Make a small donation to Ye Olde Inn!
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.
Make a small donation to Ye Olde Inn!
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.
cornixt wrote:I've been on this site for long enough and seen enough "improvements" to make a definitive version of HQ rules to know that any attempt is not going to take hold for more than a handful of other people. We all have different ideas about what we want in the game and every other version falls short in some ways. So it becomes just another new set of rules.
Davane wrote:You make it sound like this is an issue?
HeroQuest UK 1st Edition Rules of Play wrote:The Quest Book
This book should be kept hidden from the player characters. It contains details of a number of Quests - showing the evil wizard player which monsters he has to control for each Quest and where they start of the board. You will not be using this book until you have learned how the rest of the game works. How to use the Quest Book is explained later in these rules.
HeroQuest UK 1st Edition Rules of Play wrote:The Quest Book
The Quest Book contains 14 separate Quests - adventures with different objectives that the player characters must achieve in order to win. Each Quest show a map of the underground stronghold where the action takes place. The maps are marked with symbols showing the starting positions of monsters which are controlled by the evil wizard player. These symbols are the same as those on the monster cards. The maps also show where to place the furniture pieces, doors, and blocked square tiles. In addition, there are symbols for traps, secret doors, and treasure chests. These symbols are also shown on the evil wizard player's screen.
HeroQuest UK 1st Edition Rules of Play wrote:The Maze
Turn to the Quest called the Maze. This is a final test for the player characters before they begin their adventures proper. The evil wizard player reads the text in bold type to the other players. This is how all the Quests start. The evil wizard should also read through the other notes before the game begins. In some Quests these notes will contain details of special rules that only apply to that Quest.
To play the Maze, each player places his model in one corner of the board. The evil wizard player checks the map and places on the board any pieces (doors, furniture, monsters, blocked squares) that are visible to any of the player characters. Do not put out any secret door or trap tiles. The player characters can only find these by searching.
As the players move their models, the evil wizard player must keep checking the map and put out an pieces that become visible.
HeroQuest UK 1st Edition Rules of Play wrote:The Quests
Once you have played through the Maze, you are ready to undertake the other Quests. These should be played in the order in which they appear.
As with the Maze, each begins with a section in bold type which the evil player reads out loud to the other players. He should also read through the other notes which detail, for example, where certain special treasures are hidden, how powerful a monster is, and whether there are any special rules that apply to that quest.
HeroQuest 1st Edition Rules of Play wrote:Setting up a Quest
Usually the player characters start from the room marked with the stairway tile. In some Quests, however, the player characters start from a different room. The Quest details will explain what to do in these cases.
The stairway leads out of the stronghold to safety. Place the stairway tile in the room shown. The player characters place their models on any square next to the stairway. The contents of this room (barring any traps, secret doors, or treasure) should be laid out at the beginning of the game. All doors are closed. No pieces outside this room are placed on the board. These should only be set up when the player characters can see them by moving into a new room or passage.
HeroQuest UK 2nd Edition Rules of Play wrote:The Quest Book
The Quest book is used by the evil wizard player and contains a number of Quests. There are three main parts to each Quest:
(i) Parchment text
The parchment text outlines the heroes' challenge as well as the reward they will receive if they are successful. This is read aloud by the evil wizard player at the beginning of the game.
(ii) Quest Map
The Quest map shows how the board is to be laid out. The symbols used on the maps for furniture are identified on the inside of the screen. The symbols for the monsters are identified on the monster cards.
Only the room with the stairway tile is placed onto the board at the start of the game. As the character players move around the board the evil wizard player must consult the Quest map to see what should be placed into each room and passageway.
(iii) Notes
Finally there are a number of notes for each Quest. The evil wizard player should quickly glance through these at the start of each Quest. The notes will explain what happens in certain rooms and provide unique situations for the character players to deal with.
HeroQuest UK 2nd Edition Rules of Play wrote:Introductory Game
The Introductory game allows you to play your first adventure. The Introductory game does not use any of the playing cards other than the Monster cards. Read the rules through carefully before you begin to play.
