BOARDS

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

  • Zargon
    Zargon

    Dungeon master controlling monsters, hidden information, and quest events.

  • Barbarian
    Barbarian

    Attack 3 · Defense 2 · Body 8 · Mind 2

  • Dwarf
    Dwarf

    Attack 2 · Defense 2 · Body 7 · Mind 3

  • Elf
    Elf

    Attack 2 · Defense 2 · Body 6 · Mind 4

  • Wizard
    Wizard

    Attack 1 · Defense 2 · Body 4 · Mind 6

Monsters

  • Goblin
    Goblin

    Move 10 · Attack 2 · Defense 1 · Body 1 · Mind 1

  • Orc
    Orc

    Move 8 · Attack 3 · Defense 2 · Body 1 · Mind 2

  • Abomination
    Abomination

    Move 6 · Attack 3 · Defense 3 · Body 2 · Mind 3

  • Skeleton
    Skeleton

    Move 6 · Attack 2 · Defense 2 · Body 1 · Mind 0

  • Zombie
    Zombie

    Move 5 · Attack 2 · Defense 3 · Body 1 · Mind 0

  • Mummy
    Mummy

    Move 4 · Attack 3 · Defense 4 · Body 2 · Mind 0

  • Dread Warrior
    Dread Warrior

    Move 7 · Attack 4 · Defense 4 · Body 3 · Mind 3

  • Gargoyle
    Gargoyle

    Move 6 · Attack 4 · Defense 5 · Body 3 · Mind 4

  • Dread Sorcerer
    Dread Sorcerer

    Move 8 · Attack 3 · Defense 3 · Body 3 · Mind 6

Statuses

  • Barbarian
    Heroic Brew

    The next attack is followed by a second one.

  • Dwarf
    Potion of Strength

    +2 Attack dice on the next attack.

  • Elf
    Potion of Defense

    +2 Defend dice the next time it is attacked.

  • Wizard
    Potion of Speed

    +1 movement die on the next movement roll.

  • Elf
    Swift Wind

    +2 movement dice on the next movement roll.

  • Wizard
    Pass Through Rock

    Walks through walls on the next move.

  • Dwarf
    Rock Skin

    +1 Defend die.

  • Barbarian
    Courage

    +2 Attack dice on the next attack against a monster.

  • Elf
    Veil of Mist

    Walks through occupied squares on the next move.

  • Dwarf
    Sleep

    Loses its turn.

  • Orc
    Tempest

    Loses its next turn.

  • Elf
    Fear

    Attacks with a single die.

  • Barbarian
    Command

    Turns its weapon on the nearest ally.

  • Wizard
    Petrified

    Turned to stone. It cannot act, and nothing can harm it.

  • Gargoyle
    Dormant

    Stone-still. It will not act.

  • Gargoyle
    Invulnerable

    No weapon or spell can harm it.

  • Dread Sorcerer
    Sealed

    Bound by a seal. It cannot act.

  • Dwarf
    Carrying a royal chest

    Carries a royal chest. Movement is limited to one red die.

  • Barbarian
    2 auras

    Courage and Rock Skin share the ring, one sector each, the most pressing first, the whole wheel turning slowly.

  • Elf
    3 auras

    Fear, 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

A compact board overview showing every corridor and room floor in place.

Doors

  • Closed door
    Closed door
    Closed door

    Blocks movement and conceals the area beyond it until opened.

  • Open door
    Open door
    Open door

    Permanently connects two adjacent board areas.

  • Revealed hidden door
    Revealed hidden door

    A 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 rotate
    Movement die — turn it

    Drag the die to roll it in your hand and see all six numbered faces.

  • Drag to rotate
    Combat 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 5
    Movement die

    A hero normally rolls two numbered dice to establish movement.

  • Skull
    Skull

    Scores one hit for the attacker.

  • Hero shield
    Hero shield

    Cancels one hit when a hero defends.

