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.

Flint's Bestiary V2 (PDF-File 205 KB)


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:
- For Green dice in attack: Hits are scored with white shield  
- For Green dice in defence: Heroes defend with Skulls
- Blue Dice in Defence: Monsters defend with white shields
- Black Dice in attack: Hits are scored on anything other than a white shield.

In this case, if you need to roll a mixture of different coloured dice, you will have to roll them separately.


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.
A rusted weapon may not be repaired by the blacksmith between the quests. It may however be sold for a quarter of its original price.
A damaged/jagged piece of equipment can be repaired for 50 Gold coins by the blacksmith between quests.

Rust:
If a hero's weapon is affected by “Rust” or any other source, he attacks with green combat dice when using that weapon. He may continue fighting with a rusted blade or axe, but if he comes in contact with “Rust” again then the weapon is destroyed. If a hero has more than one weapon and it is not clear as to which weapon is affected, the most recently used weapon is affected. If the weapon is already Jagged, it is then further damaged, resulting in the loss of the reduced die completely!
“Rust” that comes in contact with other protective armour (helmet, shield, chain mail, etc) destroys that piece of equipment immediately.
The following weapons and equipment are not made of metal and are thus not affected by “Rust”: Quarterstaff, bow, jerkin. If so, the rule “Damaged” applies to them should they be the target of a randomly occurring instance or “rust”. They may not be deliberately targeted by a “Rust” effect, such as the Chaos Spell “Destruction”.

Damaged/Jagged:
If a piece of armour (helmet, shield, chain mail, cloak of protection, bracers, etc) is damaged, then one combat die granted to defence rolls by that armour is reduced from a white die to a blue die.
If a weapon is made “Jagged” , then one combat die granted to attack rolls by that weapon is reduced from a white die to a green die. If the weapon is already Rusted, it is then further damaged, resulting in the loss of the reduced die completely!

The Jerkin (worn by the Elf) may not be repaired after taking any damage at all - the laces come loose, the leather splits, and it is of no use any more. A Hero with damaged jerkin rolls one fewer combat die in defence.


Zombie's Rule Addendum :

Soon various rule addendas from Zombie can be found here