HeroQuest UK 2nd Edition Rules of Play wrote:Preparing for Play
The stairway is the entrance into and out of the stronghold. The character players place their miniatures on any square next to the stairway tile. The contents of this room should be laid out at the beginning of the game. All doors should be closed. No other pieces outside this room should be placed on the board. These should only be set up when they become visible to the characters.
HeroQuest UK 2nd Edition Rules of Play wrote:The Trial
You are now ready to play your first Quest. One player must take the role of the evil wizard player. He must read aloud the parchment text for the first adventure in the Quest book, "The Trial". He should then read through the notes (these are not read aloud to the character players). The game then begins with the player to the left of the evil wizard.
HeroQuest UK 2nd Edition Rules of Play wrote:The Full Game
Now you have played your first Quest you are ready to learn the rest of the game rules.
HeroQuest UK 2nd Edition Rules of Play wrote:The Quests
Once you have played through "The Trial" you are ready to undertake the other Quests. These should be played in the order they appear in the Quest Book.
As with "The Trial" each Quest begins with the evil wizard player reading the text in the parchment panel. He should also read through the other notes which detail, for example, where certain special treasures are hidden, how powerful a monster is, and whether there are any special rules that apply to that Quest.
HeroQuest UK 2nd Edition Rules of Play wrote:Setting up a Quest
Usually the character players start from the room marked with the stairway tile. In some Quests, however, the character players start from a different room. The Quest details will explain what to do in these cases. The contents of the first room (barring any traps, secret doors, or treasure) should be laid out at the beginning of the game.
HeroQuest US Edition Instruction Manual wrote:Under 'What Makes Hero Quest Unique':
- A game for 2 to 5 players, Hero Quest is played in 14 sequential game playing sessions called Quests. Each Quest is described in detail in the Quest Book.
- One Quest may take an hour or two to play, with each subsequent Quests increasing in difficulty.
HeroQuest US Edition Instruction Manual wrote:Under 'Zargon - Setting Up the Game':
7. Place the Quest Book on the table between you and the Information Screen.
8. Seperate all of the assembled doors, furniture, the monsters, and all of the cardboard tiles into 4 groups or piles.
Note: For a quick identification of the monsters, refer to the last page of the Quest Book.
9. Study the Quest Map. Place on the gameboard only this things that go into the starting room (usually the room with the stairway). Note: Do NOT put out an traps or secret doors. Do NOT reveal treasure at this time.
HQ Us Edition Instruction Manual wrote:Z - To Begin The Quest
Zargon, read the Parchment Text section of Quest 1 from the Quest Book aloud to the Heroes. It is important that the Heroes understand the history behind the Quest and the goal set before them.
Important: Only read aloud the Parchment Text section. The information contained in the Quest Map and the Quest Notes must, for now, be kept secret from the Heroes.
HeroQuest UK 1st Edition Rules of Play wrote:The Quest Book
This book should be kept hidden from the player characters. It contains details of a number of Quests - showing the evil wizard player which monsters he has to control for each Quest and where they start of the board. You will not be using this book until you have learned how the rest of the game works. How to use the Quest Book is explained later in these rules.
The Quest Book
The Quest Book contains 14 separate Quests - adventures with different objectives that the player characters must achieve in order to win. Each Quest show a map of the underground stronghold where the action takes place. The maps are marked with symbols showing the starting positions of monsters which are controlled by the evil wizard player. These symbols are the same as those on the monster cards. The maps also show where to place the furniture pieces, doors, and blocked square tiles. In addition, there are symbols for traps, secret doors, and treasure chests. These symbols are also shown on the evil wizard player's screen.
The Maze
Turn to the Quest called the Maze. This is a final test for the player characters before they begin their adventures proper. The evil wizard player reads the text in bold type to the other players. This is how all the Quests start. The evil wizard should also read through the other notes before the game begins. In some Quests these notes will contain details of special rules that only apply to that Quest.
To play the Maze, each player places his model in one corner of the board. The evil wizard player checks the map and places on the board any pieces (doors, furniture, monsters, blocked squares) that are visible to any of the player characters. Do not put out any secret door or trap tiles. The player characters can only find these by searching.
As the players move their models, the evil wizard player must keep checking the map and put out an pieces that become visible.
