Why the Elf?
The goal is to have a solo hero that emulates something closer to a full party. There are two primary 'classes' in heroquest. The fighter, and the magic user. It thus makes sense for you to use the elf since they are both classes at once.
Note on Balance
This hero is designed to be played solo for quests balanced around up to 4 heroes. It is not balanced with teams in mind, but to be a 'team unto themselves'.
Lone Elf Stats
| Attack Dice | Defend Dice | Body | Mind |
| 2 | 2 | 10 | 4 |
Movement...............................................Special
Starting Equipment....................................Short Sword
Starting Armor..........................................None
Lone Elf Spells
Same rules as base game for Elf.
Combat Mode vs Exploration Mode
To speed up play and to prevent just sitting and passing turns, there are different rule sets depending on weather there are monsters on the board or not. If there are monsters on the board. You are in combat mode. If there are no monsters on the board you are in exploration mode.
Combat Mode: Actions and Movement
Unlike other heroes, who may only move once and act once per turn. In combat, the Lone Elf may perform the following:
Perform 2 actions, first move, and second move. You can do these in any order however the first move must be preformed before you may do the second. How many spaces you can move for each type of movement is based on your equipment. Missile attacks consume both an action, and a movement.
Some examples are:
- First move. Melee attack. Second move. Melee attack.
- Melee attack. Melee attack. First move. Second move.
- First move. Melee attack. Melee attack. Second move.
- Melee attack. First move. Second move. Cast a spell.
- First move. Second move. Cast a spell. Cast another spell.
- Missile attack. Missile attack.
- First move. Melee attack. Missile attack.
| Encumbrance | First Move | Second Move | If Carrying... |
| Unencumbered | 6 | 3 | No body armor and no more than 8 cards. |
| Light | 5 | 2 | Any non platemail body armor and no more than 8 cards; Or no body armor and having more than 8 cards. |
| Heavy | 4 | 1 | Platemail body armor and no more than 8 cards; Or any non platemail body armor and having more than 8 cards. |
| Overburdened | 3 | 0 | Platemail body armor and having more than 8 cards. |
Exploration Mode: Movement
when there are no monsters on the board you are exploring you are not limited in movement.
Exploration Mode: Halls
There are two main actions one can preform while exploring halls: Searching for traps, and searching for secret doors. Like in combat mode, you may preform 2 actions per turn, however, you may only end your turn when you either a: open a door, or b: reveal a new area of unexplored halls that does not contain a monster. If you reveal an previously unexplored area and there is
a monster. Any actions you have consumed while exploring are consumed as well as one of your two moves for the immediate combat turn. Preforming the same actions several times still counts as a single action.
Examples:
- You search for traps then turn a corner and see a monster. Now instead of being able to preform 2 actions and 2 move during your combat turn, you must preform 1 action and 1 move.You choose to loose your second move since it's less useful, allowing you to preform your first move and an action this combat turn.
- You search for traps and secret doors then you turn a corner and find a monster. You must now remove 2 actions and both moves from your combat turn, forcing you to end your turn immediately without moving or taking action.
- You search for traps and secret doors and turn a corner to reveal a new area of the hall but there are no monsters. You end your turn before moving again around another corner and finding a monster. You were able to end your turn before, so you still have all your movements and actions for this combat turn.
- You search for secret doors and then open a new door to reveal monsters inside. Opening a door resets your movement and actions, so you still have all your movements and actions for this combat turn.
Exploration Mode: Searching Rooms
You may search rooms for traps and secret doors as much as you like without penalty, except in the case where you search for treasure and pull a wandering monster card.
When searching rooms for treasure, if you pull a wandering monster card, after you receive the automatic attack, you may act before Zargon's turn however one move and one action were consumed from you searching.
If you search the rooms for traps or secret doors before you search for the treasure and pull the wandering monster card, you have used both your actions and movements for this combat turn and you must end your turn immediately and allow the Zargon's turn to proceed.
That's it for now. I'll add some recommended additions, like gear and such in a post later on. Kinda tired right now. My keyboard is busted and it takes way too long to type things on a touch screen. I know I missed some grammar and spelling things but I'll have to fix it later on cuz' I'm just too tired.
Anyway, hope you guys enjoy. Happy crawling.


