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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
HeroQuest UK (2nd?) Edition Game Screen wrote:Pit Trap
Any character who stumbles into a pit trap will automatically lose one Body Point. The character may move as normal on his next turn. Characters in a pit may attack and defend, but roll one less die than normal. The pit remains on the board as an obstacle. Characters and monsters may attempt to jump across a pit trap. They must have enough movement left to get across the pit, and the square on the other side must also be unoccupied. Any miniature who attempts to jump across must roll a combat die. If he rolls a skull he falls into the pit and loses one Body point. If he rolls a shield he is allowed to continue his move. Count the square with the pit as a normal square when counting how far you have moved.
Falling Block
Any character who moves through a falling block trap square will trigger the trap. The block will fall into the square marked with the arrow, blocking the way. Any character or monster in that square must roll three combat dice. The victim must lose one Body point for each Skull rolled, and then move to an adjacent unoccupied square. If the victim cannot move to an adjacent square, he is killed by the falling block.
Spear Trap
Any player who is caught in a spear trap will lose one Body point if he rolls a Skull on a combat die. The spear trap will only affect the first character to enter the square.
HeroQuest Combined English Edition Rule Book wrote:Pit Traps
A pit trap is a covered hole in the floor.
If the trap is found during a search, the evil wizard will say that the floor looks weak and will point in the square where the trap is located. The evil wizard will put a pit trap tile on the gameboard at this time. The pit remains on the board as an obstacle.
[US: The evil wizard will NOT put a pit trap tile on the gameboard at this time. It has not yet been sprung.]
Once a pit trap is discovered, a Hero may be able to JUMP the trap, or on his next turn, DISARM it.
[US: Once a pit trap tile is placed on the board, the trap cannot be disarmed and removed. As a Hero, you may, however, attempt to JUMP over it.]
If a Hero does not search for traps and moves onto a pit trap square, he automatically springs the trap. As a Hero, if you move onto a pit trap square, the evil wizard will stop you by saying, "You have just stumbled into a pit!" Any character who stumbles into a pit trap will automatically lose one Body point in the fall. The evil wizard will then put a pit trap tile on that square (under your Hero figure). This ends your turn. You must then record your Body Point damage on your Character sheet.
Characters in a pit may attack and defend, but roll one less die than normal. (This applies to monsters as well).
Note: As a Hero, your minimum attack or defend strength is always 1 combat die, even if the pit penalty would reduce your dice to zero.
They may not search whilst in a pit.
[US: As a Hero, once in a pit, you may search the pit for treasure or secret doors as if it were a seperate room unto itself.]
The character may move as normal on his next turn.
Note: A disarmed pit trap is considered to be a regular gameboard square.
HeroQuest Combined English Edition Rule Book wrote:Jumping a Pit
Characters and monsters may attempt to jump across a pit trap.
They must have at least two squares of movement to get across the pit, counting the pit square as one space.
There must be an unoccupied space adjacent to the pit for the miniature to jump onto.
There may be as many as 3 possible squares to jump to on the other sides of a single pit. However, sometimes a pit has only 1 space open to jump across to, such is in a corridor or corner junction, or in front of a door.
If all adjacent squares are occupied by monsters, and you are a Hero without any special armoury weapons, you must voluntarily fall into the pit (suffering damage) and do combat with the monsters (at a disadvantage) from in the pit!
Any miniature who attempts to jump across must roll a combat die.
If he rolls a skull, he falls into the pit and loses one body point and may do nothing else until his next turn.
If you avoid rolling a skull, you can jump over the trap, expending two moves. If they have any moves remaining, the miniature may continue its move.
Monsters, with enough Movement Squares (and a vacant space beyond), will always successfully jump over a pit. If they voluntarily enter a pit, they will suffer no damage.
[US: Characters and monster may jump over unsprung traps.
Note: Once a falling block trap has been sprung, it CANNOT be jumped. The path is permanently blocked by a wall of fallen stone.]