The Quests
Once you have played through the Maze, you are ready to undertake the other Quests. These should be played in the order in which they appear.
As with the Maze, each begins with a section in bold type which the evil player reads out loud to the other players. He should also read through the other notes which detail, for example, where certain special treasures are hidden, how powerful a monster is, and whether there are any special rules that apply to that quest.
Setting up a Quest
Usually the player characters start from the room marked with the stairway tile. In some Quests, however, the player characters start from a different room. The Quest details will explain what to do in these cases.
The stairway leads out of the stronghold to safety. Place the stairway tile in the room shown. The player characters place their models on any square next to the stairway. The contents of this room (barring any traps, secret doors, or treasure) should be laid out at the beginning of the game. All doors are closed. No pieces outside this room are placed on the board. These should only be set up when the player characters can see them by moving into a new room or passage.
HeroQuest UK 2nd Edition Rules of Play wrote:The Quest Book
The Quest book is used by the evil wizard player and contains a number of Quests. There are three main parts to each Quest:
(i) Parchment text
The parchment text outlines the heroes' challenge as well as the reward they will receive if they are successful. This is read aloud by the evil wizard player at the beginning of the game.
(ii) Quest Map
The Quest map shows how the board is to be laid out. The symbols used on the maps for furniture are identified on the inside of the screen. The symbols for the monsters are identified on the monster cards.
Only the room with the stairway tile is placed onto the board at the start of the game. As the character players move around the board the evil wizard player must consult the Quest map to see what should be placed into each room and passageway.
(iii) Notes
Finally there are a number of notes for each Quest. The evil wizard player should quickly glance through these at the start of each Quest. The notes will explain what happens in certain rooms and provide unique situations for the character players to deal with.
Introductory Game
The Introductory game allows you to play your first adventure. The Introductory game does not use any of the playing cards other than the Monster cards. Read the rules through carefully before you begin to play.
Preparing for Play
The stairway is the entrance into and out of the stronghold. The character players place their miniatures on any square next to the stairway tile. The contents of this room should be laid out at the beginning of the game. All doors should be closed. No other pieces outside this room should be placed on the board. These should only be set up when they become visible to the characters.
The Trial
You are now ready to play your first Quest. One player must take the role of the evil wizard player. He must read aloud the parchment text for the first adventure in the Quest book, "The Trial". He should then read through the notes (these are not read aloud to the character players). The game then begins with the player to the left of the evil wizard.
The Full Game
Now you have played your first Quest you are ready to learn the rest of the game rules.
The Quests
Once you have played through "The Trial" you are ready to undertake the other Quests. These should be played in the order they appear in the Quest Book.
As with "The Trial" each Quest begins with the evil wizard player reading the text in the parchment panel. He should also read through the other notes which detail, for example, where certain special treasures are hidden, how powerful a monster is, and whether there are any special rules that apply to that Quest.
Setting up a Quest
Usually the character players start from the room marked with the stairway tile. In some Quests, however, the character players start from a different room. The Quest details will explain what to do in these cases. The contents of the first room (barring any traps, secret doors, or treasure) should be laid out at the beginning of the game.
HeroQuest US Edition Instruction Manual wrote:Under 'What Makes Hero Quest Unique':
- A game for 2 to 5 players, Hero Quest is played in 14 sequential game playing sessions called Quests. Each Quest is described in detail in the Quest Book.
- One Quest may take an hour or two to play, with each subsequent Quests increasing in difficulty.
Under 'Zargon - Setting Up the Game':
7. Place the Quest Book on the table between you and the Information Screen.
8. Seperate all of the assembled doors, furniture, the monsters, and all of the cardboard tiles into 4 groups or piles.
Note: For a quick identification of the monsters, refer to the last page of the Quest Book.
9. Study the Quest Map. Place on the gameboard only this things that go into the starting room (usually the room with the stairway). Note: Do NOT put out an traps or secret doors. Do NOT reveal treasure at this time.
Z - To Begin The Quest
Zargon, read the Parchment Text section of Quest 1 from the Quest Book aloud to the Heroes. It is important that the Heroes understand the history behind the Quest and the goal set before them.
