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The map details the placement of monsters, artifacts, and doors, as well as the overall quest the other players are embarking upon.
Quests vary and include scenarios such as escaping a dungeon, killing a particular character, or obtaining an artifact.
The evil wizard first places the entry point on the map, usually a spiral staircase, although on some quests the players enter via an external door or begin in a specific room.
The map may also specify a wandering monster. This is a monster that may enter the game if a player is unlucky while searching for treasure.
The remaining players select their character from the four available. If the wizard is chosen while the Elf is not then the wizard player may choose any three spell sets.
If the Elf is chosen while the wizard is not then the Elf may choose any spell set. If both the wizard and Elf are chosen then the wizard chooses a spell set first, then the Elf chooses a set and the wizard gets the remaining two sets.
The players may also start the quest with items collected on previous quests, such as extra weapons, armor, and magic items. The game begins with the gamemaster reading the quest story from the perspective of Mentor, to set the scene for the game about to be played.
During a Hero's turn, the player can move before or after performing one of the following actions: attack, cast a spell, search for traps and secret doors, search for treasure.
Players roll two six-sided dice , referred to as "Red Dice" in the game manual, and may then move up to that number of squares. A player does not need to move the full amount of the roll and can end movement at any time.
Players may move over a square occupied by another player if the occupying player grants permission, but may not occupy the same square.
Doors, monsters, and other objects are placed on the board by the evil wizard player according to line of sight. Once placed on the board they are not removed unless killed, thereby providing a steady stream of monsters for the evil wizard player to use.
The character players and the evil wizard player use the same dice, but the evil wizard player has a smaller chance of rolling their specific shield.
The number of dice used is determined by the basic statistics of the player or monster, whether they are attacking or defending, plus any modifiers due to spells or items being carried.
The attacker attempts to roll as many skulls as possible, and the defender as many shields as possible. If the attacker rolls more skulls than the defender rolls shields, the defender loses body points according to how many skulls they failed to defend.
If a character's body point count falls to zero, they are killed and must be removed from the game.
If there is a fellow hero in the same room or hall when the hero died, that hero may then pick up all weapons, armor, gold and any artifacts.
At the start of the next quest a new hero can be created and then given all items. If the hero dies with no other hero in the same room or hall then the monster collects all items and all are then lost forever.
The Wizard and the Elf are the only two player characters allowed to use spells, and must choose their spells from four sets of element-themed Air, Fire, Water, Earth spell cards, each consisting of three spells.
A further set of 12 "Chaos Spells" is available to Zargon, but the use of those spells is restricted to special monsters.
Spells can be broadly split into offensive, defensive, and passive varieties, and their use and effect vary greatly. Some spells must be played immediately before attacking or defending, and all require the target to be "visible" to the character using the game's line-of-sight rules.
Each spell may only be cast once per quest in the base game. There are four kinds of traps in HeroQuest: pit traps , spear traps, chest traps, and occasionally falling rocks.
Of these, only spear traps and chest traps do not appear on the board as they are activated only once and then they have no lingering effects.
If a pit trap is not discovered and a player walks over it, they fall in and lose one body point. The pit will remain in play as a square that may be jumped over.
A falling rock trap will cause a rock slide tile to remain in play as a square that must now be navigated around, much like a wall. A quest may also contain secret doors which allow alternative routes to the objective or access to secret rooms containing treasure or monsters.
A player can only search for traps and secret doors in the room or corridor they are currently standing, and only if there are no monsters within the room or corridor.
When this happens, the evil wizard character indicates where any traps may be and places secret door objects on the map.
Trap tiles are only placed onto the board once a hero trips the trap. It is important for players to remember where traps are once they have been revealed.
The dwarf is the only character that can disarm traps without the aid of the specialized kit which is either bought in the armory or found during certain quests.
In a similar manner, players can search a room for treasure if no monsters are in the room. On some quests, searching for treasure in certain rooms will yield a particularly valuable artifact.
More likely, however, the quest will not have specified any treasure for the current location and instead a treasure card is taken.
Out of the 25 Treasure Cards, 6 are Wandering Monster cards and 4 are Hazard Cards, making a total of 10 "bad" cards that get put back in the deck when discovered.
There is also a chance that searching for treasure may trigger chest traps that were not disarmed, or cause monsters to attack, usually a Gargoyle already in the room that does not move at first and cannot be harmed until it does move or attacks a Hero.
The game ends when every player has either returned to the spiral staircase, exited by a door or been killed by the evil wizard. If the objective of the quest has not been accomplished then the evil wizard character wins.
Items collected during the quest may be kept for future quests. If a character survives their adventure, they can use the money they earned to purchase equipment which increases their odds of survival for the next quest.
These include weapons and armor, which makes combat easier to survive, as well as useful items like trap-disposal toolkits that allows players to remove traps that they find.
This is an aspect the game shares with its sister adaptation Space Crusade. These points are spent to move, fight monsters, and cast spells. The player characters can also find potions and treasures around the map which can be traded at the shop after each level.
Searching for secret doors instead will reveal hidden exits as well as traps. Combat uses a rudimentary dice system in which both combatants roll special dice to attack and defend, depending on who initiated the encounter.
Each skull the attacker rolls is nullified by each shield the defender rolls. On the next action turn, the other participant can then initiate combat and switch roles.
To beat a scenario, the player must locate the exit and leave. They ideally will have completed the objective posited by the mission overview, which can involve assassinating a specific monster, rescuing an NPC or collecting a certain item.
By reaching the exit with the main mission completed, they earn a cash reward and the mission is listed as completed on their record.
If they survived, the same character can then be used again for subsequent missions.