Accessible rules
HeroQuest rules
Accessible HTML rules · 2021 Game System · The Ashen Vault
This structured guide paraphrases the official HeroQuest Game System rules and documents the exact rules available in this original digital quest. The official illustrated PDF remains available for the complete tabletop game.
Roles, quest, and objective
One player commands Zargon and every monster. The other players share the Barbarian, Dwarf, Elf, and Wizard; at a two-player table, one adventurer controls the entire party.
The Ashen Vault is an original introductory quest. The heroes must explore the dungeon, defeat the Dread Warden, then return every surviving hero to the stairway. Zargon wins by defeating every hero.
- The server records every accepted action, die result, reveal, and state change. Refreshing or reconnecting always restores the authoritative quest state.
- Hidden rooms, monsters, traps, secret doors, spell hands, and inventory details are shown only to players entitled to see them.
Seats and heroes
Attack and Defend are the number of combat dice rolled. Body is life; a figure falls at zero Body. Mind helps resist certain spells.
- Create a HeroQuest room for two to five players and choose seats.
- Seat 1 becomes Zargon. Every later seat shares ownership of the four heroes as evenly as possible.
- The host launches the quest. All heroes begin near the stairway, and only the entrance room is revealed to adventurers.
- The Barbarian takes the first hero turn. Hero turns proceed in the displayed order before Zargon activates monsters.
Barbarian
Attack 3 · Defend 2 · Body 8 · Mind 2The toughest front-line hero, with the highest starting Body and strong melee attack.
Dwarf
Attack 2 · Defend 2 · Body 7 · Mind 3A resilient fighter who can disarm detected traps without carrying a toolkit.
Elf
Attack 2 · Defend 2 · Body 6 · Mind 4A balanced fighter and spellcaster who begins with the three Earth spells.
Wizard
Attack 1 · Defend 2 · Body 4 · Mind 6A fragile but powerful spellcaster who begins with all Air, Fire, and Water spells.
A hero turn
The active hero may roll movement, spend movement one square at a time, open adjacent discovered doors, and take at most one main action. Move entirely before the action or entirely after it — movement cannot be split around the action, so once the hero has both moved and acted the remaining movement is lost.
- Roll movement when ready. The total of two movement dice becomes the hero's movement allowance; Swift Wind changes this to four dice.
- Move orthogonally through legal adjacent squares, optionally opening doors as the hero reaches them.
- Take one action such as attack, cast a spell, search, or disarm a trap — either before moving or after moving, but not in the middle of the move.
- Use an owned healing potion when needed; drinking it does not consume the main action.
- End the turn. Unused movement and any unused action are lost.
Movement, walls, and doors
- Movement is orthogonal; diagonal movement is never allowed. Each entered square costs one movement point.
- A figure cannot enter a square occupied by another living figure. Heroes also cannot pass a living monster unless a spell explicitly permits it.
- Walls block movement. A closed door connects two areas only after a hero adjacent to it opens it.
- Opening a door permanently reveals the room or passage beyond it, including its monsters. Opening a door does not consume the hero's main action.
- Pass Through Rock and Veil of Mist temporarily ignore the usual movement barriers described by their spell effects.
- Entering an undetected trap square springs the trap and immediately ends the remaining movement.
Combat dice and damage
An attacker may target one adjacent living enemy. Roll combat dice equal to Attack; every skull is a hit. The defender rolls dice equal to Defend and cancels hits with the shield used by that side.
- Heroes cancel hits with white shields. Monsters cancel hits with black shields.
- Each uncancelled hit removes one Body Point. At zero Body, the figure is defeated and leaves play.
- A hero or monster may attack only once during its activation. An attack consumes the main action; unspent movement may still be used, but only if the figure has not already moved this turn.
- Courage adds two Attack dice while active. Rock Skin adds one Defend die until it expires or absorbs damage.
Treasure, traps, and secret doors
A hero may search only when no revealed living monster is visible from that hero. Each search consumes the main action.