Important: Only read aloud the Parchment Text section. The information contained in the Quest Map and the Quest Notes must, for now, be kept secret from the Heroes.
HeroQuest Combined English Edition Rulebook wrote:Quests
HeroQuest is played in sequential game playing sessions called Quests. Each Quest is described in detail in the Quest Book.
The Quest Book
This book contains details of a number of separate Quests - showing the evil wizard player which monsters he has to control for each Quest and where they start on the board. These Quests should be played in the order in which they appear. One Quest may take an hour or two to play, with each subsequent Quests increasing in difficulty.
The Quest Book should be kept hidden from the player characters, as it shows the evil wizard player which monsters he has to control for each Quest and where they start on the board.
There are three main parts to each Quest:
(i) Parchment text
The Parchment Text of each Quest outlines the Heroes' challenge, as well as the reward they will receive if they are successful. This is read aloud by the evil wizard player at the beginning of the game. It is important that the Heroes understand the history behind the Quest, and the goal set before them.
Important: Only read aloud the Parchment Text section. The information contained in the Quest Map and the Quest Notes must, for now, be kept secret from the Heroes.
(ii) Quest Map
Each Quest has a map of the underground stronghold where the action takes place. This Quest map shows how the board is to be laid out.
The maps are marked with symbols showing the starting positions of monsters which are controlled by the evil wizard player. These symbols are the same as those on the monster cards.
The maps also show where to place the furniture pieces, doors, and blocked square tiles. In addition, there are symbols for traps, secret doors, and treasure chests. These symbols are also shown on the evil wizard player's screen.
(iii)Quest Notes
Finally there are a number of notes for each Quest. The evil wizard player should quickly glance through these at the start of each Quest. The notes will explain what happens in certain rooms and provide unique situations for the character players to deal with. The Quest Notes may detail, for example, where certain special treasures are hidden, how powerful a monster is, and whether there are any special rules that apply to that quest.
Setting up a Quest
Usually the player characters start from the room marked with the stairway tile. The stairway is normally the entrance into and out of the stronghold, and leads out of the stronghold to safety. If this is the case, place the stairway tile in the room shown. The player characters place their models on any square next to the stairway.
In some Quests, however, the player characters start from a different room. The Quest Notes will explain what to do in these cases, and the player characters should place their models as directed by the notes.
The remaining contents of the first room (barring any traps, secret doors, or treasure) should be laid out at the beginning of the game. Note: Do NOT put out any traps or secret doors. Do NOT reveal treasure at this time.
All doors should be closed. No other pieces outside this room are placed on the board. These should only be set up when they become visible to the characters, as they can see them by moving into a new room or passage.
Running a Quest
As the Heroes move around the board, the evil wizard player must keep checking the Quest Map to see what should be placed into each room and passageway. He places on the board any pieces (doors, furniture, monsters, blocked squares) that become visible to any of the player characters. Do not put out any secret door or trap tiles, and do not reveal any treasure. The player characters can only find these by searching.
iKarith wrote:I think you're spotting a trend I found in both UK editions of the rules toward repetition. This creates confusion. Repetition is sometimes good—repetition is the key to learning, he says with his teacher hat on, and then immediately repeats it again—but for repetition to be effective as a teaching tool you must realize that this isn't new material. That's not always clear.
That's kind of why I suggested distilling each rule set, separately, into something like cornixt's two-page rule set. If you follow the same format for each, it'll be really apparent where the rules differ for each of the three English releases and, by necessity, all of the repetition would be eliminated. So would be all flavor text (again, you're correct that the US release freely mixes mechanics and flavor text …) But this allows recreation of the flavor text (and any other rules) however you like, and without mixing the two.
This might not be what you're after for your project at all, but it might just serve those of us who were talking about a legally unencumbered rule set we can tweak to our heart's content and use in other games without stepping on Hasbro's toes because it's just a set of common mechanics that could be applied to any game. One could then modify those generic rules to once again match those of one of the HeroQuest variants … but again it kinda sounds like a couple of us are trying to insert ourselves into your project. What you're doing is interesting on its own.
