Game encyclopedia
HeroQuest elements
Explore the board materials, figures, dice, furniture, equipment, magic, and action artwork used throughout the campaign.
Heroes and creatures
Meet every playable hero, the dungeon master, and every monster type, with the authoritative statistics used by the engine. A figure with an animated portrait plays it here. Every status a figure can wear is drawn as it looks on the board.












Monster demo
Press Play on a monster below to see it strike a hero in this corridor.
Heroes and Zargon
ZargonDungeon master controlling monsters, hidden information, and quest events.
BarbarianAttack 3 · Defense 2 · Body 8 · Mind 2
DwarfAttack 2 · Defense 2 · Body 7 · Mind 3
ElfAttack 2 · Defense 2 · Body 6 · Mind 4
WizardAttack 1 · Defense 2 · Body 4 · Mind 6
Monsters
GoblinMove 10 · Attack 2 · Defense 1 · Body 1 · Mind 1
OrcMove 8 · Attack 3 · Defense 2 · Body 1 · Mind 2
AbominationMove 6 · Attack 3 · Defense 3 · Body 2 · Mind 3
SkeletonMove 6 · Attack 2 · Defense 2 · Body 1 · Mind 0
ZombieMove 5 · Attack 2 · Defense 3 · Body 1 · Mind 0
MummyMove 4 · Attack 3 · Defense 4 · Body 2 · Mind 0
Dread WarriorMove 7 · Attack 4 · Defense 4 · Body 3 · Mind 3
GargoyleMove 6 · Attack 4 · Defense 5 · Body 3 · Mind 4
Dread SorcererMove 8 · Attack 3 · Defense 3 · Body 3 · Mind 6
Statuses
Heroic BrewThe next attack is followed by a second one.
Potion of Strength+2 Attack dice on the next attack.
Potion of Defense+2 Defend dice the next time it is attacked.
Potion of Speed+1 movement die on the next movement roll.
Swift Wind+2 movement dice on the next movement roll.
Pass Through RockWalks through walls on the next move.
Rock Skin+1 Defend die.
Courage+2 Attack dice on the next attack against a monster.
Veil of MistWalks through occupied squares on the next move.
SleepLoses its turn.
TempestLoses its next turn.
FearAttacks with a single die.
CommandTurns its weapon on the nearest ally.
PetrifiedTurned to stone. It cannot act, and nothing can harm it.
DormantStone-still. It will not act.
InvulnerableNo weapon or spell can harm it.
SealedBound by a seal. It cannot act.
Carrying a royal chestCarries a royal chest. Movement is limited to one red die.
2 aurasCourage and Rock Skin share the ring, one sector each, the most pressing first, the whole wheel turning slowly.
3 aurasFear, Potion of Strength, and Swift Wind share the ring, one sector each, the most pressing first, the whole wheel turning slowly.
Board and rooms
Browse the repeatable floor materials and the code-rendered door states used to assemble every quest on the fixed dungeon board.
Corridors and room floors
Doors

Closed doorBlocks movement and conceals the area beyond it until opened.

Open doorPermanently connects two adjacent board areas.
Revealed hidden doorA discovered hidden doorway, opened to connect its two areas.
Dice
Movement uses numbered dice. Combat dice resolve attacks with skulls, hero shields, and monster shields.
Turn the dice
- Drag to rotateMovement die — turn it
Drag the die to roll it in your hand and see all six numbered faces.
- Drag to rotateCombat die — turn it
Drag the die to see all six faces — three skulls, two white (hero) shields, one black (monster) shield.
Dice and combat faces
- Movement 5Movement die
A hero normally rolls two numbered dice to establish movement.
- SkullSkull
Scores one hit for the attacker.
- Hero shieldHero shield
Cancels one hit when a hero defends.
- Monster shieldMonster shield
Cancels one hit when a monster defends.
Furniture, traps, and markers
Every reusable single-tile dungeon object can be placed, rotated, revealed, trapped, or collected by quest rules.


