DUNGEON RULES
First of all there are 10 heroes, all classic figures from HQ, AHQ (some skills are represented by tokens):
edit:check here for the final set of heroes and brief rules viewtopic.php?f=162&t=2654

1) All treasure cards, from all of the expansions are included in the deck (except 1 Potion of Warmth and 2 Magic Resistanse Pootions from the frozen horror pack, the resistanse potion from Wizards of Zargon are enough). I have also added the Nothing card: in the dungeons (KK, RotWL etc) this card represents the Hidden Merchant enabling the heroes to purchase items from him instead of travelling back to a City at the end of a quest.
2) If your hero dies, you select another one from the available. You may not select the same unless all of the 10 heroes have died, then you unlock again a new set of 10 heroes. Every hero's death gives an advatage to Zargon player: he chooses a treasure card and removes it permanently from the game (it lasts for all over the campaign). edit: Zargon gains Tokens equal to the number of the remaining heroes on the board. On your next turn you may enter the quest with a new hero or the same one but with +1XP penalty. Each XP penalty is added permanent to the value of potions and scrolls of the Special Shop for that hero.
3) Searching extra rule: every furniture that is not adjacent to the searcher, needs an extra treasure search. <- chests only
4) Xp point system. A hero grants 1xp with every completed quest. When he reaches the champion status (3 completed quests) he has access to a special shop where he may buy the following potions/scrolls by crossing off the equivalent xp (+1 xp cost for each penalty the hero has):
- 1 potion (strength, defense or heroic)= 1xp
- 1 random Elf spell (Elf spells are spellscrolls for Heroes with min M.P.=4 or a Lore Talisman bearer)= 2xp
- 1 spell set from Wizards of Zargon pack (the Lore Talisman bearer or a Hero with min M.P.=5 may choose a set of 3 scrolls from an available spell college)= 3xp
5) Chaos tokens.
Zargon begins each quest with tokens=heroes. He gains 1 token every 10 rounds in the dungeon or every 1 round in the map (explained later). When using 1 token, he may use a monster's skill. Unused tokens can be kept for the next quest.








OGRE (all types): push/grab hero. Change your opponent's position after a successful attack, max squares=damage you dealt (use this token before ogre's attack)
MAP RULES
This is the world map.

