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HeroQuest
Designer(s)Robin D. Laws
Publisher(s)
  • Issaries, Inc.
Publication date
  • 2000 (Hero Wars)
  • 2003 (HeroQuest)
  • 2009 (HeroQuest 2nd ed.)
Genre(s)Multi
System(s)Narrative

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HeroQuest is a role-playing game written by Robin D. Laws first published as Hero Wars by Issaries, Inc. in 2000. It has its roots in Greg Stafford's fantasy world of Glorantha, but was designed as a generic system, suitable for, but not tied to any particular genre.

The game's mechanics are focused on quick resolution; Contests are resolved by comparing the results of two twenty sided dice, each tied to a character ability chosen by players and/or narrator. After the die roll, the participants work together to interpret the outcome in story terms.

  • 1The game system
    • 1.3Game mechanics

The game system[edit]

HeroQuest focuses on dramatic presentation and storytelling techniques:

Who Prospers?

It is an unavoidable fact that all roleplaying games favor certain player skill sets. Where some games reward memorization, an instinct for math, and the willingness to comb through multiple rulebooks for the most useful super powers, HeroQuest tips the scales for creative improvisation, verbal acuity, and a familiarity with the techniques and stereotypes of popular fiction. - Introduction, HeroQuest Core Rules[1]

The system is built around abilities and keywords. A keyword is a broad term to sum up several abilities, such as a profession or a homeland or culture.

Character creation[edit]

There are three main methods to create a character: prose, list, or 'as-you-go'.

In the prose method, the player describes the character in a couple of sentences for a total of 100 words. The player then selects words and phrases from the description to be used as character abilities. Depending on the game setting, the description can include keywords to indicate a character's profession, homeland, and other affiliations; keywords can be used to imply certain abilities.

In the list method, the player starts with choosing one or more keywords as appropriate for the setting, and then chooses up to ten additional abilities and up to three flaws.

In the as-you-go method a player states their character concept and defines keywords and abilities during play based on what they think their character would know.

Keywords and abilities[edit]

Characters are defined by a list of their abilities. Keywords are an optional rule that allows abilities to be grouped together for simplicity. For example, a character might have a keyword representing their occupation, and this is assumed to contain all abilities relating to that occupation. Other keywords might cover the character's background culture, homeland or magical tradition.

Abilities are given a level from 1 to 20, to represent how good the character is at using that ability to solve problems. Keyword ratings cover all the abilities within that keyword. For example, a character with a warrior rating of 17 can reasonably be expected to be able to sword fight at that level. However, characters are further defined by adding points to abilities, and can raise the default levels above their starting point. If a warrior is very good at sword fighting, then that ability would be raised. Once an ability is raised above 20, the character gains a level of mastery (see the game mechanics section).

One of the main differences in HeroQuest's use of abilities, as compared to other roleplaying games, is that they are not limited to describing skills and capability, but may also describe areas of expertise, relationships, personality traits, magic spells, technological implants, superpowers and possessions, depending on the genre of the game being played. Each one is equal to the others. Sword fighting at 17 is just as capable as angry at 17. Both could be used to win a sword fight, provided the character is angry. Because of this, a character's personality and relationships are just as important as their skills. Abilities can also augment each other. In the example above, sword fighting 17 and angry 17 could be used together giving a better target number. In play, this means that when players are pursuing goals in line with their character's abilities, they can be extremely capable and are more likely to see success than if they ignore some of those building blocks.

There are a few more types of abilities, such as equipment, followers, and magic. Everything is defined using the same system. The adaptability and ease of expansion of these basic concepts are what helped make the system popular for use in other settings and genres among its followers.

Game mechanics[edit]

The resolution mechanic is built around a pair of twenty-sided dice. One die is rolled for the character's ability, the other for the resistance, a score chosen by the narrator. This can be an ability of a supporting (non-player) character or a resistance score of an impersonal obstacle or a force of nature.

In HeroQuest players do not compare the numbers thrown, but instead compare the implied results. Results rank from fumble through failure and success to critical. A success is scored if the die roll does not exceed the ability score, with a 1 indicating a critical success. If the die roll exceeds the ability score, the result is a failure, while a 20 indicates a fumble (critical failure).