HeroQuest Combined English Edition Rule Book wrote:Falling Block Traps
Heroes beware! Falling block traps are very dangerous. Stepping on one may trigger the ceiling to collapse. When a character player moves through a square containing a falling block trap, a block will fall.
If such a trap is found during a search, the evil wizard will say that the ceiling looks dangerous and will point to the square where the trap is located. The evil wizard will put a falling block trap tile on the gameboard at this time. It will land into the adjacent square marked with the arrow on the Quest map, blocking the way. Once a falling block trap is discovered, a Hero may attempt to DISARM it on his next turn.
[US: The evil wizard will NOT put a falling block trap tile on the gameboard at this time. It has not yet been sprung. Once an unsprung falling block trap is discovered, a Hero may attempt to JUMP the trap, or may later attempt to DISARM it on his next turn.]
If a hero does not search for traps and moves onto a falling block trap square, he springs the trap. As a Hero, if you move onto a falling block trap square, the evil wizard will stop you by saying, "You've just sprung a falling block trap! The ceiling is caving in! Look out!" The evil wizard will put a falling block trap tile on the gameboard at this time. It will land into the adjacent square marked with the arrow on the Quest map, blocking the way.
Any character or monster in the square into which the block falls must roll three combat dice. The victim must lose one Body point for each skull rolled. You may NOT roll Defend Dice.
You must now make a decision. You can either move ahead to an adjacent unoccupied square, or move back to an adjacent empty space. Remember, the trap space is now a permanent block in the game. Your decision is a critical one. You could become trapped forever, or you could be cut off from the rest of the Heroes. This ends your turn.
If the victim cannot move to an adjacent square, he is eliminated by the falling rock.
[US: Note: Once a falling block trap has been sprung it cannot be disarmed or jumped.]
HeroQuest Combined English Edition Rule Book wrote:Spear Traps
A spear trap is carefully hidden.
If found during a search, the evil wizard will say that the square looks suspicious and will point to the square where the trap is located. Once a spear trap is discovered, it is automatically disarmed. The spear trap is now gone forever and the square can be moved onto safely.
[US: Once a spear trap is discovered, a Hero may attempt to JUMP the trap or DISARM it. Only once disarmed, is the spear trap is now gone forever and the square can be moved onto safely.]
As a Hero, when you step onto a spear trap, you automatically spring the trap. This causes a spear to thrust out of the wall, floor, or ceiling.
Any player who triggers a spear trap will lose one Body point if he rolls a skull on a combat die. This ends your turn.
If you roll either a black or white shield, you have dodged out of the way of the spear. You may then continue with your move.
The spear trap will only affect the first person to enter the square. The spear trap is now gone forever and the square can be moved onto safely. Subsequent characters who move through this square will be unaffected.
Note: There are no spear trap tiles.
HeroQuest US Edition Game Screen wrote:On a turn, a player does one of the following:
- Moves and then performs an action, or
- Performs an action and then moves
HeroQuest US Edition Game Screen wrote:Heroes
Movement
- A player may control 1 or more Hero figures.
- A Hero moves by the roll of 2 red dice, square by square, on the gameboard. (No diagonal moves allowed.)
- A Hero cannot take part of his move, perform and action, and then resume his move.
Actions
A hero may do one of the following on a turn:
- Attack an adjacent monster.
- Cast a spell on a Hero (including himself) or a monster that he can "see." (Only the Wizard and Elf can cast spells.)
- Search for treasure in the room he is in.
- Search for secret doors in the room or corridor he is in.
- Search for traps in the room or corridor he is in.
- Disarm a trap on the square he is on.
NOTE: Getting caught in a trap, drinking potions, picking things up, opening doors, looking through doors, and looking down corridors do not count as actions. They can be done at any time during movement.
HeroQuest US Edition Game Screen wrote:Monsters
Movement
- Zargon, the Evil Sorcerer, controls all monster movements.
- Zargon is allowed to move any or all of his monsters on his turn.
- Monsters do not move by dice roll. Each monster's maximum movement per turn is listed in the Monster Chart to the right.
- A Monster cannot take part of his move, perform an action, and then resume its move.
