Bob-Bob wrote:If you feel I missed anything, please let me know and be sure to tell me which page of the rules where I can find the difference.
I love this kind of post, so my comments are extensive. Many are elaborations that you may find unecessary. Though your focus is on the base games, I'll sometimes include some relevant expansion comments as was already done with the Mind Points entry. Unless otherwise stated, EU refers to the second edition rules.
Bob-Bob wrote:Mind Points (Pointed out by Sotiris)
EU: It is stated that if a hero runs out of MP, he dies as if he had run out of BP.
NA: It is simply mentioned that MP will be used in future expansions (and even then, running out of MP in those doesn't kill a hero, it only sends them into shock).
Shock was introduced in the EQP and the BQP. Before that, both KK and RotWL were adapted from their EU originals for NA release, so they retain other effects of lost Mind Points. In Quest 9 of the NA Kellar's Keep, The East Gate, Borrokk the Chaos Warlock can kill Heroes by attacking their Mind Points. In Quest 5 of the NA Return of the Witch Lord, Bellthor the Gargoyle's attacks can reduce MPs to 0 and force unconsciousness.
Bob-Bob wrote:Movement (Pointed out by Malcadon)
EU: The Heroes may not pass the same space in one turn, so they cannot backtrack.
US: Heroes are allowed to pass the same space however many times they want.
At least one HQ printing, p.8 of the British 2nd Edition Rules of Play,
doesn't prohibit moving through the same square twice in the same turn. However, p.7 of the British 1st Edition Rules of Play does prohibit this movement. You should include both editions as seperate rules, as the British rules are the original releases.
Bob-Bob wrote:Opening Doors (Pointed out by Malcadon)
EU: A Hero must enter a door after opening it.
US: A Hero may open a door, look inside, and then choose not to enter it.
More clarification could help here. Entering a room is neither mandatory after opening a door in the British 1st edition, p.12, nor the British 2nd edition, p.8. However, if the room is entered, the 1st edition no-backtracking rule prevents exiting the room through the same door in that turn.
Bob-Bob wrote:Combat (Pointed out by Big Bene)
EU: Heroes are allowed to attack other heroes in addition to monsters.
NA: Heroes may only attack monsters.
The Chaos spell Command of the NA rules is and exception. It allows the Zargon player to control a Hero and cause him to attack another Hero.
Bob-Bob wrote:Searching for Treasure (Pointed out by GimmieYerGold)
EU: A hero may search for treasure in both rooms and corridors.
NA: The rules explicitly state that treasure can only be found in rooms, not in corridors.
NA expansions sort of break this rule. In Quest 4 of KK, The Dwarven Forge, a "special room" is made from a short, blocked-off corridor section designated in room-white on the map. The EU version lacks this feature. In Quest 2 of RotWL, The Cold Halls, there is a similar "special room." In the EQP's Quest 1, The Avenger Returns, a trap door is placed within a short, blocked-off, gray section of corridor. The trap door description says they connect rooms. Does this corridor-room permit a treasure search?
Bob-Bob wrote:Searching for Traps
EU: If a hero finds a trap, the evil wizard must place it on the board.
NA: If a hero finds a trap, the evil wizard must tell them where it's located but must not place it.
EU spear traps are rendered harmless when found. NA spear traps must be disarmed or jumped, otherwise they are sprung when stepped on.
Bob-Bob wrote:Inside Pits
EU: You may not search while inside a pit.
NA: You may search the inside of a pit as though it were a room.
Only one Hero may occupy a sprung pit trap square in the EU rules (p.8), but a Hero and another Hero (or possibly a monster) may occupy a sprung pit trap square in the NA rules (p.13).
Bob-Bob wrote:Falling Rocks
EU: If you’re hit by a falling rock, the rules simply say to “move to an adjacent square” and mentions that if there’s no place to move, the hero dies.
NA: You’re given the choice to move to the space in front of or behind the rock, but the rules don’t say anything about what to do if there’s no place to move.
EU: The trap affects an adjacent space indicated by an arrow.
NA: There always should be an empty space to move to, as the triggering Hero must have just vacated another square space at the beginning of his movement. The Hero's turn is ended as with most traps, but first a choice is added with unconditional, mandatory movement: "Move to the space you have decided upon." This is an exception to general movement. I would say it could have been made clearer, but that's Hero Quest for ya.