The two results are then compared to determine the level of victory (or defeat):

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  • Complete - results differ by 3 levels (e.g., Critical vs Fumble)
  • Major - 2 levels (e.g. Success vs Fumble, or Critical vs Failure)
  • Minor - 1 level (e.g. Success vs Failure)
  • Marginal Victory or tie (When results are equal, the lower die roll wins)

In keeping with the narrativist philosophy of the game, the most recent version of the rules (Heroquest Core Rules, 2009) suggests that resistances offered by the narrator should generally not be chosen based on any objective assessment of the challenge to be faced, but should rather reflect the dramatic requirements of the story. A side-effect of this is that most published scenarios do not contain statistics for opposing non-player characters or other obstacles, requiring instead that the narrator chooses the level of difficulty that supplies the appropriate dramatic effect.

Most obstacles are dealt with via simple contest, requiring only one die roll. Important events such as the climactic end scene of the story may be run as extended contests, in which several simple contests are run with a score being kept of which side is ahead and which is behind.

Modifiers[edit]

Narrators may apply modifiers (bonuses or penalties) to target scores to reflect specific situational factors, such as hurt or impaired characters, characters overcoming more than one opponent, or the use of specialised or inappropriate abilities in a particular contest.

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Players may apply augments (bonuses) to their target scores by using other abilities to boost their main one, or by having other characters render them some form of assistance.

Masteries[edit]

Once an ability surpasses 20, it gains a level of mastery, noted by a rune (ш) and then drops down to 1. So instead of 21, the character would have a 1ш. This cycle repeats, so after 20ш, one gets 1ш2, signifying two masteries. The first edition book lists some godlike powers up to 12 masteries (ш12), as this system allows for limitless scaling without a huge burden of additional dice or complex math.

In a contest, masteries first cancel each other out. So a conflict between a 4ш and a 12ш is mechanically identical to a 4ш2 against a 12ш2 or a 4ш3 vs 12ш3, as they both resolve to a 4 against a 12.

When masteries differ, such as a 4ш2 against a 12ш, then the remainder gives the character with the higher mastery an advantage. For each mastery one has over the opposition, they can improve ('bump up') the result of their die roll by one step. (e.g. A failure becomes a success, or a success becomes a critical).

If the side with the higher mastery reaches critical and still has masteries to spare, they use the extra masteries to reduce (or 'bump down') the opposition's result down by one step for each additional mastery.

Hero Points[edit]

Hero Points are awarded at the end of successful adventures. Hero Points can be used to improve ability levels, or can be held in reserve and used to bump contest results, as with Masteries. Masteries are applied automatically, Hero points are a conscious decision of the player.

The use of Hero Points to bump up results represents the ability of fictional heroes to summon up reserves not available to ordinary people, to turn a difficult situation in their favour.

History[edit]

Heroquest Equipment Pdf Format

When Greg Stafford learned that Robin Laws was a fan of the Glorantha setting, Stafford approached Laws to create a new game for the setting. By 1998, the RPG was under development using the name Glorantha: The Game, with Stafford playtesting it at Chaosium with staff and friends. In contrast to the original Glorantha-set game RuneQuest, this new game was a storytelling game, designed by one of the main proponents of those games.

By mid-year the new game had become known as Hero Wars. Stafford had wanted to name it HeroQuest after an in-universe term that had been part of Glorantha lore for 20 years, but Milton Bradley had used it for an unrelated board game. Laws' new game was scheduled to be demonstrated to the public for first time in May 1998 at Glorantha-Con VII. At the last moment Stafford decided to create some t-shirts for the event, which would highlight the convention and the fact that it was the public unveiling of the new Gloranthan game. Shannon Appelcline recalls that he 'was working at Chaosium at the time, and I was the one who ended up making those shirts which read 'Hero Wars: The Initiation'. A Hero Wars logo of some sort was needed, so I laid out the words in a simple font without paying much attention to it [..] When I laid the logo out for the t-shirt, I printed it in bright orange, figuring it would be very visible against the black shirt. [..] I never imagined that I was designing the logo that would be used, down to the bright orange color, on the Hero Wars books for years to come.'.[2]:361

Hero Wars became the first fully professional product released by Issaries, published as a novel-sized trade paperback. Eric Rowe of Wizard's Attic believed that Hero Wars would sell better in book stores if the line was published this way, so Issaries decided to use the format. However, Hero Wars never penetrated the mass market and the decision to publish as trade paperbacks resulted in a smaller format which constrained layout and kept the books looking very simplistic, and they also did not fit in well with most game store displays.[2]:361-362 Issaries published about a half-dozen Hero Wars books from 2000 to 2002. Most of the books – including Thunder Rebels (2000), Storm Tribe (2001), Barbarian Adventures (2001) and Orlanth is Dead! (2002) – focused on the Sartarites. In 2003, when Issaries sold out of the core book, they decided to revise the Hero Wars rules in a new edition. The rulebook was reformatted at a more standard size, and, as the Milton Bradley trademark had lapsed, Stafford was able to publish the second edition of the game under the name he had originally wanted, HeroQuest.[2]:362

A second edition of HeroQuest revised by original designer Laws, was published in 2009 under license by Moon Design Publications, in a generic, setting-free version, which was soon followed by HeroQuest Glorantha, integrating the game world more fully. In 2013, Issaries merged with Moon Design. Two years later, Stafford engineered a merger between Moon Design and his original company, Chaosium, which was experiencing financial difficulties. Chaosium continues to publish material for HeroQuest.