Actions
Each monster may do one of the following on Zargon's turn:
- Attack an adjacent Hero.
- Cast a spell on a Hero that he can "see." (For certain monsters only.) See individual Quests in the Quest Book for more information.
NOTE: Monsters cannot be caught in traps and do not search for anything.
HeroQuest US Edition Game Screen wrote:Combat Summary
The white dice are referred to as both Attack and Defend Dice. Monsters and Heroes both roll these dice in combat. The attacker always rolls the dice first.
Monster Attacking and Hero Defending
- An attacking monster rolls the number of Attack Dice shown on Monster Chart.
- Each skull rolled by the attacking monster counts as 1 hit against the Hero. If no skulls are rolled, then the combat round is over.
- A defending Hero usually rolls 2 Defend Dice (or more after purchasing armor).
- Each white shield rolled by the defending Hero blocks 1 hit.
Hero Attacking and Monster Defending
- An attacking Hero rolls the number of Attack Dice shown on his Character Card.
- Each skull rolled by the attacking Hero counts as 1 hit against the monster. If no skulls are rolled, then the combat round is over.
- A defending monster rolls the number of Defend Dice shown on the Monster Chart.
- Each black shield rolled by the defending monster blocks 1 hit.
HeroQuest Combined English Edition Rule Book wrote:Order of Play
Each player moves in turn, starting with the player to the left of the evil wizard player and continuing clockwise. Hint: A good starting setup would be for the Barbarian to sit to the evil wizard's left, followed by the Dwarf, the Elf, and then, seated to evil wizard's right, the Wizard.
When it is your turn, you may both move and perform an action. You may move first, then perform an action, or perform an action first, then move. You may not take part of your move, perform an action, then finish your move.
On his turn, the evil wizard player may move some or all of his monsters currently on the gameboard. He moves each monster in turn. Monsters may move first, then perform an action, or perform an action first, then move, as do the player characters.
HeroQuest Combined English Edition Rule Book wrote:Combat
Combat is split into two stages: attack and defence. The attacker rolls his dice once to score as many skulls as he can. The defender then rolls his dice once to cancel the skulls out by rolling shields.
Attacking
You may attack any monster or character that you are adjacent to. You are adjacent if you are directly to the side, front, or rear of another square. You may, however, only attack once per turn.
Example: The Elf may attack from any of the squares where he is shown in the diagram. He may not attack from any of the squares marked "X".
A Hero's attack strength depends on their attack weapon. The stronger the weapon, the greater the number of Attack Dice used. Some weapons allow a Hero to attack diagonally or from a distance. Most weapons, however, do not.
Important: You may only attack with one weapon at a time.
A monster's attack strength is based on its natural abilities and does not depend on a weapon.
To attack, you roll a number of the special combat dice (with shields and skulls). The number of dice to roll is shown on the character boards and monster cards against Attack. For each skull you roll, your opponent will lose one Body point unless he can successfully defend himself. If you fail to roll any skulls the attack is wasted and your opponent need not defend.
Defending
To defend against a successful attack, a player rolls the number of special combat dice shown on his character board or monster card against Defend.
A defending Hero usually rolls 2 Defend dice (less if in a pit or under certain spells, and more after purchasing armour).
A defending monster rolls the number of Defend Dice shown in the Monster cards.
The Heroes must try to roll white shields, while the monsters need round, black ones. Each shield rolled - provided it is the correct type - cancels one skull rolled by the attacker.
Once the result of the defence has been determined, the player who was attacked must reduce his Body point score of his character sheet by one point for every skull not cancelled by a shield. When a character's Body points reach zero, the character is dead. Important! If the Hero has 1 Body Point remaining, and takes more than 1 hit of damage, his Body Points are still only reduced to zero.
[UK]: Since all the monsters have only 1 Body point, they are killed by any roll of a skull which is not cancelled by rolling a black shield when defending.
