How to play HeroQuest: The rules in about 8 minutes.

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hero quest is a fantasy board game for two to five players with a session playing one quest typically lasting between one and a half and two and a half hours one player plays a role in the evil sorcerer is argon and the rest of the players play the role of the four heroes working to stop sargon the game is balanced for all four heroes so if you have fewer than four players to play the heroes summer all will need to play multiple heroes for each quest within a campaign zargon will use the map in the quest book to set up the entrance room where the heroes start the quest new areas are revealed to the players and populated with furniture and monsters as they are explored corridors are populated based on line of sight and rooms are populated all at once as the doors to them are opened sargon is in charge of placing newly revealed furniture and monsters onto the game board as well as reading any relevant story text from the quest book to the heroes speaking of doors they all start out closed only heroes can open doors doors can never be re-closed once a door is open replace the closed door miniature with an open door manager the heroes go first establishing the order they want to go in for the rest of the game on a hero's turn they get to move and take an action in either order move then action or action then move the move cannot be split with part before and part after the action heroes roll two red dice for movement points each point letting them move one square movement is horizontal and vertical only no diagonal movement is allowed heroes are not required to use all or even any of their movement points in a turn heroes may move through other heroes but not through monsters heroes must come to rest on an empty square in addition to moving heroes may take one of six actions during each turn action number one is the attack heroes may attack a monster that is located horizontally or vertically adjacent to them some specific weapons allow diagonal attacks and will say so on their equipment card rule the number of attack dice on your character card or weapon card whichever is higher if any of the dice show a skull that's a hit your target will then roll defense dice listed on their character cards and any black shields are successful defenses subtract the number of black defense shields from the number of white skulls any positive remainder is the number of body points the monster loses a monster dies and is removed from the board when their body points drop to zero ranged weapons like the crossbow need to evaluate line of sight to their target draw a line from the center of the attacker square to the center of the target square touching just the edge of a wall or doorway does not block the projectile touching another hero or creature does not block the projectile unless it passes through the center of it action number two is casting a spell heroes can cast each of their spells once per quest line of sight rules work the same as for ranged weapon attacks the wizard and the elf divide their spells at the start of each quest the wizard chooses one of the four elemental classes the elf chooses another class and the remaining two go to the wizard action number three is to search for treasure each hero can search each room one time for treasures corridors can't be searched tells argonne that a search is being made some rooms have special treasure to find that is listed in the quest book otherwise you'll be directed to draw a card from the treasure deck if the card calls for a wandering monster place one of the type of wandering monster listed in the quest page onto the board as close to the searching hero as possible that monster immediately attacks that hero the rewards from the treasure cards are added to their finder's hero sheet and the card discarded for the remainder of the quest detrimental treasure cards like wandering monsters and traps are shuffled back into the treasure deck to be found again action number four is searching for secret doors a hero may declare that they are searching for secret doors but can only do so when no monsters are visible zargon will place any secret doors in that hero's current room onto the board those doors are considered closed until a hero opens them like other doors they cannot be reclosed action number five is to search for traps pit traps falling block traps and spear traps are triggered if a hero walks on them without first disarming them they are hidden from the heroes until they are sprung or disarmed if there are no monsters visible to you you may search for traps zargon will tell you of any place traps are hidden in your current room or corridor pointing to the square they occupy but not placing anything on the board the trap is still concealed moves onto a pit trap they fall in sargon places a pit trap tile under that hero the hero suffers one body point of damage and his turn is over a hero in a pit may search for treasure in secret doors as if you were in a room heroes and monsters may attack or defend from within the pit but do both with a one die penalty heroes suffer this penalty to a minimum of one attack or defense die even if the penalty would reduce their die to zero you may attempt to jump over a sprung or unsprung pit trap if you have two moves remaining to reach the other side roll a combat die and on any shield you successfully jump the trap on a skull you fall in a sprung pit trap cannot be removed from the board heroes must jump it fall in or go around if found during a search sargon will tell the heroes where a falling block trap is but won't mark it on the board heroes may attempt to jump it if they spring the trap by any means a falling block trap tile is placed on the board and the hero rolls three combat dies each skull is one body point of damage taken and no defense role is made the hero then decides which direction to move off of the trap moves one space and his turn is over the falling block trap square becomes permanently impassable and cannot then be jumped if a spear trap is revealed in a search sargon will point to its location it may be jumped over or disarmed if it is sprung the hero rolls one combat die and takes one body damage on a skull the trap is now spent there is no spear trap tile to place on board argon's quest book may say that a particular chest or piece of furniture is trapped in a search for traps in the room containing it zargon will tell the hero which piece is trapped if a room is searched for treasure before being searched for traps the chest and furniture traps will spring with the consequences listed on zargon's quest notes if the chest or furniture trap is disarmed you may then search it for treasure on the next turn action number six is to disarm traps using a toolkit a hero possessing a toolkit may attempt to disarm a trap that has been found while searching for traps a hero does this by announcing that they are moving onto a trap to attempt to disarm it then they move on to it and roll one combat die on a skull they fail to disarm and they spring the trap on a black or a white shield they disarm the trap it is considered gone and is not placed on the game board the dwarf disarms traps similarly except they innately have a tool kit and do not have to purchase one they succeed on disarming a trap on any roll except a black skull a black shield springs the trap one more note about actions opening a door is not an action on their turn a hero may give an item to another hero without using an action so long as no monsters are in sight once all of the heroes have played their turns argon will have a chance to move an attack with monsters on the board a monster's move distance is shown on the monster card like heroes they can move and then take an action or take an action and then move they cannot move diagonally and they cannot attack diagonally monster attacks work almost the same as hero attacks throw the number of attack dice on the monster stack card and add up the number of skulls rolled the hero they're attacking throws their defense dice the only difference is that the hero defense successes happen when the hero throws a white shield on the die subtract successful hero defenses from successful monster attacks and if the result is positive the hero loses that many body points the quest book will tell zargon which of his monsters have spells and which spells they have monster casting works the same as hero casting including line of sight requirements when a hero's body points are reduced to zero they may immediately drink a healing potion they have in their inventory or cast a healing spell on themselves otherwise they are dead another hero may pick up their items from within the same room as the dead hero picking up their items is not an action and can be done instantly if a hero is not present but a monster is the monster takes the items at which point they are unrecoverable each quest will have an objective listed in zargon's quest book the quest ends when that goal has been achieved and all the remaining heroes have reached the stairway to exit the quest in between quests the heroes body points and mind points are restored and caster spells are returned to them for the next quest the heroes can spend accumulated gold buying items from the equipment deck including the broadsword
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Channel: Final Trade
Views: 43,697
Rating: undefined out of 5
Keywords: Magic: The Gathering, Card games, Flesh and Blood, MTG Finance, TCG Investing
Id: 5vj3DN5tYyc
Channel Id: undefined
Length: 8min 44sec (524 seconds)
Published: Tue Nov 16 2021
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