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Dullandrusty's homebrew rule system

Discuss new Rules for HeroQuest.

Dullandrusty's homebrew rule system

Postby DullandRusty » Tuesday December 24th, 2019 1:40am

Hey all, on the card addition forums, some have asked for clarification on some of the rules we use. Here are some of the rules we use, I will eventually post the entirety of them all on this topic, but this should at least help to answer some of the more uncommon rules that people have questions on.

Dullandrusty's additional ruleset guide

Weapon selling: Any weapon with a designated value on the card may be sold to the armory for 50% of its value.

Evil wizard deck (Dark Wizardry deck):

After the 3rd round of a quest, at the start of each of the Evil Wizard's turns, if there are no revealed monsters on the board, the Evil Wizard may draw one Dark Wizardry card.
If the Evil Wizard forgets to draw a card, he may not interrupt ongoing play to do so.
Playing a card must occur exactly when its requirements are met unless it specifies otherwise. Once anything else has taken effect, the opportunity is lost.
The Evil Wizard is obliged to read aloud the appropriate portion of each card.

Insanity cards:
When a player is reduced to 0 MP he must draw an insanity card. The card's effect will persist for the remainder of the quest. Some other instances in the game may instruct a hero to draw an Insanity card regardless of their current mind points (IE evil wizard actions and quest specific scenarios)

Lethargy points:
Once 3 lethargy points are acquired, the hero must roll an equal number of combat dice at the start of each of their turns. If they roll a black shield :blackshield: , they fall asleep and miss that round.
While asleep they cannot attack move or defend. After sleeping for a round, the lethargy counter will be reduced by 1. Once it has retuned to 2 or less points, the hero is no longer required to make lethargy rolls.

When a Lethargy point is acquired, the hero must roll 1 dice for every lethargy point accumulated.
If they roll a black shield :blackshield: , they fall asleep and miss that round. Any other roll results in the hero having no lethargy effect.
While asleep they cannot attack move or defend. After sleeping for a round, the hero's lethargy counter/total accumulated lethargy points will be reduced by 1.

Lingering wounds:
Upon a player being reduced to 0BP without having a potion of healing in their inventory, they will be unconscious for 3 rounds, after which they will die. If another hero on an adjacent space spends a turn bandaging the fallen hero, the Hero will then be restored to 1 BP and must draw a card from the lingering wound deck. The card drawn will persist forever unless it instructs otherwise, or unless the wound is removed by spending 1000 gold (you can use less if you deem it to be too expensive) in between quests with the narrative that the hero is spending their gold to be treated by the town's physician.

Lone Monster Parley attempts:
When a hero or group of heroes is in a room with only one monster/enemy, in place of their action phase, a hero may attempt to parley with the enemy. The hero may choose whether to attempt to parley via intimidation (roll the number of combat dice usable when attacking) or through charisma (roll the number of dice equal to their number of charisma points). They must attain the required number of successes (skulls :skull: ) to successfully parley with the enemy, at which time they will draw the top card of the Lone Monster deck. The required number of successes for each enemy and each method of parley attempt is determined in the monster book or by the evil wizard prior to the attempt.

Lone Monster Parley attempts alternate simplified rule:
When alone with an enemy, in place of a hero's action phase, they may draw one card from the Lone monster deck.

Upon killing an enemy, one of the heroes may loot the corpse, drawing 1 card from the loot deck. If the corpse has been destroyed or skinned and butchered, it becomes un-lootable. After being looted once, the corpse may not be looted again.

Monster patrols:
During each quest unless otherwise specified, a patrol consisting of the quest's wandering monster will spawn at predetermined intervals of rounds of play. Refer to the quest book of types of monsters and number of monsters present in each patrol. The patrol may be placed at any of the predetermined patrol spawn locations (see quest book for detailed locations) and may move throughout any open door or hallway.

Prayers of Light:

each prayer will have its cost of prayer points indicated in the lower right corner of the card (see above card). Upon casting the prayer, you may roll 1 combat dice for each prayer point you possess. For the prayer to succeed, you must role at least 1 skull :skull: on the dice. After the prayer has succeeded, decrease your total prayer points by the cost indicated on the card. If you fail to roll a skull, no prayer points are deducted, however the prayer will not be answered and the desired effect will not occur.

Puzzle solving:
When presented with a puzzle to solve (designated in the quest book) heroes may perform the number of moves to solve the puzzle as their current mind points each turn.

Spell System:

Elementalist spells:
Upon casting a spell if notated on the spell card, if the elementalist rolls a skull on one combat dice they may keep the spell to cast again on another turn. If she does not roll a skull :skull: , she may still cast the spell but must discard the card. see below:

Wizard spells:


In the above card, the symbols reference the cost for the wizard to cast this spell.
The number followed by the spellbook
The hand represents the spell consuming the wizard's action phase.
In this card, the wizard may perform a mastery roll test. If passed, he may cast the spell AND keep the card, if failed he may discard the card in order to cast the spell.

Mastery roll: Upon casting a spell, the wizard rolls 1 red dice. He will then add the number proceeding the spellbook to the number rolled. If that number exceeds the wizard's current number of remaining mind points, the wizard may either cast the spell and discard it or spend one of his mind points to cast the spell and keep it for another use.


In the above card, the spell also shows a blue diamond. This represents that in addition to the mastery roll result, this spell also costs 1 additional mind point to keep the spell after casting.

Ogre Chieftain
Ogre Chieftain
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