Solo Heroquest Rules Remix

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

solo-rules

HeroQuest Random Dungeon Generation Rules


By Mitchel Hansinger ©1994 also the quest table is from cornixt user of bgg and some tweaks by
giogionis who also did this pdf .

The following rules should be used for solo gaming or in the event that Zargon is running an impromptu
dungeon adventure. All the house rules are considered to be in effect for the random rules.

Position the board with the HEROQUEST words upside down and away from the players. The board
contains five room areas, one in each corner and one in the center. Each area is numbered from 1 to 5 in a
clockwise manner with the group of rooms in the upper left corner being numbered 1, and the center room
being numbered 5. Roll a d6 to determine the starting area, rerolling if a 6 turns up. The number rolled
determines which grouping to start in. Number the rooms in each grouping in the same clockwise manner
starting from the upper left room. This need not be done if the starting group was the center room. Roll a d6
to determine the starting room in the starting area.
Use the same method to determine which corner of the starting room in which to place the stairs. Place the
door for the starting room in the diagonally opposite corner, as far away from the stairs as possible.

Whenever a hero gains line of sight into an unexplored room the following things must be done in the order
below:

1) Roll for doors


2) Roll for furniture
3) Roll for monsters
4) Roll for traps

Whenever a hero gains line of sight into an unexplored corridor the following things must be done in order
below:

1) Roll for doors


2) Roll for monsters (wandering)
3) Roll for traps

Doors

After the first hero has line of sight into an unexplored room, roll once on the door table. North is always
toward the HEROQUEST words on the board. Do not roll for a door if there are already two or more doors
for the room. Reroll if the table indicates a door leading back out to the area where the heroes entered from,
or if there is no other way out of the room. Place the door as far from the heroes as possible on the wall
called for. Note: there can be two doors on the same wall yet each leads to a different area.
Doors in a room:
1) None
2) None
3) North
4) South
5) East
6) West
Doors in a corridor:
After the first hero has moved into an unexplored corridor, roll once on the door table for each room on the corridor. When a door
is rolled, place it on the corridor as far from the heroes as possible on that room’s wall.
1) None
2) None
3) Wandering monster
4) Door
5) Door
6) Door
Upon opening the door to an unexplored room, roll once on the furniture chart to determine what is in the room. Then roll on the
monster tables to determine the number and type of monsters in the room.
Furniture:
2) chest (1)
3) coffin
4) desk
5) fireplace
6) bookcase (1)
7) table (1)
8) cupboard
9) torture rack
10) throne
11) alter
12) weapon’s rack

Monsters: monsters in a room roll when you enter into a room


2) Chaos Warlock 1-2 monsters
3) Chaos Warrior 3-4 no monsters
4) Fimir 5-6 monsters
5) Zombies
6) Orcs
7) Skeletons
8) Goblins
9) Goblins
10) Orcs
11) Mummy
12) Gargoyle
Note: Monsters are placed as far from the heroes as possible. Monster will always move and fight to their greatest advantage. For
wandering monsters only one monster will appear and it will never be the Chaos Warlock or Gargoyle. Reroll for either of those.
# of Monsters appearing:

2) 4
3) 6
4) 5
5) 4
6) 4
7) 5
8) 3
9) 4
10) 3
11) 6
12) 7

Note: If the number of monsters called for is greater than the number of figures available for that type of monster, then the
next less powerful monster type should be used to complete the force. If there are more monsters than there are available
squares in the room the extra monsters are not placed.
After the first hero has moved into an unexplored room or corridor, roll on the trap table. If a trap is called for place it
directly in front of the lead character. Use a skull tile to mark spear and falling block trap squares.

Traps:

2) Falling Block
3) Spear
4) Spear
5) Pit
6) None
7) None
8) None
9) None
10) None
11) None
12) None

Treasure

this is a table for when you are looking for


treasure roll a dice
1-nothing
2-secret door
3-10 gold pieces
4-1 wandering monster
5-nothing
6-pick a treasure card
QUESTS
Starting the Game, and the ObjectiveAt the start of the game, roll 2D6 and consult the table
below:
2Rescue the princess for a reward of 360gp.
3Rescue the prince for a reward of 360gp.
4Kill all the monsters you find for 15gp per monster.
5Kill the necromancer for a reward of 240gp.
6Find an artifact for a reward of 180gp.
7Kill the Orc warlord for a bounty of 240gp.
8Find an artifact for a reward of 240gp.
9Kill all the monsters you find for 20gp per monster.
10Kill the Orc warlord for a bounty of 360gp.
11Kill the necromancer for a reward of 360gp.
12Find an artifact and keep it

when at least 4 rooms are explored roll 1d6 everytime a new room is
found to see if the objective is in the new room
1 objective
2 nothing
3 nothing
4 objective
5 nothing
6 objective

You might also like