
The Heart of HeroQuest
🫀 THE HEART:
HeroQuest at its core, at its heart, has a few key elements that you should be mindful of, as these elements are what makes HeroQuest what it is.
🫀 DICE:
Six-Sided Numeric-Dice (D6) & Six-Sided Combat-Dice (CD), which are 1-2-3 Combat Dice (meaning they have 1 symbol on 1 side, a 2nd symbol on 2 sides, & a 3rd symbol on 3 sides), are the dice used to resolve events in HeroQuest.
🫀 BODY & MIND:
HeroQuest uses 2 statistics, Body for all physical matters, & Mind for all mental matters.
🫀 MAXIMUM ROLL:
HeroQuest provides you with 2D6 & 6CD, you can get multiples of these dice for each player for convenience, but you shouldn't ever roll more than 2D6, or 6CD.
🫀 NEW MONSTER QUANTITY:
If you're buying extra monster models you only need 4 of any type. The original HeroQuest quests had a limited pool of monsters so they go over this limit as they could sell you more of the same models cheaply as the tooling was made for them already, which is why Keller's Keep, & Return of the Witch Lord were released, it was a low-cost way to expand the game, but the bloat of identical monsters was boring in the grand scheme of things.
🫀 QUEST TREASURE ARTEFACTS:
Artefacts are items that are the exceptions to the established rules of HeroQuest. An artefact can go beyond the normal rules, & are fun for creative minds. Artefacts have no mechanical limits, but they are supposed to be as rare to find as the sword Sting was in The Hobbit. Keep artefacts rare, & special.