[US]: Many monsters are killed with only 1 hit, and are killed by any roll of a skull which is not cancelled by rolling a black shield when defending. Some monsters, however, require more than 1 hit. (Refer to the Monster Chart on the Information Screen for a monster's Body Points.) For those monsters requiring more than 1 hit, monster damage is tracked by the use of skull tiles. For each hit such a monster sustains, the Evil Wizard must record the hit by placing a skull tile under the monster figure on the gameboard.
Note: If the Hero or monster survives the attack, they cannot attack back until their player's next turn.
HeroQuest Combined English Edition Rule Book wrote:Order of Play
Each player moves in turn, starting with the player to the left of the evil wizard player and continuing clockwise. Hint: A good starting setup would be for the Barbarian to sit to the evil wizard's left, followed by the Dwarf, the Elf, and then, seated to evil wizard's right, the Wizard.
On a turn, a player does one of the following:
- Moves and then performs an action, or
- Performs an action and then moves
When it is your turn, you may both move and perform an action. You may move first, then perform an action, or perform an action first, then move. You may not take part of your move, perform an action, then finish your move.
On his turn, the evil wizard player may move some or all of his monsters currently on the gameboard. He moves each monster in turn. Monsters may move first, then perform an action, or perform an action first, then move, as do the player characters.
HeroQuest Combined English Edition Rule Book wrote:Heroes
Movement
- A player may control 1 or more Hero figures.
- A Hero moves by the roll of 2 red dice, square by square, on the gameboard. (No diagonal moves allowed.)
- A Hero cannot take part of his move, perform an action, and then resume his move.
Actions
A hero may do one of the following on a turn:
- Attack an adjacent monster.
- Cast a spell on a Hero (including himself) or a monster that he can "see." (Only the Wizard and Elf can cast spells.)
- Search for treasure in the room [UK: or corridor] he is in.
- Search for secret doors in the room or corridor he is in.
- Search for traps in the room or corridor he is in.
- Disarm a trap on the square he is on.
[UK: Searching for secret doors and searching for traps is combined into a single action. Thus, searching for secret doors also reveals traps, and searching for traps also reveals secret doors.]
NOTE: Getting caught in a trap, drinking potions, picking things up, opening doors, looking through doors, and looking down corridors do not count as actions. They can be done at any time during movement.
HeroQuest Combined English Edition Rule Book wrote:Monsters
Movement
- The Evil Wizard controls all monster movements.
- The Evil Wizard is allowed to move any or all of his monsters on his turn.
- Monsters do not move by dice roll. Each monster's maximum movement per turn is listed in the Monster Chart.
- A Monster cannot take part of his move, perform an action, and then resume its move.
Actions
Each monster may do one of the following on the Evil Wizard's turn:
- Attack an adjacent Hero.
- Cast a spell on a Hero that he can "see." (For certain monsters only. See individual Quests in the Quest Book for more information.)
[UK: Monsters do not cast Spells, but may have other abilities as noted in the Quest Book, which may be made INSTEAD of attacking.]
NOTE: Monsters cannot be caught in traps and do not search for anything.
Monsters may have additional abilities as noted in the Quest Book. These abilities will state whether or not they take an action (i.e. they must be used INSTEAD of making an attack).
HeroQuest Combined English Edition Rule Book wrote:Combat
The white dice (with shields and skulls) are referred to as Combat Dice, and are used to roll both Attack and Defend Dice. Monsters and Heroes both roll these dice in combat.
Combat is split into two stages: Attack and Defence. The attacker rolls his Attack Dice once to score as many skulls as he can. The defender then rolls his Defence Dice once to cancel the skulls out by rolling shields. The attacker always rolls the Combat Dice first.
Attacking
You may attack any monster or character that you are adjacent to. You are adjacent if you are directly to the side, front, or rear of another square. You may, however, only attack once per turn.
Example: The Elf may attack from any of the squares where he is shown in the diagram. He may not attack from any of the squares marked "X".
A Hero's attack strength depends on their attack weapon. The stronger the weapon, the greater the number of Attack Dice used. Some weapons allow a Hero to attack diagonally or from a distance. Most weapons, however, do not.