Other games[edit]

In 2006, Mythic Russia, the first licensed game using the HeroQuest system, was released.[3]

In 2009, Nameless Streets, a licensed game using the HeroQuest system, and based on supernatural horror in the modern US, was released by Alephtar Games.[4]

References[edit]

  1. ^Core Rules (2nd Edition) Preview[permanent dead link]
  2. ^ abcShannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. ISBN978-1-907702- 58-7.
  3. ^http://rpg.geekdo.com/rpg/1612/mythic-russia
  4. ^'Archived copy'. Archived from the original on 2012-04-26. Retrieved 2011-11-24.CS1 maint: archived copy as title (link)

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=HeroQuest_(role-playing_game)&oldid=917068849'
HeroQuest
Designer(s)Stephen Baker
Publisher(s)Milton Bradley
Games Workshop
Years active1989 - 1997[1]
Players2 to 5
Playing timeca. 90 minutes
Random chanceDice rolling

HeroQuest, sometimes written as Hero Quest, is an adventure board game created by Milton Bradley in conjunction with the British company Games Workshop. The game was loosely based around archetypes of fantasyrole-playing games: the game itself was actually a game system, allowing the gamemaster (called 'Zargon' in the United States and Canada) to create dungeons of their own design using the provided game board, tiles, furnishings and figures. The game manual describes Zargon as a former apprentice of Mentor, and the parchment text is read aloud from Mentor's perspective.[2]

Several expansions were released, each adding new tiles, artifacts and monsters to the core system.

  • 3Gameplay

History[edit]

Release timeline
1989Hero Quest
Kellar's Keep
Return of the Witch Lord
1990Against the Ogre Horde
1991Wizards of Morcar
The Dark Company
1992The Mage of the Mirror (US-made)
The Frozen Horror (US-made)
1993
1994Legacy of Sorasil (video game)

Games Workshop worked with Milton Bradley to produce HeroQuest (1989), an adventure game where the players cooperated against a single adversarial Games Master.[3]HeroQuest was created by Stephen Baker, who worked for the UK division of Milton Bradley (MB). The game was released in Britain, Europe and Australia around 1989. It was released in America and Canada in 1990 in a slightly different version. In 1992, HeroQuest won the Origins Award for 'Best Graphic Presentation of a Boardgame of 1991'.

The game consisted of a board and a number of individual miniatures and items. The protagonists were 4 heroes ('Barbarian', 'Dwarf', 'Elf' and 'Wizard') who faced a selection of monsters: Orcs, Goblins, Fimir, Chaos Warriors, a Chaos Warlock/witch Lord (which represented many of the named characters for the various quests), a Gargoyle and a number of Undead: skeletons, zombies and mummies.

Many expansions for the game were published, starting with Kellar's Keep, released in Europe and Australasia in 1989, and The United States & Canada in 1991. Kellar's Keep added new quests, new items and artifacts and a further batch of monster figures (more Orcs, Goblins and Fimir). Released shortly in the same years was Return of the Witch Lordwhich extended the undead with more skeletons, mummies and zombies.

The publication of expansion sets was then split between the Europe & Australasian markets and the North American market. In Europe & Australasia, Against the Ogre Horde was released in 1990, and included Ogres, a more powerful monster type, while Wizards of Morcar was released in 1991, themed around the addition of enemy wizards.

In 1992, the United States and Canada saw the release of two sets of their own: The Frozen Horror, with a snow and ice theme, featured a lone 'Female Barbarian', Mercenaries, Ice Gremlins, Polar Warbears and a pair of yeti as well as the 'Frozen horror' of the title, while The Mage of the Mirrorhad an Elven theme: Female Elf against an evil Elven Archmage, Elf warriors and archers, Giant Wolves and Ogres.

A HeroQuest Adventure Design Kit was released in Europe in 1990, containing items to help HeroQuest players design their own quests, and an Adventure Design Booklet was published with 4 sheets of adhesive labels and with an 80-page pad of a new design, larger character sheet. There was also a blank quest map printed in the middle of the original game's quest booklet for creative players to make their own adventures.