HeroQuest UK 1st Edition Rules of Play wrote:Moving Around the Board
As the characters explore Morcar's dungeons, they enter new rooms and passages. If you are the first player to enter a new room or passageway, you should give the evil wizard player enough time to consult the Quest book and place onto the board any visible monsters and furniture.
HeroQuest UK 2nd Edition Rules of Play wrote:Moving Around the Board
As the character players move around the gameboard they enter new rooms and passages. If you are the first player to enter a new room or passageway, you should give the evil wizard player enough time to consult the Quest book and place onto the board any visible monsters and furniture.
HeroQuest US Edition Instruction Manual wrote:Z - How Zargon Reacts to Hero Movement
As Zargon, you must carefully watch a Hero's movement. Continually refer to the Quest Map in the Quest Book. When a Hero "looks" down a corridor, place on the gameboard any closed doors, blocked square tiles, and monsters that are directly within the Hero's line of sight. When a Hero opens a door, place on the gameboard the monsters, treasure chests, and any other items that belong in that room. Note: Do not put out any traps or secret doors. Do not reveal treasure at this time.
HeroQuest Combined English Edition Rulebook wrote:Moving Around the Board
As the characters explore the evil wizard's dungeons, they enter new rooms and passages. If you are the first player to enter a new room or passageway, you should give the evil wizard player enough time to consult the Quest book and place onto the board any visible monsters and furniture. Note: Do not put out any traps or secret doors. Do not reveal treasure at this time.
HeroQuest UK 1st/2nd Edition Rules of Play wrote:Opening Doors
Characters and monsters can only enter and leave rooms through open doors. Monsters cannot open doors.
Characters can open a door by moving onto the square in front of it. You do not have to open a door they do not wish to. Opening a door does not count as a move. Having opened a door, you can keep moving, if you have any spaces left to move.
As soon as a door is opened, the evil wizard player must place any pieces shown for that room or passage on the map in the Quest book (apart from traps and secret doors). Once opened, a door remains open for the rest of the game. The evil wizard player should remove the closed door piece and replace it with an open door.
HeroQuest UK 1st Edition Rules of Play wrote:Note that, because you may not move through the same square twice in one move, if you move through a door, you may not pass through it again until your next turn.
HeroQuest US Edition Instruction Manual wrote:Looking and Opening Doors
As a Hero, while moving, you may "look" down a corridor or through an open door. Looking gives you the opportunity to see what is directly within your line of sight, such as closed doors, blocked square spaces, and monsters. Looking is NOT one of the 6 actions. On your turn, you may move adjacent to a closed door and ask Zargon to open it. Zargon will open the door by removing the closed door piece and replacing it with an open door piece. Opening a door is also NOT one of the 6 actions. Both "looking" and "opening doors" are simply considered to be additional things you may do on your turn.
Note: All doors start out closed. Once a door is opened, it can never be closed.
Important: Getting caught in a trap, drinking potions, and picking thing up also do not count as actions. They can be done at any point during your turn.
HeroQuest Combined English Edition Rulebook wrote:Looking and Opening Doors
As a Hero, while moving, you automatically "look" down a corridor or through an open door. Looking gives you the opportunity to see what is directly within your line of sight, such as closed doors, blocked square spaces, and monsters. Looking is NOT one of the 6 actions.
Characters can open a door by moving onto the square in front of it. You do not have to open a door they do not wish to. Opening a door does not count as a move. Having opened a door, you can keep moving, if you have any spaces left to move. Opening a door is also NOT one of the 6 actions. Both "looking" and "opening doors" are simply considered to be additional things you may do on your turn.
Characters and monsters can only enter and leave rooms through open doors. Monsters cannot open doors.
Note: All doors start out closed. As soon as a door is opened, the evil wizard player must place any pieces shown for that room or passage on the map in the Quest book (apart from traps and secret doors). Once opened, a door remains open for the rest of the game. The evil wizard player should remove the closed door piece and replace it with an open door.
Note that, because you may not move through the same square twice in one move, if you move through a door, you may not pass through it again until your next turn.
Important: Getting caught in a trap, drinking potions, and picking thing up also do not count as actions. They can be done at any point during your turn.