Important: You may only attack with one weapon at a time.
A monster's attack strength is based on its natural abilities and does not depend on a weapon.
To attack, you roll a number of the special combat dice. The number of dice to roll is shown on the character boards and monster cards against Attack. For each skull you roll, your opponent will lose one Body point unless he can successfully defend himself. If you fail to roll any skulls the attack is wasted and your opponent need not defend.
Defending
To defend against a successful attack, a player rolls the number of special combat dice shown on his character board or monster card against Defend.
A defending Hero usually rolls 2 Defend dice (less if in a pit or under certain spells, and more after purchasing armour).
A defending monster rolls the number of Defend Dice shown in the Monster cards.
The Heroes must try to roll white shields, while the monsters need round, black ones. Each shield rolled - provided it is the correct type - cancels one skull rolled by the attacker.
Once the result of the defence has been determined, the player who was attacked must reduce his Body point score of his character sheet by one point for every skull not cancelled by a shield. When a character's Body points reach zero, the character is dead. Important! If the Hero has 1 Body Point remaining, and takes more than 1 hit of damage, his Body Points are still only reduced to zero.
[UK]: Since all the monsters have only 1 Body point, they are killed by any roll of a skull which is not cancelled by rolling a black shield when defending.
[US]: Many monsters are killed with only 1 hit, and are killed by any roll of a skull which is not cancelled by rolling a black shield when defending. Some monsters, however, require more than 1 hit. (Refer to the Monster Chart on the Information Screen for a monster's Body Points.) For those monsters requiring more than 1 hit, monster damage is tracked by the use of skull tiles. For each hit such a monster sustains, the Evil Wizard must record the hit by placing a skull tile under the monster figure on the gameboard.
Note: If the Hero or monster survives the attack, they cannot attack back until their player's next turn.
Combat Summary
Monster Attacking and Hero DefendingAn attacking Monster rolls the number of Attack Dice shown on Monster Chart.
- Each skull rolled by the attacking monster counts as 1 hit against the Hero. If no skulls are rolled, then the combat round is over.
- A defending Hero usually rolls 2 Defend Dice (or more after purchasing armor).
- Each white shield rolled by the defending Hero blocks 1 hit.
Hero Attacking and Monster Defending
- An attacking Hero rolls the number of Attack Dice shown on his Character Card.
- Each skull rolled by the attacking Hero counts as 1 hit against the monster. If no skulls are rolled, then the combat round is over.
- A defending monster rolls the number of Defend Dice shown on the Monster Chart.
- Each black shield rolled by the defending monster blocks 1 hit.
HeroQuest UK 1st/2nd Edition Character Board - Barbarian wrote:Barbarian
You are the Barbarian, the greatest warrior of all. But beware of magic for your sword is no defence against it.
Attack,
throw 3 Combat dice
Defend,
throw 2 Combat dice
Move,
throw 2 Standard dice
Mind 2 Points
Body 8 Points
HeroQuest US Edition Character Board - Barbarian wrote:Barbarian
You are the Barbarian, the greatest warrior of all. But beware of magic, for your sword is no defence against it.
Attack Defend Starting Points
Dice Dice Body Mind
3 2 8 2
Movement: 2 Red Dice
Starting Weapon: Broadsword
Starting Armor: None
HeroQuest Combined English Edition Rule Book - Barbarian Character Board wrote:Barbarian
You are the Barbarian, the greatest warrior of all. But beware of magic for your sword is no defence against it.
Body Points: 8
Mind Points: 2
Move Dice: 2 Movement Dice
Attack Dice: 3 Combat Dice
Defend Dice: 2 Combat Dice
Starting Weapon: Broadsword
Starting Armour: None
HeroQuest UK 1st/2nd Edition Character Board - Dwarf wrote:Dwarf
You are the Dwarf. You are a good warrior and can always disarm traps that you find. You may remove any visible trap in the same room or passage.