HeroQuest Advanced Quest Edition (also known by the German version name 'HeroQuest Master Edition') was released later with 12 added miniatures ('black guards') with 4 kinds of detachable weapons and a new 13 part adventure 'The Dark Company' in addition to the original contents of the basic HeroQuest Box.[4]

3 HeroQuest novels were published: The Fellowship of the Four, The Screaming Spectre and The Tyrant's Tomb; and the HeroQuestcomputer game adaptation was released in 1991, forcing Sierra On-Line to rename their Hero's Quest series to Quest for Glory. A version of the game for the NES was developed to a prototype stage, simply named 'HeroQuest', but never released. A sequel to the PC titled HeroQuest II: Legacy of Sorasil was released in 1994.

Advanced HeroQuest was a revised and expanded version of the HeroQuest game. The basic concept is the same: four heroes venture into a dungeon to fight monsters and gain treasure, but the rules are more detailed and complex.

Characters[edit]

The four player characters offer a choice of gameplay. The Barbarian and Dwarf allow a more combat-oriented game, while the Wizard and Elf can cast spells. The artwork and miniatures of each character are standardised, but the equipment stats vary somewhat from this basic portrait.

Barbarian
The barbarian figurine is depicted as being tall and muscular, brandishing a broadsword. He is the strongest character in combat, benefiting from excellent attack and health, but lacks any magical abilities and is weak against magical attacks. His starting weapon is a broadsword.
Dwarf
The dwarf figurine is short, stocky and well armored, carrying a battle axe. He is very good in health, but lacks the attack strength of the barbarian and has no magical abilities. The dwarf also has the unique ability of being able to disarm traps without special equipment. His starting weapon is a short sword.
Elf
The elf figurine is tall and slender, armed with a short one-handed sword. He is equal in attack strength to the dwarf, but is less physically robust. He is also able to use one element's spell (air, earth, fire, or water magic) and can resist magical attack more effectively. His starting weapon is a short sword.
Wizard
The wizard figurine wears a full-length cloak and carries a staff. In combat, he is the weakest in attack and health and is forbidden from using most weapons and armor, but compensates for this by being able to use three elements' spells, for a total of nine spells. His high mind points allow him to be more resistant to the effects of magic. His starting weapon is a dagger.

Gameplay[edit]

The game is played on a grid representing the interior of a dungeon or castle, with walls segmenting the grid into rooms and corridors. One player assumes the role of the evil wizard character (Zargon/Morcar), and uses a map taken from the game's quest book to determine how the quest is to be played. The map details the placement of monsters, artifacts, and doors, as well as the overall quest the other players are embarking upon. Quests vary and include scenarios such as escaping a dungeon, killing a particular character, or obtaining an artifact. The evil wizard first places the entry point on the map, usually a spiral staircase, although on some quests the players enter via an external door or begin in a specific room. The map may also specify a wandering monster. This is a monster that may enter the game if a player is unlucky while searching for treasure.

The remaining players select their character from the four available. If the wizard is chosen while the Elf is not then the wizard player may choose any three spell sets. If the Elf is chosen while the wizard is not then the Elf may choose any spell set. If both the wizard and Elf are chosen then the wizard chooses a spell set first, then the Elf chooses a set and the wizard gets the remaining two sets. The players may also start the quest with items collected on previous quests, such as extra weapons, armor, and magic items.

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The game begins with the gamemaster reading the quest story from the perspective of Mentor, to set the scene for the game about to be played.[2] Starting with the player to the left of the evil wizard, the game begins.

During a Hero's turn, the player can move before or after performing one of the following actions: attack, cast a spell, search for traps and secret doors, search for treasure.

Movement[edit]

Players roll two six-sided dice, referred to as 'Red Dice' in the game manual, and may then move up to that number of squares. A player does not need to move the full amount of the roll and can end movement at any time. Players may move over a square occupied by another player if the occupying player grants permission, but may not occupy the same square. Doors, monsters and other objects are placed on the board by the evil wizard player according to line of sight. Once placed on the board they are not removed unless killed, thereby providing a steady stream of monsters for the evil wizard player to use.

Combat[edit]

Combat involves special six-sided dice, referred to as 'White Combat Dice' in the manual, each bearing 3 'skull' sides, 2 'Hero' shield sides and 1 'monster/Zargon' shield side. The character players and the evil wizard player use the same dice, but the evil wizard player has a smaller chance of rolling his specific shield. The number of dice used is determined by the basic statistics of the player or monster, whether they are attacking or defending, plus any modifiers due to spells or items being carried.