Trap demo
Press Play on a trap below to set it off in this corridor, or Disarm or Jump to see the dwarf deal with it.
Dungeon objects
Alchemist's benchReusable dungeon element
Blocked squareReusable dungeon element
BookcaseReusable dungeon element
Treasure chestReusable dungeon element
CupboardReusable dungeon element
Double blocked squareReusable dungeon element
Fallen stoneReusable dungeon element
FireplaceReusable dungeon element
GraveReusable dungeon element
Pit trapReusable dungeon element
Torture rackReusable dungeon element
Sorcerer's tableReusable dungeon element
Spear trapReusable dungeon element
StairwayReusable dungeon element
TableReusable dungeon element
ThroneReusable dungeon element
TombReusable dungeon element
Weapons rackReusable dungeon element
Sir RagnarReusable dungeon element
Board decor
Cosmetic dressing painted on the board. Fixed decor is laid once per quest; combat marks stay where a fight happened. None of it blocks, hides or reveals anything.
Dungeon dressing
Wall torchSomeone keeps these burning, night after night, in rooms no living soul has visited for years. Nobody has ever seen who. Nobody has ever wanted to.
Chalk circleScuffed at one edge, but not broken. Not quite. Whatever was called into this circle may still be listening, and it may be very keen to talk.
Ash and sootThe last fire here burned hot, fast and angry, and not all of it was wood. The smell has faded. The scorch marks on the ceiling have not.
Melted candlesBlack candles lit for the dead, and left to gutter out slowly in the damp. Someone still replaces them. The dead, it seems, have friends down here.
Cracked flagstoneThe stone has been settling for centuries, and it is in no hurry to stop. Mind where you step. The floor has swallowed better-dressed heroes than you.
Old bloodstainScrubbed once, long ago, by someone who did not care much, and never quite gone. The stain has a shape. It looks a little bit like surprise.
Scattered bonesWhat is left of the last party that trusted the map. They are a reminder that the map was drawn by Zargon, and that Zargon has a sense of humour.
SkullIt grins at every newcomer as if it knows exactly how this ends. It has seen a lot of heroes walk past. It has seen fewer walk back.
PuddleBlack water, seeping from somewhere far above and dripping with a slow, maddening rhythm. It never dries, and nothing that drinks from it ever grows thirsty again.
Torn pagesSomeone wrote down everything they learned about this dungeon. Someone else disagreed, strongly, and tore out the ending.
Broken potteryIt held oil once, or grain, or something that is now a dark smear. It did not survive the last party. Few things do.
Spilled wineA fine vintage, knocked over in a hurry. Whoever drank here left without finishing, which down here is never a good sign.
Abandoned diceThe guards gambled away their pay, then their boots, then their shift. The dice are still showing a double one. Nobody collected.
Bloody bandagesWrapped tight, stained through, and then abandoned. The wound healed, or the patient stopped needing it. The dungeon does not say which.
Candle stubOne stub, burned down to a puddle of wax. Someone sat here in the dark for a long time, waiting for something that took its time.
Worn rugThreadbare, moth-eaten and still trying hard to look grand. It was a gift from a baron, once. The baron is no longer in a position to complain.
Scattered strawScattered bedding, trampled flat. Whatever slept here was large, restless, and not at all fussy about hygiene.
Copper coinsA few tarnished coins, dropped and never picked up. Whoever lost them was in too much of a hurry to bend down. Down here, that is usually wise.
Rusty daggerSnapped near the tip and left to rust. It was the last weapon of someone who had already lost the others.
Torn cloakGood wool, torn clean along one edge, as if something caught it and pulled. The owner let go of the cloak. That was the right choice.
Dented helmetA sturdy iron helm with one very deep dent. It did its job, mostly. The strap snapped before the head inside did, which is something.
Broken lanternDropped, shattered and spilled. After this, its owner went on in the dark. The dark here does not give much back.
Rope coilGood hemp, frayed at one end, as if it was cut. Every adventurer packs a rope. Few of them ask what the last one was cut from.
Drain grateRusted bars over a dark hole. The water goes down there. So does the smell, mostly. Something down there breathes when the torches gutter.
Shattered vialGlass, a cork and a pale green stain. Somebody drank the potion, or dropped it, or threw it. The stain is still faintly warm.
Wall chainsThe iron rings are worn bright where the prisoners pulled, and pulled, and pulled. The chains are still here. The prisoners, sadly, are elsewhere, in several pieces.
BarrelSealed tight and heavy. It might hold ale, or pickled fish, or the last adventurer who asked too many questions. Best not to knock.
CrateNailed shut and stencilled with a mark nobody can read. Zargon's supply chain is efficient, discreet, and extremely well funded.
SacksGrain, mostly. The rats have been at the corners. The rats have been at everything, really, and they are not sorry.