Attack,
throw 2 Combat dice
Defend,
throw 2 Combat dice
Move,
throw 2 Standard dice
Mind 3 Points
Body 7 Points
HeroQuest US Edition Character Board - Dwarf wrote:Dwarf
You are the Dwarf. You are a good warrior and have the unique ability to disarm traps without a tool kit. To do so, you must avoid rolling an black shield on a combat die.
Attack Defend Starting Points
Dice Dice Body Mind
2 2 7 3
Movement: 2 Red Dice
Starting Weapon: Shortsword
Starting Armor: None
HeroQuest Combined English Edition Rule Book - Dwarf Character Board wrote:Dwarf
You are the Barbarian, the greatest warrior of all. But beware of magic for your sword is no defence against it.
You are the Dwarf. You are a good warrior, and have the unique ability to disarm Traps that you find without a Tool Kit. As an Action, you may automatically remove any single orthogonally adjacent visible Trap in the same Room, Corridor, or Junction.
[US: To disarm a Trap, you must avoid rolling a black shield on a Combat Die.]
Body Points: 7
Mind Points: 3
Move Dice: 2 Movement Dice
Attack Dice: 2 Combat Dice
Defend Dice: 2 Combat Dice
Starting Weapon: Shortsword
Starting Armour: None
Davane wrote:No, they didn't. Also, throwing weapons can be thrown in way more than 8 directions - they have a 360 degree firing arc, as long as you are at least on square away from your target, which basically means not in an adjacent square, and have line of sight to your target. Remember, models block line of sight to models behind them, although under EU rules, everyone in the same room can see each other regardless...
Kurgan wrote:What I mean is that a figure you can't hit with a crossbow, CAN have a dagger (magical or not) thrown at them. That's legal too in the NA rules. At point blank range, there's no advantage in throwing a vanilla dagger at them, but on a diagonal square? Absolutely! It's a very subtle point but you like being thorough, so make of it what you will in your mod...
HeroQuest Combined English Edition Rule Book wrote:Missile Weapons
Daggers and Crossbows are special Weapons due to their ability to hit a Monster from a distance.
Some Weapons may be thrown, whilst the Crossbow may be fired. When firing the Crossbow or throwing a Weapon, the procedure for rolling combat dice in attack and defence remains the same.
The Hero's target must be visible, as with casting a spell. There is no maximum range for firing the Crossbow or throwing a Weapon. However, a Hero may not use the Crossbow or throw a Weapon if they are adjacent to their opponent.
HeroQuest UK 1st/2nd Edition Character Board - Elf wrote:Elf
You are the Elf. A master of both magic and the sword. You must use both well if you are to triumph.
Attack,
throw 2 Combat dice
Defend,
throw 2 Combat dice
Move,
throw 2 Standard dice
Mind 4 Points
Body 6 Points
HeroQuest US Edition Character Board - Elf wrote:Elf
You are the Elf, a master of both magic and the sword. You must use both well if you are to triumph. You have the power to cast 3 magical spells, all relating to one natural element.
Attack Defend Starting Points
Dice Dice Body Mind
2 2 6 4
Movement 2 Red Dice
Starting Weapon Shortsword
Starting Armor None
HeroQuest Combined English Edition Rule Book - Elf Character Board wrote:Elf
You are the Elf, a master of both magic and the sword. You must use both well if you are to triumph. You have the power to cast three magical spells, all relating to one natural element.
Body Points: 6
Mind Points: 4
Move Dice: 2 Movement Dice
Attack Dice: 2 Combat Dice
Defend Dice: 2 Combat Dice
Starting Weapon: Shortsword
Starting Armour: None
HeroQuest UK 1st/2nd Edition Character Board - Wizard wrote:Wizard
You are the Wizard. You have many spells that can aid you. However, in combat you are weak. So use your spells well, and avoid combat.
Attack,
throw 1 Combat dice
Defend,
throw 2 Combat dice
Move,
throw 2 Standard dice
Mind 6 Points
Body 4 Points
HeroQuest US Edition Character Board - Wizard wrote:Wizard
You are the Wizard. You have the power to cast many different spells. In combat, however, you are weak. You cannot wear armor or use large weapons. Therefore, you must cast your spells wisely and avoid physical combat.
