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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.


dillwad
Someone that lacks so much intelligence that they do not realize how ridiculously they are behaving. A straight up moron. An imbecile.
"Remember when John drank all those beers last night and started harassing Katie?"
"Yeah, he was acting like a complete dillwad."
















cynthialee wrote:Still needs a handful of other cards to fill it out:
Teleport Trap-The EWP selects a hero that enters a new discovered room and that Hero is teleported to the stairwell.
Enchanted Mirror-Each hero that see's his reflection in this mirror must fight a clone of themselves that walks out of the mirror. If the copy wins then the 'hero' is under control by the EWP.
Deadly Potion-Played when a Hero drinks a potion. It turns out the potion is deadly and inflicts a Body Point.
Perfect Parry-Played when a monster rolls 2 or more black shields. Heroes melee weapon is shattered.
Escape against all odds-Play when a monster has no way escape. Monster is removed from the board and is assigned to the room where the quest objective is located.
Trap-Play when the heroes enter an empty room. Place 1D6 Wandering monsters in the room or in the hallway next to the room if there is no where to place the monsters. Players turn is interrupted immediately and the EWP takes one turn with the monsters. After the last monster has finished his attack the players resume play at the point in which play was interrupted.
Thief-Play this card when there are mercenaries in play. Each round the EWP will roll the Thief's Mind Score +2 in combat dice, if a black shield is rolled a piece of equipment, a potion or 10 gold is removed from the Hero closest to the thief. Artifacts and worn armor may not be stolen. Once the thief has stolen three times he makes a break for the stairwell to escape the heroes.
Zargons Lieutenant- A wandering monster is one of Zargons personal minions. He is inspecting the dungeon. Replace a Wandering Monster encountered with a Chaos Warrior. He defends with white shields and rolls an extra dice to attack and defend. If defeated this Minion of Zargon will have 50 gold coins.
Cursed Weapon-Play this card when a minion of Zargon is killed. The targeted minion pronounces a curse on the attackers weapon. For the remainder of the dungeon the player must reroll on 1 Skull on every attack risking a loss of the skull. The weapon can be discarded only after the hero has no enemies in sight.
You got to go when you got to go-Play this card against an attacking hero. Hero has a sudden need to relieve themselves and will attack and defend with one less dice until they have had a chance to relieve themselves.
Itchy Nose-Play this card against a Spell caster as they declare a spell will be cast. The itch on the nose will distract the hero and require the hero to roll his Mind in combat dice looking for a black shield. If a black shield is rolled the spell is cast as normal. If the roll nets zero black shields the spell is failed and returned to the casters spell deck.


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