BucketHalf full of something that was water yesterday. Today it has opinions, and a faint green film that moves when you look away.
Straw pileA guard's bed, or a prisoner's, or a very large dog's. It smells of all three. It is still warm, which is the worrying part.
FirewoodStacked neatly for a winter that never reaches this deep. Somebody down here is very organised, and very patient.
Broken chairThree legs, a split seat, and a story involving a Barbarian who was told to sit down. He did. Once.
Stone benchCold, hard and carved for waiting. Many sat here before a door opened for them. None of them sat here after.
CauldronBlack iron, cold ash, and a ladle nobody wants to hold. The last stew here had ingredients that screamed. The pot remembers.
Pile of booksMouldy tomes, stacked and then knocked over. One lies open to a blank page. It was not blank yesterday.
Iron cageSmall, rusted, and open. It was built for something that fits in a cage this size. The door was opened from the inside.
Burst barrelThe staves lie where they burst outward. Barrels do not do that on their own. Whatever was inside wanted out, and got out.
CobwebUndisturbed for years, thick as a curtain, which tells you exactly how few people come back this way. The spider that spun it is still around. It is also much larger than you would like.
Cave mushroomsThey glow faintly and grow only where nothing else will. Tasting one would be very brave, and very briefly educational.
Rat nestShredded cloth, gnawed leather and a few buttons from a very good coat. The rats are well dressed down here, and well fed.
Spider eggsPale silk sacs tucked in the corner, each the size of a fist. They are very still. That will change.
Rubbish heapSwept into the corner by a guard with a broom and no ambition. Rags, sticks, shards, and one very good boot buckle.
Dust driftCenturies of dust, piled soft in the corner. Nobody has swept here in a very long time. Nobody has walked here either.
RubbleThe ceiling gives up a little more of itself every year. Someday the whole corridor will come down. The dungeon is merely waiting for the right audience.
Muddy footprintsMuddy boots, heading deeper in. There is a second set heading out, much faster, with a longer stride. Then there is no third set.
Drag marksTwo long smears on the stone, the width of a pair of heels. Something was taken this way without its consent.
Spent torchBurned out and dropped mid-stride. Its owner kept walking in the dark, which was brave, and did not come back, which was not.
Dead ratEven the rats do not make it far down here. This one was brave, fat and unlucky. The dungeon keeps its own score.
Broken arrowsSnapped shafts and bent heads. Somebody held this corridor against something. The arrows ran out first.
Slime trailA glistening trail, thicker at one end. Whatever left it moved slowly. It did not need to move fast.
Lost bootOne worn boot, laces still tied. Its owner left in a great hurry, on one foot. The other boot has not been found.
Wax dripsA trail of candle drips down the corridor. Someone walked this way with a light, slowly, and stopped here. The drips stop here too.
Rat holeGnawed through solid stone, which should tell you something about the rats. Something glints just inside. Leave it.
Wall mossIt creeps along the foot of the wall, green-black and damp. It only grows toward the dark, and it grows faster at night.
Claw marksFour grooves, deep as a finger, raked into the stone at the foot of the wall. Whatever made them was trying to get in. Or out.
Wall nicheA small alcove for a lamp, or an offering, or a spare key. Whatever sat here was taken by someone luckier than you.
GutterA narrow channel cut along the wall to carry the water away. Down here, it carries away more than water.
Iron ringA heavy ring bolted into the wall, worn smooth on the inside. Something was tied here. The rust streaks run down like tears.
Wall rootsPale roots forcing their way through the stone. There is no tree for a mile above. The roots are growing anyway.
Web across the corridorStrung from wall to wall at exactly the height of a face. The spider knows where heroes walk. It has planned for you personally.
Chain across the corridorA slack chain between two rings, sagging to the floor. It once kept something in. The broken link says it no longer does.
Combat marks
Blood splatterFresh, wet, and still bright red. The fight happened here only moments ago, and judging by the spray, someone lost the argument quite badly.
Pool of bloodThe floor drinks it in slowly, a mouthful at a time. The dungeon is never in a hurry. It knows there will always be more.
Scorched stoneThe stone still holds the heat of the spell, and the air smells of burnt hair. Someone here learned the hard way what fire magic is actually for.
Undead ichorThick, grey and cold to the touch. It never ran warm in the first place, and it is still twitching faintly, as if it has not heard the news.
Bone dustThe bones kept the drill to the very last, then simply let go all at once. Now they are a fine grey powder, drifting in the torchlight. At ease, soldier.
Treasure cards
Every distinct card in the shared Treasure deck, drawn when a hero searches a room for treasure. Gold appears on several cards with different values.
The Treasure deck
Treasure card