- Search for treasure only inside a room. Each hero may search a given room once. Results may grant gold or a healing potion, do nothing, cause a hazard, or spawn a wandering Goblin.
- Search for traps to reveal every unsprung, non-disarmed trap in the current room or passage.
- Search for secret doors to reveal hidden doorways connected to the current area.
- The Dwarf can disarm an adjacent detected trap. Another hero needs a toolkit. A failed combat-die test springs the trap immediately.
Elemental spells
The Elf begins with Earth spells. The Wizard begins with Air, Fire, and Water spells. Casting a spell consumes the main action, and each spell can be cast only once per quest.
Harmful spells require a living visible monster; helpful spells require a living visible hero. The interface lists only legal targets.
Air spells
Genie
Make a five-die magical attack against one visible monster.
Swift Wind
The hero rolls four movement dice on their next movement roll.
Tempest
A visible monster immediately loses its next activation.
Earth spells
Heal Body
Restore up to 4 Body Points to a visible hero.
Pass Through Rock
The hero may move through walls on their next movement.
Rock Skin
The hero gains 1 Defense die until they are next wounded.
Fire spells
Ball of Flame
Deal up to 2 Body damage; Mind can prevent each point.
Courage
The hero rolls 2 extra Attack dice on their next attack against a monster.
Fire of Wrath
Deal 1 Body damage; Mind may prevent it.
Water spells
Sleep
A visible monster immediately loses its next activation.
Veil of Mist
The hero may pass through occupied squares on their next movement.
Water of Healing
Restore up to 4 Body Points to a visible hero.
Zargon's turn and monsters
After every available hero has acted, Zargon takes a turn. Zargon selects each living revealed monster at most once, moves it up to its Move value, may attack one adjacent hero, and ends that monster's activation.
- A sleeping or tempest-struck monster loses its next activation.
- Monsters move orthogonally, obey walls and closed doors, and cannot enter occupied squares.
- When Zargon ends the phase, the round increases, temporary round effects expire, and the first surviving unescaped hero begins again.
Goblin
Move 10 · Attack 2 · Defend 1 · Body 1 · Mind 1Extremely fast and fragile. Best used to flank heroes, block corridors, or force an early response.
Orc
Move 8 · Attack 3 · Defend 2 · Body 1 · Mind 2A sturdy front-line attacker with enough speed to pressure exposed heroes.
Abomination
Move 6 · Attack 3 · Defend 3 · Body 2 · Mind 3A hulking amphibious enforcer with strong natural armor and a dangerous close-range attack.
Skeleton
Move 6 · Attack 2 · Defend 2 · Body 1 · Mind 0Slow, mindless and reliable in defense. It is strongest while holding a narrow passage.
Zombie
Move 5 · Attack 2 · Defend 3 · Body 1 · Mind 0A slow animated corpse whose decaying mass makes it tougher to defend against than a skeleton.
Mummy
Move 4 · Attack 3 · Defend 4 · Body 2 · Mind 0A magically preserved undead guardian with formidable defense and multiple Body Points.
Dread Warrior
Move 7 · Attack 4 · Defend 4 · Body 3 · Mind 3The quest's armored champion. Four Attack and Defense dice make a direct duel especially dangerous.
Gargoyle
Move 6 · Attack 4 · Defend 5 · Body 3 · Mind 4A living stone horror with exceptional armor, powerful attacks, and resistance to ordinary assaults.
Dread Sorcerer
Move 8 · Attack 3 · Defend 3 · Body 3 · Mind 6A quest character who combines dangerous magic with the resilience of a dungeon commander.
Quest end
Defeating the Dread Warden completes the objective but does not immediately end the quest. Every surviving hero must then reach the stairway and use the escape action.
- The heroes win when the Dread Warden is defeated and every surviving hero has escaped.
- Zargon wins immediately when no living hero remains.
- Fallen heroes do not need to escape, but if every hero falls, Zargon wins.