C9: Melar's Maze, C11: Bastion of Chaos
D8: The Trial, D10: Rescue of Sir Ragnar, D11: Race Against Time
E7: Castle of Mystery, E8: The Lost Wizard, E9: Prince Magnus' Gold
F8: Barak Tor: Barrow of the Witch Lord, F9: The Fire Mage
1) Monster's hand icon on the map represents a Quest location. There are 10 active Quests (full opacity). The rest of the quests are locked yet (half opacity). When heroes travel to an adjacent square they get from Zargon the quest's text and keep it until they decide to enter and play the quest. They may not pass from a Quest location if they don't wish to play it.
2) Heroes are travelling all together and they never split up. Movement=2 squares, with horses=4 squares. If during the 1st turn, after a quest is played, enter to another quest Zargon doesn't gain his token of the current round.
3) Regular shop (gold coins)=into the cities. Special shop (xp)=everywhere
4) Timeline (with some intros-conclusions altered):
- Heroes begin from the city in D9. Zargon reads the intro of the Game System and then they start with the “Maze” quest.
- After completing the “Maze” they receive 4 letters which are the quest texts from the 4 adjacent quests.
- When “Rescue of Sir Ragnar”quest is played, a new quest unlocks: “Lair of the Orc Warlord” on F10 (make it full opacity with your pen)
- After this quest is played, Zargon keeps in track heroes' movement squares. On their 3rd 7th square Zargon stops them immediately and reads the text of the “Legacy of the Orc Warlord”, which is the next quest that takes place on F7 (put the heroes immediately onto this location).
- “Quest for the spirit Blade” unlocks on G6 after “Barak Tor: Barrow of the Witch Lord” is played. Heroes must discover by themselves that they have to return back in F8 for the quest “Return to Barak Tor” (Zargon shall not forget to give them the quest's text if heroes travel to an adjacent square by accident). Zargon delivers immediately the quest text of “Return to Barak Tor” after the “Quest for the spirit Blade” is played.
- When all of the basic quests are played, Zargon reads/delivers the conclusion of the game system's book and then continues with Kellar's Keep (E10) and Return of the Witch Lord (B7) intros. Unlock both locations on the map. The quests of each pack may be played only as the original order. Heroes may choose to go back at any time to purchase items or even get into the other dungeon.
edit: if Witchlord was killed in the last quest delay the RotWL intro by 3 quests.
- When both dungeons are over, Zargon reads/delivers the intros of “Against the Ogre Horde” and “Wizards of Zargon” and reveals the next locations:
B8: Lair of the Orc Shaman, D6: Eyrie of the Storm Master, F6: Tower of the High Mage
H6: Crypt of the necromancer, H10: Against the Ogre Horde (dungeon)
- When all 4 wizards of Zargon have been killed, “The Final Conflict” unlocks on I8.
- After the end of both expansions, Zargon reads/delivers the intros of “Mage of the Mirror” (“The Elven Prospector” F4), “The Frozen Horror” (A10) and “The Dark Company” (C4) packs (edit: maybe the Dark Company it's better to be delivered later, after the NA expansions).
- After “The elven Prospector” has been played, heroes unlock “The Alchemist's Laboratory” F2. Then they unlock “Tormuk's Guests” on G3 and finally the last 4 quests of the pack on F3 (dungeon).
- When all of these quests played successful, then it's time to confront Zargon at his island. “The Last Battle” unlocks on C1. Zargon player will design this quest. Suggestion for Zargon's stats:
Body 6, Mind 8, Movement: 7, Attack: 1, Defense: 2
Skills:
- 16 Chaos spells cards (choose from the total of 28)
- wand of magic (as the original but spends 1 token when casting the 2nd spell)
- 1 black shield blocks all sculls when defending
- heroes may not defend from Zargon's physical attack
SHOP
original armory +the following:
spear (200 gold coins): 2 a.d.+diagonally, may be thrown
bracers (150 gold coins) +1 d.d. For wizards only (may not be combined with “Wizard's Cloak”)
Extra (Champions only):
Horses (for all heroes) – 500 gold coins, +2 map movement
Hire Mercenary (EU stats) - 50/75 gold coins, 10 for upkeep or 20 if mounted. 1 mercenary per hero - 1 type of mercenary per quest - Warriors choose first (heroes with highest B.P.)
Potion of Dexterity - 100 gold coins
This sparkling liquid adds 5 movement squares to your die roll or guarantees 1 successful pit jump. You may use only 1 potion per turn.
Venom Antidote - 300 gold coins
This bubbling brew tastes foul but heals up to 2 Body points of damage caused only by poison needles, darts or gas (which may not be healed with regular potions). It also cures a hero from werewolf’s curse.
Potion of Battle - 200 gold coins
If you have a really “weak” roll of the attack dice, you may drink this blood-red potion. It allows you 1 re-roll of your attack dice.
Potion of Restoration - 400 gold coins
Drink this brown, frothy liquid to restore 1 lost Body and Mind point.
Potion of Vision - 300 gold coins
When you drink this potion it enables you to see all secret doors and traps until the end of your next turn.
Potion of Healing - 500 gold coins
You can drink this bluish liquid at any time, restoring the number of lost Body points equal to a roll of one red die.
Potion of Recall - 400 gold coins
Any spellcaster who drinks this greenish mixture regains a spell which was cast earlier during the current quest.
All cards are the same except the following additions/changes:

Every text that contains the word “wizard” refers to the Druid and Wizard
Every text that contains the word “elf” refers to the Thief, Cleric and Bard edit: and Ranger (i forgot him!)
Dungeon penalty (no horses inside): every completed quest counts as a movement square on the map. If heroes, between quest 8 and 9 of a dungeon decide to return to a city for shopping, Zargon gains 4 tokens for the 4 rounds that heroes spent while returning back. The same penalty exists when heroes enter again the dungeon to continue the 9th quest.
Zargon player may add his houserules as he thinks it's better (different map locations, different monster/heroes skills, no clockwise turn). edit: he may also throw new quests and quest packs into the campaign making them unlock soon or later (depending on their difficulty).
I just wrote the most important and wanted to share my idea with the community.
Would this run normally? Thanks for reading!