HeroQuest UK 1st/2nd Edition Rules of Play wrote:Blocked Square Tiles
These tiles should be placed according to the map in the Quest book as soon as they become visible to a player character. The tiles show where extra walls have been built, or where the ceiling has fallen in. Neither characters nor monsters may move through blocked squares.
HeroQuest US Edition Instruction Manual wrote:Blocked Square Tiles
As Zargon, you must place a blocked square tile on the gameboard as soon as it becomes visible to the Hero. These tiles show where extra walls have been built. Neither Heroes nor monsters can move through blocked squares.
HeroQuest Combined English Edition Rule Book wrote:Blocked Square Tiles
These tiles should be placed according to the map in the Quest book as soon as they become visible to a player character. The tiles show where extra walls have been built, or where the ceiling has fallen in. Neither characters nor monsters may move through blocked squares.
HeroQuest UK 2nd Edition Rules of Play wrote:Placing Monsters
Each Quest will usually use more monsters than are available in the game. However, monsters that are eliminated may be used again later in the Quest. If all the monsters of a particular type are on the board and the evil wizard player needs to place another one, he may use any other monster, providing that it is of the same colour as the one that should have been used. This may happen if the character players fail to eliminate the monsters or if they draw too many wandering monster cards from the Treasure card pile.
HeroQuest US Edition Instruction Manual wrote:Z - What Happens If You Run Out Of Monsters?
Some Quests may require more monsters than are available in the game. This could happen if the Heroes fail to kill monsters. Killed monsters may be used again later in the Quest if the Quest Book calls for their placement. However, if all the monsters of a particular type are already on the gameboard and you, as Zargon, need to place another one, you may use any monster that is of the same colour as the one that should have been used.
HeroQuest Combined English Edition Rule Book wrote:What Happens If You Run Out Of Monster Figures?
Some Quests may require more monster figures than are available in the game. This could happen if the Heroes fail to eliminate the monsters or if they draw too many wandering monster cards from the Treasure card pile. Killed monster figures may be used again later in the Quest if the Quest Book calls for their placement. However, if all the monster figures of a particular type are already on the gameboard and you, as Zargon, need to place another one, you may use any monster figure that is of the same colour as the one that should have been used, or failing this, any other monster figure you have remaining. The monster remains the same type of monster shown in the Quest Book, despite the use of an alternative figure.
HeroQuest Combined English Edition Rulebook wrote:Moving Around the Board
As the characters explore the evil wizard's dungeons, they enter new rooms and passages. If you are the first player to enter a new room or passageway, you should give the evil wizard player enough time to consult the Quest book and place onto the board any visible monsters and furniture. Note: Do not put out any traps or secret doors. Do not reveal treasure at this time.
Looking and Opening Doors
As a Hero, while moving, you automatically "look" down a corridor or through an open door. Looking gives you the opportunity to see what is directly within your line of sight, such as closed doors, blocked square spaces, and monsters. Looking is NOT one of the 6 actions.
Characters can open a door by moving onto the square in front of it. You do not have to open a door they do not wish to. Opening a door does not count as a move. Having opened a door, you can keep moving, if you have any spaces left to move. Opening a door is also NOT one of the 6 actions. Both "looking" and "opening doors" are simply considered to be additional things you may do on your turn.
Characters and monsters can only enter and leave rooms through open doors. Monsters cannot open doors.
Note: All doors start out closed. As soon as a door is opened, the evil wizard player must place any pieces shown for that room or passage on the map in the Quest book (apart from traps and secret doors). Once opened, a door remains open for the rest of the game. The evil wizard player should remove the closed door piece and replace it with an open door.
Note that, because you may not move through the same square twice in one move, if you move through a door, you may not pass through it again until your next turn.
Important: Getting caught in a trap, drinking potions, and picking thing up also do not count as actions. They can be done at any point during your turn.
Blocked Square Tiles
These tiles should be placed according to the map in the Quest book as soon as they become visible to a player character. The tiles show where extra walls have been built, or where the ceiling has fallen in. Neither characters nor monsters may move through blocked squares.
What Happens If You Run Out Of Monster Figures?
