I received a copy of Hero Quest (1989) for 
my birthday when I was 11. A product of Milton Bradley in conjunction with 
Games Workshop, it was designed as a tool for introducing young people 
to the concepts of role-playing games, but with minimal amounts of the 
play-acting and dramatic storytelling. 
Hero Quest consisted of
 a board, and a collection of minis and frogs, along with cardboard 
tiles and specialized diced resolve combat. The combat system was 
loosely based on Warhammer Fantasy Battles, with various icons on the 
dice representing one and six, two and six, and three and six chances of
 success on a d6 roll. 
The symbols were variously a skull to represent a wound (3 in 6), a shield to represent a hero deflecting an attack (2 in 6), or
 a skull to represent a non-heroic unit deflecting an attack (1 in 6). 
![]()  | 
| Original 1989 box | 
The System 
Players 
chose from one of four units to be there player character, a barbarian, a wizard, an elf, or a dwarf. The barbarian, of course, had 
starting equipment that boosted their combat ability, and eight hit 
points p. Elves and dwarfs headache middling sex hit points. The elf had
 limited spell casting ability, while the dwarf started with unique 
abilities when attempting to disarm traps. 
Magic was handled 
with a deck of 12 cards with three cards per suit, with four suits  representing the 
four classical elements. Wizards could pick three elements and use those nine 
cards once each during the session, file elves got the remaining 
Elemental three cards. 
The game master takes the role of Zargon, the 
evil sorcerer. Whenever a new room is accessed, Zargon puts the minis in
 that room in play, lays out the room, and States any important details 
about it. 
On a player's turn they roll 2d6 to move up to that 
number of squares, and they may take an action. They may either move 
then act or act then move, but they may not bank movement points so that
 they can move, act, then move again. 
Aside from attacking or using magic, Player Characters can 
search for treasure, secret doors, or traps on their turn. If they 
search for treasure, any preset treasures designated by the module are 
found first. If none are present, or they've already been found, the 
player May instead draw cards from a treasure card deck, which also 
includes traps, wandering monsters, and other hazards, making treasure 
hunting perilous, but potentially rewarding. A character may only 
search a given room once. 
If they search for traps, the GM will 
point out any squares that have a trap for a location. A dwarf, or any 
other PC who happens to be carrying a toolkit may attempt to disarm or 
spring the trap. With slightly different mechanics for the dwarf 
disarming versus the humans or else disarming it. A character may also 
choose to jump over a square that they believe is trapped by spending 
extra movement and rolling a die to see if they managed to successfully 
avoid triggering the trap.. secret doors are revealed automatically the 
first time my player searches. 
On Zargon's turn, the GM may move
 each monster up to a total of its listed movement rate, and may make an
 attack. At the beginning of some scenarios, Zargon is issued spells 
from a "dread spell" deck that he can choose to cast as one monster's 
actions during his turn. Like the player character spells, once a dread 
spell has been played once, it is gone for the rest of the scenario. 
Hero Quest contained a 
book of scenarios with 14 adventures. It indicates we are to lie down 
tiles that show where there's solid walls a player character may not 
cross, and where to lay out doors, set pieces, and monsters each time a
 new room is explored. Or if other special circumstances are met 
described in the scenario. 
Player Characters could persist 
between scenarios and use gold earned in the dungeon to buy gear that 
increases their attack and defense dice or gives them the ability to 
attack diagonally or at range. There was a notepad of custom character sheets included.
A Player Character who is 
reduced to zero body (hit points) has one round to drink a healing potion on 
their person or be given one by another player or subject to a healing 
spell. Otherwise they are out of play for the rest of the scenario. While
 the game has consistently said that such characters are killed, the 
player May play another character of the same class with all of the same
 equipment and achievements under a different name starting in the next 
scenario. Why the game even bothered saying the PC is dead instead of wounded and
 unable to continue is merely stylistic.
When I was a kid and still had the game, two expansion sets were released with a book of an additional 10 scenarios and some additional cards and minis. Keller's Keep, the first expansion was not distributed in Atlantic Canada to my knowledge, but the second expansion Return of the Witch Lord was given to me as a gift a month after receiving the game.
Shortly
 after I received this gift, and the expansion set, my family took a 
vacation and Halifax Nova Scotia, and my brother and I played through 
all 24 scenarios that were available to us in a single long weekend. It 
was immense fun and I still had fond memories of it for years 
afterwards. Occasionally we would replay it, and I turned my hand to  
designing my own scenarios eventually. 
