die. Various effects may call for the use of coloured dice, such as spells, monster's special abilities, and magic weapons.
If you wish to make your own, they have the following combination of faces: - White (Standard): Three skulls, two white shields, one black shield; - Green: Two skulls, three white shields, one black shield; - Blue: Three skulls, one white shield, two black shields; - Black: Four skulls, two white shields, no black shields. Refer to this Forum Post to actually see the dice. Alternatively, you can simply change which symbols need be rolled on a standard (white) die: |
||||
|
|
||||
| Tests | ||||
|
Heroes sometimes need to take tests to see if various effects and actions can occur. For example, they happen upon a heavy door which needs be forced opened, or a piece of parchment written in an obscure tongue which needs to be translated. Tests may be against either the Body or the Mind, although both work in the same way. To pass a Body test, a Hero rolls a number of combat dice equal to their current Body points. If the roll yields two or more skulls, the test is successfully passed. To pass a Mind test, a Hero rolls a number of combat dice equal to their current Mind points. If the roll yields two or more skulls, the test is successfully passed. |
||||
|
|
||||
| Traps on Treasure Chests | ||||
|
Some treasure chests, as detailed in the Quest Notes, are armed with a special kind of trap. In order to detect this trap, Heroes must search a chest for traps independently of searching a room for traps, but this search does not count as a Search for Traps action and does not take up an Action. If the trap is discovered, the Hero may disarm it without a Disarm action or a Tool Kit. All Heroes roll a combat die to disarm the trap. If a skull is rolled, they suffer a single Body point of damage and the trap remains armed, while a roll of anything else indicates a successfully disarmed trap. If they do not find the trap and attempt to open the chest, they automatically suffer one point of damage, which they may not defend against. If a Hero loses any Body points to the trap, his turn ends immediately and the trap is not disarmed, but remains active and the chest locked.Once a chest trap has been disarmed, it may opened without risk of taking damage. |
||||
|
|
||||
| Damaged Equipment | ||||
|
Certain effects, either from the treasure deck, the Chaos Spell “Destruction”, or whatever else, may cause harm to a Hero’s equipment. The result depends on what was affected and what caused the effect. |
||||
|
|
||||
| Zombie's Rule Addendum : | ||||
|
Soon various rule addendas from Zombie can be found here |
||||
|
|
||||
![]() |
||||