Gold
Loose coins for the hero's purse.
Coins stamped with the faces of kings nobody remembers, from kingdoms nobody mourns. Gold does not care who dies for it. It shines just as brightly in a dead man's purse.
Treasure card

Jewels
50 gold
Gemstones worth a small fortune in gold.
Cut stones wrapped in rotted silk, still bright enough to tempt a careful hand. Their last owner hid them very well. It did not help him, but it was a nice try.
Treasure card

Gems
35 gold
A pouch of cut gems, sold for gold between quests.
A fistful of cold, heavy gems, worth a whole season of safety on the surface. Or one very good sword, which down here amounts to the same thing.
Treasure card

Healing Potion
Kept until drunk to restore up to 4 Body Points.
Bitter, thick, and faintly green, but worth four wounds of sweet relief on the way down. Mentor's own recipe, copied from the Loretome. The Emperor's quartermasters count every vial, and Zargon's goblins steal every one they can.
Treasure card

Heroic Brew
Drink before attacking to strike a second time.
One reckless mouthful and the arm swings twice before the courage wears off. Brewed in a tavern that no longer exists, for reasons its customers can no longer remember.
Treasure card

Potion of Strength
Adds two Attack dice to the hero's next attack.
A fiery red draught that tastes like iron and bad decisions. The next blow lands like two, and the one after that lands with a nasty headache.
Treasure card

Potion of Defense
Adds two Defense dice the next time the hero defends.
Drink it and the next blow aimed at you seems to lose its nerve halfway. Nobody knows how it works. The alchemist who made it refuses to say, and he is now very hard to hit.
Treasure card

Holy Water
Destroys one visible undead monster.
Blessed at a font whose name the undead cannot bear to hear. Splash it on the dead and they remember that they are supposed to stay dead, all at once and very loudly.
Treasure card

Potion of Speed
Adds one movement die to the hero's next roll.
The floor blurs, your heart hammers, and the corridor is suddenly much shorter than it was. Side effects include twitching, shouting, and outrunning your own cloak.
Treasure card

Wandering Monster
A monster answers the noise and attacks at once.
The noise of the search carried much further than it should have. Something in the dark heard it, sniffed the air, and is already on its way to say hello.
Treasure card

Hazard
1 Body Point of damage
A trap or collapse catches the searching hero.
Not every box in the dark was built to be opened. Some were built specifically to punish the people who open them, and they take great pride in their work.
Equipment and quest items
Weapons, armor, artifacts, potions, and story objects persist through the campaign or power a single decisive action.