  • Monster shield
    Monster 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 bench
    Alchemist's bench

    Reusable dungeon element

  • Blocked square
    Blocked square

    Reusable dungeon element

  • Bookcase
    Bookcase

    Reusable dungeon element

  • Treasure chest
    Treasure chest

    Reusable dungeon element

  • Cupboard
    Cupboard

    Reusable dungeon element

  • Double blocked square
    Double blocked square

    Reusable dungeon element

  • Fallen stone
    Fallen stone

    Reusable dungeon element

  • Fireplace
    Fireplace

    Reusable dungeon element

  • Grave
    Grave

    Reusable dungeon element

  • Pit trap
    Pit trap

    Reusable dungeon element

  • Torture rack
    Torture rack

    Reusable dungeon element

  • Sorcerer's table
    Sorcerer's table

    Reusable dungeon element

  • Spear trap
    Spear trap

    Reusable dungeon element

  • Stairway
    Stairway

    Reusable dungeon element

  • Table
    Table

    Reusable dungeon element

  • Throne
    Throne

    Reusable dungeon element

  • Tomb
    Tomb

    Reusable dungeon element

  • Weapons rack
    Weapons rack

    Reusable dungeon element

  • Sir Ragnar
    Sir Ragnar

    Reusable 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 torch
    Wall torch

    Someone 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 circle
    Chalk circle

    Scuffed 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 soot
    Ash and soot

    The 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 candles
    Melted candles

    Black 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 flagstone
    Cracked flagstone

    The 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 bloodstain
    Old bloodstain

    Scrubbed 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 bones
    Scattered bones

    What 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.

  • Skull
    Skull

    It 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.

  • Puddle
    Puddle

    Black 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 pages
    Torn pages

    Someone wrote down everything they learned about this dungeon. Someone else disagreed, strongly, and tore out the ending.

  • Broken pottery
    Broken pottery

    It held oil once, or grain, or something that is now a dark smear. It did not survive the last party. Few things do.

  • Spilled wine
    Spilled wine

    A fine vintage, knocked over in a hurry. Whoever drank here left without finishing, which down here is never a good sign.

  • Abandoned dice
    Abandoned dice

    The guards gambled away their pay, then their boots, then their shift. The dice are still showing a double one. Nobody collected.

  • Bloody bandages
    Bloody bandages

    Wrapped tight, stained through, and then abandoned. The wound healed, or the patient stopped needing it. The dungeon does not say which.

  • Candle stub
    Candle stub

    One 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 rug
    Worn rug

    Threadbare, 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 straw
    Scattered straw

    Scattered bedding, trampled flat. Whatever slept here was large, restless, and not at all fussy about hygiene.

  • Copper coins
    Copper coins

    A 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 dagger
    Rusty dagger

    Snapped near the tip and left to rust. It was the last weapon of someone who had already lost the others.

  • Torn cloak
    Torn cloak

    Good 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 helmet
    Dented helmet

    A 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 lantern
    Broken lantern

    Dropped, shattered and spilled. After this, its owner went on in the dark. The dark here does not give much back.

  • Rope coil
    Rope coil

    Good 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 grate
    Drain grate

    Rusted bars over a dark hole. The water goes down there. So does the smell, mostly. Something down there breathes when the torches gutter.

  • Shattered vial
    Shattered vial

    Glass, a cork and a pale green stain. Somebody drank the potion, or dropped it, or threw it. The stain is still faintly warm.

  • Wall chains
    Wall chains

    The 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.

  • Barrel
    Barrel

    Sealed tight and heavy. It might hold ale, or pickled fish, or the last adventurer who asked too many questions. Best not to knock.

  • Crate
    Crate

    Nailed shut and stencilled with a mark nobody can read. Zargon's supply chain is efficient, discreet, and extremely well funded.

  • Sacks
    Sacks

    Grain, mostly. The rats have been at the corners. The rats have been at everything, really, and they are not sorry.

  • Bucket
    Bucket

    Half full of something that was water yesterday. Today it has opinions, and a faint green film that moves when you look away.

  • Straw pile
    Straw pile

    A 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.

  • Firewood
    Firewood

    Stacked neatly for a winter that never reaches this deep. Somebody down here is very organised, and very patient.

  • Broken chair
    Broken chair

    Three legs, a split seat, and a story involving a Barbarian who was told to sit down. He did. Once.