Bob-Bob wrote:Jumping
EU: Only sprung pit traps may be jumped.
NA: If a hero knows there is an unsprung pit, falling rock or spear trap in the way, they may attempt to jump it.
EU rules p.12 state once found, a pit trap is placed onto the board. It is also stated characters and monsters may jump across a pit trap. It is not stated a pit trap must first be sprung, but it is possible to jump one using the jump rule.
Bob-Bob wrote:Pits in Corners
EU: The rules do not describe what to do if a pit is located in a corner.
NA: The rules state that if a pit is in a corner, the hero may only jump to the space immediately after it. If there is a monster in the way, the hero has no choice but to fall into the pit.
On p.12, the EU rules state, "There must be an unoccupied space adjacent to the pit for the miniature to jump onto." A space located diagonally across a pit in a corner is adjacent, so a corner pit may be jumped if a character or monster has enough movement.
Bob-Bob wrote:Disarming Traps
EU: A hero with a Tool Kit or a Dwarf may remove any revealed traps simply by standing next to them. A hero with a Tool Kit must roll a white or black shield (3/6 chance) while the Dwarf removes the trap instantly.
NA: Heroes may only remove unrevealed traps and must step onto the trapped space to do so, then roll 1 combat die to determine their success. A hero with a Tool Kit must roll a white or black shield (3/6 chance) while the Dwarf must roll anything but a black shield (5/6 chance).
Page 21 of the NA rules state, "As a Hero, to disarm an unsprung trap, you must first know its location, and you must possess a tool kit (or be the Dwarf)." To know the location of a trap it must first have been searched for and discovered (revealed). It may then be disarmed (p.18).
Bob-Bob wrote:Sharing Items
EU: There is nothing about sharing items.
NA: It is mentioned that heroes are allowed to share gold with one another. It also also mentioned that one hero may pass a potion to another hero, but only on their own turn.
Mention is also made that artifacts may be given to another player in the Wizard example on p.17 of the NA rules.
Bob-Bob wrote:Dead Heroes
EU: If a hero dies, a monster may steal his belongings on the evil wizard’s next turn if a hero has not already picked them up.
NA: These rules say that if there are no fellow heroes in the room, the monsters steal the dead hero’s belongings automatically.
Strangely, the EU rules stipulate a monster must move
into the room or corridor the dead Hero is in on the next evil wizard player's turn. This opens the possibility that a monster can kill a Hero in an isolated area but lack the movement to leave, then re-enter to claim the equipment.
Bob-Bob wrote:Becoming a Champion (Pointed out by Malcadon)
EU: After a completing three quests, a hero attains the title of "Champion". In the first edition, this is accompanied by a reward of 500 gold. The second edition does not include this reward.
NA: A hero becomes a Champion after completing all 14 quests. There is no reward for it.
No reward for it--are you kidding? Maidens dig Champions.
Bob-Bob wrote:Rules unique to the EU version (Pointed out by Malcadon)
- The first edition proposes that the players practice in Mentor's arena, then move into first quest, called 'The Maze'.
- In the second edition, 'The Maze' has been replaced with a new quest called 'The Trial'. Instead of the arena, the players are told to play an 'Introductory game' that only uses the Monster cards.
EU p.14: Monsters may never land on the stairway tile.
The NA version of The Trial is basically the same as the EU version, but there are a few monster placement and Quest treasure differences.
Bob-Bob wrote:Character Sheet differences
The EU version saw the release of another character sheet in the Adventure Design Kit. It contains blank sections for Name and Character, Mind, Body, Equipment, Treasure, and Tasks Completed.
Bob-Bob wrote:That should be everything. Again, please let me know if I missed anything. Hopefully I'll be able to get to doing a Europe vs. Japan rule comparison next.

At a glance, the other components looked fine--I skipped over them for now. Here's an added difference not yet discussed above:
Wandering MonstersEU: If a Wandering Monster can't be placed adjacent to the searching character, then the evil wizard player places it elsewhere in any vacant space in the same room or passage.
NA: If a Wandering Monster can't be placed adjacent to the searching Hero, then Zargon places it in the room as close as possible to the searcher.