Weapon and item demo
Press Play on a weapon below to strike with it in this corridor, or on a potion or an object to use it. A dagger or a spear can also be thrown.
Armory equipment
DaggerOne Attack die; may be thrown at a visible target.
Usable by every hero
StaffOne Attack die and may attack diagonally.
Usable by every hero
ShortswordTwo Attack dice.
Usable by every hero
SpearTwo Attack dice; may attack diagonally or be thrown.
Usable by every hero
BroadswordThree Attack dice; unavailable to the Wizard.
Usable by: Barbarian, Dwarf, Elf
LongswordThree Attack dice and may attack diagonally.
Usable by: Barbarian, Dwarf, Elf
CrossbowThree Attack dice at visible non-adjacent targets.
Usable by: Barbarian, Dwarf, Elf
Battle axeFour Attack dice; two-handed and unavailable to the Wizard.
Usable by: Barbarian, Dwarf, Elf
HelmetAdds one Defense die.
Usable by: Barbarian, Dwarf, Elf
ShieldAdds one Defense die unless wielding a two-handed weapon.
Usable by: Barbarian, Dwarf, Elf
BracersWizard-only armor adding one Defense die.
Usable by: Wizard
Cloak of ProtectionWizard-only protection adding one Defense die.
Usable by: Wizard
Chain mailRaises base Defense to three dice.
Usable by: Barbarian, Dwarf, Elf
Plate mailRaises base Defense to four dice but movement uses one die.
Usable by: Barbarian, Dwarf, Elf
Tool kitAllows any hero to attempt to disarm a detected trap.
Usable by every hero
Artifacts
Talisman of LoreAdds two Mind Points to its bearer.
Usable by every hero
Wizard's CloakWizard-only; adds one Defense die.
Usable by: Wizard
Borin's ArmorRaises base Defense to four dice.
Usable by every hero
Wand of MagicWizard-only; lets the Wizard cast the same spell twice.
Usable by: Wizard
Elixir of LifeRestores a fallen hero to life at full Body Points.
Usable by every hero
Ring of ReturnReturns its bearer immediately to the quest stairway.
Usable by every hero
Orc's BaneTwo Attack dice, plus one extra die against Orcs.
Usable by every hero
Wizard's StaffWizard-only; two Attack dice and may attack diagonally.
Usable by: Wizard
Spirit BladeThree Attack dice, or four against undead.
Usable by every hero
Spell RingRecovers one spell already cast during this quest.
Usable by every hero
Potions and quest items
Healing PotionRestore up to four lost Body Points.
Half-filled Healing PotionRestore up to two lost Body Points.
Heroic BrewDrink before attacking to make a second attack this turn.
Potion of StrengthAdd two Attack dice to the hero's next attack.
Potion of DefenseAdd two Defense dice the next time the hero defends.
Potion of SpeedAdd one movement die to the hero's next movement roll.
Holy WaterDestroys one visible undead monster.
Mysterious Purple PotionMakes the drinker invulnerable but immobile for five turns.
Star of the WestA quest relic to return as instructed by the quest.
Melar's KeyQuest key that opens the intended route through Melar's Maze.
Wardoz's NotesQuest notes containing the clues needed for the mission.
Magic
The four elemental schools belong to the heroes, while Dread magic gives Zargon's sorcerers their own dangerous tools.





Spell demo
Press Play on a spell below to cast it in this corridor.
Elemental spells
GenieMake a five-die magical attack against one visible monster.
Swift WindThe hero rolls four movement dice on their next movement roll.
TempestA visible monster immediately loses its next activation.
Heal BodyRestore up to 4 Body Points to a visible hero.
Pass Through RockThe hero may move through walls on their next movement.
Rock SkinThe hero gains 1 Defense die until they are next wounded.
Ball of FlameDeal up to 2 Body damage; Mind can prevent each point.
CourageThe hero rolls 2 extra Attack dice on their next attack against a monster.
Fire of WrathDeal 1 Body damage; Mind may prevent it.
SleepA visible monster immediately loses its next activation.
Veil of MistThe hero may pass through occupied squares on their next movement.
Water of HealingRestore up to 4 Body Points to a visible hero.
Dread spells
Ball of FlameHurl two points of fire damage; the hero rolls to resist each point.
CommandTake control of a hero until the spell is broken.
EscapeTeleport the caster to the quest's marked refuge.
FearReduce a hero's attack strength until the spell is broken.
FirestormScorch every hero in the target's room.
SleepPut a hero to sleep until Mind dice break the enchantment.
Summon OrcsPlace up to four orcs in free squares around the caster.
Summon UndeadCall a skeleton, zombie, and mummy into adjacent free squares.
TempestMake the target lose its next turn.
Actions
These square command icons identify the principal actions available around the dungeon board.
Board commands
AttackRoll %{attack} combat dice against %{target}, who defends with %{defend} dice.
Disarm trapAttempt to make the detected trap safe. A failed roll springs it immediately.
End monster activationFinish this monster's activation and choose another available monster.
End turnEnd this figure's turn. Any unused movement or action is lost.
Escape through the stairwayLeave through the stairway after the Dread Warden is defeated.
Give itemGive %{item} to adjacent %{target}.
Activate %{monster}Board command
Roll movement diceRoll two movement dice. Their authoritative total becomes this hero's movement allowance.
Open doorOpen an adjacent door and permanently reveal the room or passage beyond it.
Drink a potionDrink a potion to restore up to 4 Body Points without using the hero's main action.
Find secret doorsReveal any hidden doorway in the current visible area.
Search trapsReveal every trap in the current visible area before somebody steps on one.
Search treasureDraw one treasure while inside a room. Gold and potions help; hazards and wandering monsters do not.
Attack reach
Close combatThis attack strikes a figure next to the hero.
RangedThis attack strikes a figure beyond arm’s reach.




