Attack Defend Starting Points
Dice Dice Body Mind
1 2 4 6
Movement 2 Red Dice
Starting Weapon Dagger
Starting Armor None
HeroQuest Combined English Edition Rule Book - Wizard Character Board wrote:Wizard
You are the Wizard. You have the power to cast many different spells that can aid you. However, in combat, you are weak. You cannot wear armor or use large weapons. Therefore, you must cast your spells wisely, and avoid physical combat.
Body Points: 4
Mind Points: 6
Move Dice: 2 Movement Dice
Attack Dice: 1 Combat Dice
Defend Dice: 2 Combat Dice
Starting Weapon: Dagger
Starting Armour: None
HeroQuest UK Edition Monster Card - Goblin wrote:Goblin
Move 10 Squares
Attack 2 dice
Defend 1 die
Body 1
Mind 1
HeroQuest US Edition Monster Card - Goblin wrote:Goblin
Movement Attack Defend Body Mind
Squares Dice Dice Points Points
10 2 1 1 1
HeroQuest Combined English Edition Rule Book Monster Card - Goblin wrote:Goblin
Move 10 Squares
Attack 2 dice
Defend 1 die
Body 1
Mind 1
HeroQuest UK Edition Monster Card - Orc wrote:Orc
Move 8 Squares
Attack 3 dice
Defend 2 Dice
Body 1
Mind 2
HeroQuest US Edition Monster Card - Orc wrote:Orc
Movement Attack Defend Body Mind
Squares Dice Dice Points Points
8 3 2 1 2
HeroQuest Combined English Edition Rule Book Monster Card - Orc wrote:Orc
Move 8 Squares
Attack 3 dice
Defend 2 Dice
Body 1
Mind 2
HeroQuest UK Edition Monster Card - Fimir wrote:Fimir
Move 6 squares
Attack 3 dice
Defend 3 dice
Body 1
Mind 3
HeroQuest US Edition Monster Card - Fimir wrote:Fimir
Movement Attack Defend Body Mind
Squares Dice Dice Points Points
6 3 3 2 3
HeroQuest Combined English Edition Rule Book Monster Card - Fimir wrote:Fimir
Move 6 squares
Attack 3 dice
Defend 3 dice
Body 2
Mind 3
HeroQuest UK 1st/2nd Edition Monster Card - Skeleton wrote:Skeleton
Move 6 Squares
Attack 2 Dice
Defend 2 Dice
Body 1
Mind 0
HeroQuest US Edition Monster Card - Skeleton wrote:Skeleton
Movement Attack Defend Body Mind
Squares Dice Dice Points Points
6 2 2 1 0
HeroQuest Combined English Edition Rule Book Monster Card - Skeleton wrote:Skeleton
Move 6 Squares
Attack 2 Dice
Defend 2 Dice
Body 1
Mind 0
HeroQuest UK 1st/2nd Edition Monster Card - Zombie wrote:Zombie
Move 4 Squares
Attack 2 Dice
Defend 3 Dice
Body 1
Mind 0
HeroQuest US Edition Monster Card - Zombie wrote:Zombie
Movement Attack Defend Body Mind
Squares Dice Dice Points Points
5 2 3 1 0
HeroQuest Combined English Edition Rule Book Monster Card - Zombie wrote:Zombie
Move 5 Squares
Attack 2 Dice
Defend 3 Dice
Body 1
Mind 0
HeroQuest UK 1st/2nd Edition Monster Card - Mummy wrote:Mummy
Move 4 Squares
Attack 3 Dice
Defend 4 Dice
Body 1
Mind 0
HeroQuest US Edition Monster Card - Mummy wrote:Mummy
Movement Attack Defend Body Mind
Squares Dice Dice Points Points
4 3 4 2 0
HeroQuest Combined English Edition Rule Book Monster Card - Mummy wrote:Mummy
Move 4 Squares
Attack 3 Dice
Defend 4 Dice
Body 2
Mind 0
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