Some Quests may require more monster figures than are available in the game. This could happen if the Heroes fail to eliminate the monsters or if they draw too many wandering monster cards from the Treasure card pile. Killed monster figures may be used again later in the Quest if the Quest Book calls for their placement. However, if all the monster figures of a particular type are already on the gameboard and you, as Zargon, need to place another one, you may use any monster figure that is of the same colour as the one that should have been used, or failing this, any other monster figure you have remaining. The monster remains the same type of monster shown in the Quest Book, despite the use of an alternative figure.
HeroQuest UK 1st/2nd Edition Rules of Play wrote:Searching
Characters may always search instead of attacking or casting a spell. The search can be made before or after moving. Characters may not search if they are next to a monster or if there is a monster in the same room or visible in a passage. Monsters never search.
HeroQuest UK 1st Edition Rules of Play wrote:A whole room or all visible squares of a passage may be searched in one turn.
HeroQuest UK 2nd Edition Rules of Play wrote:When a player searches he searches the whole room or passage in which he is standing.
HeroQuest UK 1st/2nd Edition Rules of Play wrote:Players must tell the evil wizard player what they are looking for. They may search for either secret doors and traps, or treasure.
HeroQuest UK 2nd Edition Rules of Play wrote:The evil wizard player the checks the map in the Quest Book to see if there is anything hidden in that particular room or passage.
HeroQuest UK 1st/2nd Edition Rules of Play wrote:If there is anything to be found, the evil wizard player must reveal it. Searching for treasure will not reveal traps or secret doors, and vice versa.
HeroQuest UK 1st/2nd Edition Rules of Play wrote:Searching
Characters may always search instead of attacking or casting a spell. The search can be made before or after moving. Characters may not search if they are next to a monster or if there is a monster in the same room or visible in a passage. Monsters never search.
When a player searches, he searches the room or passage in which he is standing. A whole room or all visible squares of a passage may be searched in one turn.
Players must tell the evil wizard player what they are looking for. They may search for either secret doors and traps, or treasure. The evil wizard player the checks the map in the Quest Book to see if there is anything hidden in that particular room or passage. If there is anything to be found, the evil wizard player must reveal it. Searching for treasure will not reveal traps or secret doors, and vice versa.
HeroQuest US Edition Instruction Manual wrote:How a Hero Searches For Treasure
- As a Hero, you may search a room for treasure only if the room is uninhabited by monsters.
- As a Hero, you must first verbally declare your search. Do so by saying, "I am searching for treasure." Searching for treasure means you are looking around, opening things, searching for interesting objects and gold coins, regardless of what square you are on in the room. Do not move your Hero figure when you search.
HeroQuest US Edition Instruction Manual wrote:How a Hero Searches For Secret Doors
- As a Hero, you can only search for secret doors if there are no monsters visible to you.
- You must first verbally declare your search. Do so by saying, "I am searching for secret doors." ... Do not move your Hero figure when you search.
HeroQuest US Edition Instruction Manual wrote:How a Hero Searches For Traps
- As a Hero, you can only search for traps if there are no monsters visible to you.
- You must first verbally declare your search. Do so by saying, "I am searching for traps."
HeroQuest Combined English Edition Rule Book wrote:Searching
Characters may always search instead of attacking or casting a spell. The search can be made before or after moving. Characters may not search if they are next to a monster or if there is a monster in the same room or visible in a passage. Monsters never search.
When a player searches, he searches the room or passage in which he is standing. A whole room or all visible squares of a passage may be searched in one turn. Do not move your Hero figure when you search.
Players must verbally declare their search, telling the evil wizard player what they are looking for. They may search for either treasure, secret doors, or traps. Searching for treasure will not reveal secret doors or traps, searching for secret doors will not reveal treasure or traps, and searching for traps will not reveal secret doors or treasure.
The evil wizard player the checks the map in the Quest Book to see if there is anything hidden in that particular room or passage. If there is anything to be found, the evil wizard player must reveal it.
UK: Players search may search for either secret doors and traps, or treasure. Searching for treasure will not reveal traps or secret doors, and vice versa.
Users browsing this forum: No registered users and 1 guest