  • Stone bench
    Stone bench

    Cold, hard and carved for waiting. Many sat here before a door opened for them. None of them sat here after.

  • Cauldron
    Cauldron

    Black iron, cold ash, and a ladle nobody wants to hold. The last stew here had ingredients that screamed. The pot remembers.

  • Pile of books
    Pile of books

    Mouldy tomes, stacked and then knocked over. One lies open to a blank page. It was not blank yesterday.

  • Iron cage
    Iron cage

    Small, rusted, and open. It was built for something that fits in a cage this size. The door was opened from the inside.

  • Burst barrel
    Burst barrel

    The staves lie where they burst outward. Barrels do not do that on their own. Whatever was inside wanted out, and got out.

  • Cobweb
    Cobweb

    Undisturbed 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 mushrooms
    Cave mushrooms

    They glow faintly and grow only where nothing else will. Tasting one would be very brave, and very briefly educational.

  • Rat nest
    Rat nest

    Shredded cloth, gnawed leather and a few buttons from a very good coat. The rats are well dressed down here, and well fed.

  • Spider eggs
    Spider eggs

    Pale silk sacs tucked in the corner, each the size of a fist. They are very still. That will change.

  • Rubbish heap
    Rubbish heap

    Swept into the corner by a guard with a broom and no ambition. Rags, sticks, shards, and one very good boot buckle.

  • Dust drift
    Dust drift

    Centuries of dust, piled soft in the corner. Nobody has swept here in a very long time. Nobody has walked here either.

  • Rubble
    Rubble

    The 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 footprints
    Muddy footprints

    Muddy boots, heading deeper in. There is a second set heading out, much faster, with a longer stride. Then there is no third set.

  • Drag marks
    Drag marks

    Two long smears on the stone, the width of a pair of heels. Something was taken this way without its consent.

  • Spent torch
    Spent torch

    Burned out and dropped mid-stride. Its owner kept walking in the dark, which was brave, and did not come back, which was not.

  • Dead rat
    Dead rat

    Even the rats do not make it far down here. This one was brave, fat and unlucky. The dungeon keeps its own score.

  • Broken arrows
    Broken arrows

    Snapped shafts and bent heads. Somebody held this corridor against something. The arrows ran out first.

  • Slime trail
    Slime trail

    A glistening trail, thicker at one end. Whatever left it moved slowly. It did not need to move fast.

  • Lost boot
    Lost boot

    One worn boot, laces still tied. Its owner left in a great hurry, on one foot. The other boot has not been found.

  • Wax drips
    Wax drips

    A trail of candle drips down the corridor. Someone walked this way with a light, slowly, and stopped here. The drips stop here too.

  • Rat hole
    Rat hole

    Gnawed through solid stone, which should tell you something about the rats. Something glints just inside. Leave it.

  • Wall moss
    Wall moss

    It creeps along the foot of the wall, green-black and damp. It only grows toward the dark, and it grows faster at night.

  • Claw marks
    Claw marks

    Four 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 niche
    Wall niche

    A small alcove for a lamp, or an offering, or a spare key. Whatever sat here was taken by someone luckier than you.

  • Gutter
    Gutter

    A narrow channel cut along the wall to carry the water away. Down here, it carries away more than water.

  • Iron ring
    Iron ring

    A heavy ring bolted into the wall, worn smooth on the inside. Something was tied here. The rust streaks run down like tears.

  • Wall roots
    Wall roots

    Pale roots forcing their way through the stone. There is no tree for a mile above. The roots are growing anyway.

  • Web across the corridor
    Web across the corridor

    Strung 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 corridor
    Chain across the corridor

    A 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 splatter
    Blood splatter

    Fresh, 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 blood
    Pool of blood

    The 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 stone
    Scorched stone

    The 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 ichor
    Undead ichor

    Thick, 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 dust
    Bone dust

    The 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.

  • Treasure card

    Jewels

    50 gold

    Gemstones worth a small fortune in gold.

  • Treasure card

    Gems

    35 gold

    A pouch of cut gems, sold for gold between quests.

  • Treasure card

    Healing Potion

    Kept until drunk to restore up to 4 Body Points.