By 1990 a third expansion Against the Ogre Horde was released, but it never saw release in my province, and the game had waned in popularity in North America. I have never seen a copy of Advanced Hero Quest - the expanded game - in person. Outside of North America a fourth expansion Wizards of Morcar (a regional re-name for Zargon in the UK and Australia). Two North American Expansions: The Frozen Horror and The Mage of the Mirror came out in the early 90s, but as with the other expansions, suffered poor distribution in Eastern Canada.
Re-Release
In 2021, Avalon Hill  (which was is currently a Hasbro Subsidiary)
re-released hero quest. They promised nearly identical gameplay to the 
original, but with higher quality materials, and a few mild tweaks. I 
just received a copy for my 45th birthday and have played several 
scenarios with my wife and children. 
This is being great family 
fun! We've seen a lot of laughter and a lot of smiles, and even my 
youngest son, who doesn't like Dungeons & Dragons for being "all battle"
 (which may be true as his brother plays it) has really enjoyed this 
Lo-Fi dungeon crawling skirmish game. 
There's something about 
the miniatures, the set pieces, and the overall design aesthetic of the 
game that makes it a great gateway drug into role-playing games, and a 
fun experience even if you're an advanced player of such games. 
However,
 the re-release of the game did come with a substantial hike and price. 
At present the board game costs about a $150 CAD. And when 
Avalon Hill first released it, it's lack of availability in Canada meant
 that you nearly had to pay that again ($112) in shipping costs. 
So what has changed, and how do they justify that immense price tag? 
I
 will start by saying that the quality of the miniatures is 
substantially improved. They are incredibly finally detailed, with 
multiple variations on orcs and goblins with different weapons and 
clothing, even different sexes in order to add a little variety 
visually. Each piece of miniature furniture is a more finely detailed 
version of the ones that you received in the original box back in the 
90s. 
Divorced from Warhammer
The game has divorced itself from the Warhammer Fantasy 
universe. The Fimir which represented the highest level of non-human 
living opponent has been replaced by an "Abomination":  a piranha like 
fish man that evokes HP Lovecraft's Shadow Over Innsmouth. References to
 the forces of Chaos have been replaced by references to The Dread, and 
the "Chaos Warriors" have been renamed "Dread Warriors" and given a slight 
cosmetic change from the classic Chaos Warrior design of Warhammer Fantasy Battles. 
Names of specific places have been substituted for generic non-Warhammer
 places in the read-aloud fiction, as well. 
The Minis
The only minis that 
come left on sprues are random pieces of bones for scattering around the
 map, and most of the miniatures have been filed and finished after 
being moulded, although a couple of my goblins retain nubs from where 
they've been cut out of their sprues. They are printed on a fairly 
sturdy and high quality plastic that feels heavier and slightly 
more durable than the minis I had as a kid.
Box and Printed Props
The artwork on the 
cards remains the original artwork, although the cards feel somewhat 
higher quality in their printing. Much of the artwork on the box and in 
the books is a repainting of the original artwork slightly tweaked to 
more modern aesthetic and design.
The game box itself is massive 
and heavily reinforced. Unlike the original release which simply gave 
you a large enough box of pile The minis in, this box comes with a pair 
of lidded vacuum-formed trays for holding your dice, minis, and card, 
with a glossy colour printed card-stock slip case to go over the trays 
with copies of the box art. 
Most of the cardboard tiles remain 
the same, but they have replaced the cardboard door standies with 
plastic minis of open and closed doors.
I do not recall if there
 was a GM screen with the original hero quest. I seem to remember 
needing to hide my scenario book, or use the one DM screen I owned as a 
kid, which was the removable slipcase cover for Under illefârn, but I 
have 34 years of memory leakage to work through on that front. The Avalon Hill release has a GM's screen with cool artwork and a table with all of the monster statistics present on the back.
As far as my memory serves me the scenarios remain unchanged,  and the game rules remain essentially the same. They have tweaked magic selection so that the Wizard picks one element first, then the Elf does, and the Wizard gets the remaining two.
My Thoughts
In
 other words, it is a beautiful game with highly detailed many of the 
higher end of quality for moulded plastic. Everything is sharply 
detailed, and pleasing in the hand as well as to the eye. 
Overall
 I'd say that it has been a substantial improvement in the quality of 
the physical product. And the game remains quite fun. I'm very satisfied
 with it, and, I consider it worth the purchase has a way to share a favourite old game with my sons, and help my older one work on his 
teamwork skills while introducing the younger one to the joys of fantasy
 gaming. 
Is worth noting that all of the original expansion sets are 
available, and new ones are being released, giving the game a means to
 substantially extend its replay value, and the rule book also offers better guidance on 
designing your own scenarios than it used to.


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