The attacker attempts to roll as many skulls as possible, and the defender as many shields as possible. If the attacker rolls more skulls than the defender rolls shields, the defender loses body points according to how many skulls they failed to defend. If a character's body point count falls to zero, they are killed and must be removed from the game. If there is a fellow hero in the same room or hall when the hero died, that hero may then pick up all weapons, armor, gold and any artifacts. At the start of the next quest a new hero can be created and then given all items. If the hero dies with no other hero in the same room or hall then the monster collects all items and all are then lost forever.

Spell casting[edit]

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The Wizard and the Elf are the only two player characters allowed to use spells, and must choose their spells from four sets of element-themed (Air, Fire, Water, Earth) spell cards, each consisting of three spells. A further set of 12 'Chaos Spells' is available to Zargon, but the use of those spells is restricted to special monsters. Spells can be broadly split into offensive, defensive and passive varieties, and their use and effect varies greatly. Some spells must be played immediately before attacking or defending, and all require the target to be 'visible' to the character using the game's line-of-sight rules. Each spell may only be cast once per Quest in the base game.

Searching for traps and secret doors[edit]

There are four kinds of traps in HeroQuest: pit traps, spear traps, chest traps, and occasionally falling rocks. Of these, only spear traps and chest traps do not appear on the board as they are activated only once and then they have no lingering effects. If a pit trap is not discovered and a player walks over it, they fall in and lose one body point. The pit will remain in play as a square that may be jumped over. A falling rock trap will cause a rock slide tile to remain in play as a square that must now be navigated around, much like a wall. A quest may also contain secret doors which allow alternative routes to the objective or access to secret rooms containing treasure or monsters.

A player can only search for traps and secret doors in the room or corridor they are currently standing, and only if there are no monsters within the room or corridor. When this happens, the evil wizard character indicates where any traps may be and places secret door objects on the map. Trap tiles are only placed onto the board once a hero trips the trap. It is important for players to remember where traps are once they've been revealed.

The dwarf is the only character that can disarm traps without the aid of the specialized kit which is either bought in the armory or found during certain quests.

Searching for treasure[edit]

In a similar manner, players can search a room for treasure if no monsters are in the room. On some quests, searching for treasure in certain rooms will yield a particularly valuable artifact. More likely, however, the quest will not have specified any treasure for the current location and instead a treasure card is taken. Out of the 25 Treasure Cards, 6 are Wandering Monster cards and 4 are Hazard Cards, making a total of 10 'bad' cards that get put back in the deck when discovered. There is also a chance that searching for treasure may trigger chest traps that were not disarmed, or cause monsters to attack, usually a Gargoyle already in the room that does not move at first and cannot be harmed until it does move or attacks a Hero.

Game end[edit]

The game ends when every player has either returned to the spiral staircase, exited by a door or been killed by the evil wizard. If the objective of the quest has not been accomplished then the evil wizard character wins. Items collected during the quest may be kept for future quests. The quests usually form part of a longer story, especially the quests which are part of the expansion packs.

Expansions[edit]

  • HeroQuest 'Kellar's Keep'
  • HeroQuest 'Return of the Witch Lord'
  • HeroQuest 'Adventure Design Kit' (Europe)
  • HeroQuest 'Against the Ogre Horde' (Europe)
  • HeroQuest 'Wizards of Morcar' (Europe)
  • HeroQuest 'The Frozen Horror' / 'Barbarian Quest Pack' (US)
  • HeroQuest 'The Mage of the Mirror' / 'Elf Quest Pack' (US) (Note: The name of this expansion was changed to 'Quest Pack for the Elf' in a settlement after Warp Graphics, owner of the ElfQuest trademark, brought suit against Milton Bradley for infringement.)

See also[edit]

References[edit]

  1. ^https://boardgamegeek.com/rpgissue/184942/fractal-spectrum-issue-17-winter-1997 Hall of Foes, the final supplement in Fractal Spectrum #17
  2. ^ abQuest Book (included manual). North America: Milton Bradley (published 1990). 1989. pp. 1, 3, 32. I told him of the dangers, and that he should be patient, for in time he would become a great Sorcerer. But Zargon could not wait; each night he broke into my study and read my spell books. The secrets that were held within them were great indeed. Once he learned these secrets, Zargon fled.
  3. ^Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. p. 49. ISBN978-1-907702-58-7.
  4. ^'HeroQuest Advanced Quest Board Game BoardGameGeek'. boardgamegeek.com. Retrieved 2016-03-06.

External links[edit]

  • HeroQuest and the Heroquest series at BoardGameGeek

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