  • Treasure card

    Heroic Brew

    Drink before attacking to strike a second time.

  • Treasure card

    Potion of Strength

    Adds two Attack dice to the hero's next attack.

  • Treasure card

    Potion of Defense

    Adds two Defense dice the next time the hero defends.

  • Treasure card

    Holy Water

    Destroys one visible undead monster.

  • Treasure card

    Potion of Speed

    Adds one movement die to the hero's next roll.

  • Treasure card

    Wandering Monster

    A monster answers the noise and attacks at once.

  • Treasure card

    Hazard

    1 Body Point of damage

    A trap or collapse catches the searching hero.

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

  • Dagger
    Dagger

    One Attack die; may be thrown at a visible target.

    Usable by every hero

  • Staff
    Staff

    One Attack die and may attack diagonally.

    Usable by every hero

  • Shortsword
    Shortsword

    Two Attack dice.

    Usable by every hero

  • Spear
    Spear

    Two Attack dice; may attack diagonally or be thrown.

    Usable by every hero

  • Broadsword
    Broadsword

    Three Attack dice; unavailable to the Wizard.

    Usable by: Barbarian, Dwarf, Elf

  • Longsword
    Longsword

    Three Attack dice and may attack diagonally.

    Usable by: Barbarian, Dwarf, Elf

  • Crossbow
    Crossbow

    Three Attack dice at visible non-adjacent targets.

    Usable by: Barbarian, Dwarf, Elf

  • Battle axe
    Battle axe

    Four Attack dice; two-handed and unavailable to the Wizard.

    Usable by: Barbarian, Dwarf, Elf

  • Helmet
    Helmet

    Adds one Defense die.

    Usable by: Barbarian, Dwarf, Elf

  • Shield
    Shield

    Adds one Defense die unless wielding a two-handed weapon.

    Usable by: Barbarian, Dwarf, Elf

  • Bracers
    Bracers

    Wizard-only armor adding one Defense die.

    Usable by: Wizard

  • Cloak of Protection
    Cloak of Protection

    Wizard-only protection adding one Defense die.

    Usable by: Wizard

  • Chain mail
    Chain mail

    Raises base Defense to three dice.

    Usable by: Barbarian, Dwarf, Elf

  • Plate mail
    Plate mail

    Raises base Defense to four dice but movement uses one die.

    Usable by: Barbarian, Dwarf, Elf

  • Tool kit
    Tool kit

    Allows any hero to attempt to disarm a detected trap.

    Usable by every hero

Artifacts

  • Talisman of Lore
    Talisman of Lore

    Adds two Mind Points to its bearer.

    Usable by every hero

  • Wizard's Cloak
    Wizard's Cloak

    Wizard-only; adds one Defense die.

    Usable by: Wizard

  • Borin's Armor
    Borin's Armor

    Raises base Defense to four dice.

    Usable by every hero

  • Wand of Magic
    Wand of Magic

    Wizard-only; lets the Wizard cast the same spell twice.

    Usable by: Wizard

  • Elixir of Life
    Elixir of Life

    Restores a fallen hero to life at full Body Points.

    Usable by every hero

  • Ring of Return
    Ring of Return

    Returns its bearer immediately to the quest stairway.

    Usable by every hero

  • Orc's Bane
    Orc's Bane

    Two Attack dice, plus one extra die against Orcs.

    Usable by every hero

  • Wizard's Staff
    Wizard's Staff

    Wizard-only; two Attack dice and may attack diagonally.

    Usable by: Wizard

  • Spirit Blade
    Spirit Blade

    Three Attack dice, or four against undead.

    Usable by every hero

  • Spell Ring
    Spell Ring

    Recovers one spell already cast during this quest.

    Usable by every hero

Potions and quest items

  • Healing Potion
    Healing Potion

    Restore up to four lost Body Points.

  • Half-filled Healing Potion
    Half-filled Healing Potion

    Restore up to two lost Body Points.

  • Heroic Brew
    Heroic Brew

    Drink before attacking to make a second attack this turn.

  • Potion of Strength
    Potion of Strength

    Add two Attack dice to the hero's next attack.

  • Potion of Defense
    Potion of Defense

    Add two Defense dice the next time the hero defends.

  • Potion of Speed
    Potion of Speed

    Add one movement die to the hero's next movement roll.

  • Holy Water
    Holy Water

    Destroys one visible undead monster.

  • Mysterious Purple Potion
    Mysterious Purple Potion

    Makes the drinker invulnerable but immobile for five turns.

  • Star of the West
    Star of the West

    A quest relic to return as instructed by the quest.

  • Melar's Key
    Melar's Key

    Quest key that opens the intended route through Melar's Maze.

  • Wardoz's Notes
    Wardoz's Notes

    Quest 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

  • Genie
    Genie

    Make a five-die magical attack against one visible monster.

  • Swift Wind
    Swift Wind

    The hero rolls four movement dice on their next movement roll.

  • Tempest
    Tempest

    A visible monster immediately loses its next activation.

  • Heal Body
    Heal Body

    Restore up to 4 Body Points to a visible hero.

  • Pass Through Rock
    Pass Through Rock

    The hero may move through walls on their next movement.

  • Rock Skin
    Rock Skin

    The hero gains 1 Defense die until they are next wounded.

  • Ball of Flame
    Ball of Flame

    Deal up to 2 Body damage; Mind can prevent each point.

  • Courage
    Courage

    The hero rolls 2 extra Attack dice on their next attack against a monster.

  • Fire of Wrath
    Fire of Wrath

    Deal 1 Body damage; Mind may prevent it.

  • Sleep
    Sleep

    A visible monster immediately loses its next activation.

  • Veil of Mist
    Veil of Mist

    The hero may pass through occupied squares on their next movement.

  • Water of Healing
    Water of Healing

    Restore up to 4 Body Points to a visible hero.

Dread spells

  • Ball of Flame
    Ball of Flame

    Hurl two points of fire damage; the hero rolls to resist each point.

  • Command
    Command

    Take control of a hero until the spell is broken.

  • Escape
    Escape

    Teleport the caster to the quest's marked refuge.

  • Fear
    Fear

    Reduce a hero's attack strength until the spell is broken.

  • Firestorm
    Firestorm

    Scorch every hero in the target's room.

  • Sleep
    Sleep

    Put a hero to sleep until Mind dice break the enchantment.

  • Summon Orcs
    Summon Orcs

    Place up to four orcs in free squares around the caster.

  • Summon Undead
    Summon Undead

    Call a skeleton, zombie, and mummy into adjacent free squares.

  • Tempest
    Tempest

    Make the target lose its next turn.

Actions

These square command icons identify the principal actions available around the dungeon board.

Board commands

  • Attack
    Attack

    Roll %{attack} combat dice against %{target}, who defends with %{defend} dice.

  • Disarm trap
    Disarm trap

    Attempt to make the detected trap safe. A failed roll springs it immediately.

  • End monster activation
    End monster activation

    Finish this monster's activation and choose another available monster.

  • End turn
    End turn

    End this figure's turn. Any unused movement or action is lost.

  • Escape through the stairway
    Escape through the stairway

    Leave through the stairway after the Dread Warden is defeated.

  • Give item
    Give item

    Give %{item} to adjacent %{target}.

  • Activate %{monster}
    Activate %{monster}

    Board command

  • Roll movement dice
    Roll movement dice

    Roll two movement dice. Their authoritative total becomes this hero's movement allowance.

  • Open door
    Open door

    Open an adjacent door and permanently reveal the room or passage beyond it.

  • Drink a potion
    Drink a potion

    Drink a potion to restore up to 4 Body Points without using the hero's main action.

  • Find secret doors
    Find secret doors

    Reveal any hidden doorway in the current visible area.

  • Search traps
    Search traps

    Reveal every trap in the current visible area before somebody steps on one.

  • Search treasure
    Search treasure

    Draw one treasure while inside a room. Gold and potions help; hazards and wandering monsters do not.

Attack reach

  • Close combat
    Close combat

    This attack strikes a figure next to the hero.

  • Ranged
    Ranged

    This attack strikes a figure beyond arm’s reach.

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