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HeroQuest HouseRules

The document outlines house rules for the HeroQuest game, detailing actions, movement, combat, equipment, potions, and hero advancement. It includes specific rules for attacking, changing equipment, searching for treasure, traps, and stealth mechanics, as well as new equipment options and heroic abilities. Additionally, it explains how experience points can be earned and spent to enhance heroes' attributes and skills.

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0% found this document useful (0 votes)
45 views35 pages

HeroQuest HouseRules

The document outlines house rules for the HeroQuest game, detailing actions, movement, combat, equipment, potions, and hero advancement. It includes specific rules for attacking, changing equipment, searching for treasure, traps, and stealth mechanics, as well as new equipment options and heroic abilities. Additionally, it explains how experience points can be earned and spent to enhance heroes' attributes and skills.

Uploaded by

neroj88209
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HeroQuest House Rules

Actions & Movement


Attacking
●​ A hero attacking without a weapon equipped is considered unarmed, and any attack are
performed with only 1 Attack dice which only results in a hit on a result of a Black Shield. For
every 4 total Body Points a hero has, they roll 1 Attack dice when attacking without a weapon.
●​ A figure can only defend against one attack from the same figure per turn.

Changing Equipment
●​ A Hero may only have one type of weapon “drawn”. A hero may change their drawn weapons
as an action or in place of Movement on a Hero’s turn. When doing so, a shield may be drawn
in addition to a weapon.

Combat
●​ If a hero or monster has enemies on opposite sides of their base at once, they are being Flanked.
Flanking combatants roll 1 additional Attack dice when attacking a Flanked target.

Movement
●​ If there are no monsters visible on the board, a hero may choose to move 12 squares instead of
rolling Red Dice as on their card.
●​ Heroes and monsters may swap positions with another willing hero or monster as part of their
movement, for the cost of 2 movement per swap.
●​ Swapping with an unwilling Hero or Monster costs 3 squares of Movement. Additionally, every
Hero or Monster swapped with makes a free attack against the moving Hero or Monster (this
attack is defended against normally and does not trigger any counter-attack abilities). If
successfully dealt Body Point damage by a free attack, the swapping figure immediately ends
its movement.

Potions
●​ A hero may drink a single potion at any time on their turn. If your body points are reduced to 0,
you may drink a healing potion immediately on your next turn before you die in order to save
yourself by restoring 1 or more Body Points.
Searching for Treasure (Rooms and Furniture)
●​ A room may only be searched for treasure once. However, each piece of furniture occupying a
room may be searched for treasure.
●​ When the Weapon Rack furniture is searched, if the player draws a “valuable” Treasure Card
(such as ‘Gold!’ or ‘Heroic Brew’), they instead draw and receive a random card from the
Equipment deck. If the Equipment drawn is not a Weapon or Armor, redraw. Equipment may be
sold at the end of an adventure for half of their total value as listed on the card.
●​ If playing with the Return of the Witch Lord and Kellar’s Keep cards included, separate any
“Spell Scroll” artifact cards into their own deck, which is then shuffled. When the Sorcerer’s
Table is searched, if the player draws a “valuable” Treasure Card (such as ‘Gold!’ or ‘Heroic
Brew’), they instead draw and receive a random card from the Spell Scroll deck.
●​ After all monsters on the board have been slain, heroes may search them for gold. Roll 1 Red
Dice for every defeated monster, and tally up the total. This gold is split between the heroes as
evenly as possible.
●​ When a monster is placed on the board due to a Wandering Monster card being drawn, it acts
immediately. It does not act during Zargon’s next turn.

Searching for Traps and Secret Doors


●​ Searching for both Traps and Secret Doors in a room is a single action.
●​ A hero may search a room from the door connecting an adjacent room or hallway (thus
avoiding a trap immediately on the other side of such a door) if there are no monsters visible on
the board.

Stealth
●​ Heroes may attempt to scout ahead without alerting monsters to their presence, or avoid
unnecessary fights. A hero must declare they are Sneaking at the start of their turn. A hero may
only sneak if no enemies have line of sight to them. Movement is reduced to 1 Red Dice, or 6
squares if there are no monsters currently on the board. Heroes cannot Search while Sneaking.
●​ When a Hero moves within line of sight of an enemy, that enemy rolls 1 Combat Dice. On the
result of a black shield, the hero is detected and combat begins as normal. When combat begins
as a result of a hero being caught, Zargon gets to take the first turn instead of the heroes.
●​ Triggering a trap within line of sight of an enemy always alerts them.
●​ Attacking or moving directly next to a monster always causes the sneaking hero to lose stealth,
though it does not allow Zargon to take the first turn in combat.
●​ If opening a door while sneaking, the Hero rolls 1 Combat dice for each individual monster
found in that room regardless of distance or line of sight. If they roll a Black Shield on any die,
all monsters in the same room or hallway immediately become aware of the Hero and combat
begins.
●​ Heroes wearing any kind of metal armor or armor that reduces movement causes them to be
detected on the roll of a Skull.
Equipment
●​ Crossbow: Weapon - This long-range weapon gives you the attack strength of 3 Combat dice.
You may attack any enemy you can see. However, you cannot fire at an enemy that is adjacent
to you. After each attack, the crossbow must be reloaded as an action or Movement on a Hero’s
turn. You have 20 bolts per quest. May not be used by the wizard. Cost 250 gold coins.
●​ Holy Water: This sparkling water gives you the attack strength of 3 Combat dice against any
undead monster you can see. Undead cannot defend against any Skulls rolled for this attack.
Holy Water is destroyed after use. Cost 300 gold coins.
●​ *NEW* Longbow: Weapon - This long-range weapon gives you the attack strength of 3
Combat dice. You may attack any enemy you can see. However, you cannot fire at an enemy
that is adjacent to you. You have 20 arrows per quest. Cost 450 gold coins.
●​ *NEW* Mace: Weapon - This metal handle topped with a spiked ball or flanged head gives you
an attack strength of 2 Combat dice. When used against a dread warrior, gargoyle, orc, or
skeleton, you may reroll 1 Combat dice. Cost 200 gold coins
●​ *NEW* Padded Armor: Armor - This thick cloth armor allows you to reroll one Defend dice.
May not be worn by the wizard. Cost 250 gold coins.
●​ *NEW* Polearm: Weapon - This long wooden pole tipped with any of a myriad of spikes,
blades or bludgeons gives you the attack strength of 3 Combat dice. Because of its length, you
may attack enemies up to two squares away and diagonally. You may attack through an ally, but
roll 1 less Combat dice when doing so. May not be used with a Shield. May not be used by the
wizard. Cost 450 gold coins.
●​ *NEW* Shortbow: Weapon - This long-range weapon gives you the attack strength of 2
Combat dice. You may attack any enemy you can see. However, you cannot fire at an enemy
that is adjacent to you. You have 20 arrows per quest. Cost 350 gold coins.
●​ *NEW* Spear: Weapon - This wooden pole mounted with a sharp metal tip gives you the
attack strength of 2 Combat dice. Because of its length, you may attack enemies up to two
squares away and diagonally unless you are using a Shield. You may attack through an ally, but
roll 1 less Combat dice when doing so. A spear can be thrown at any figure you can “see”, but
is lost once it is thrown. Cost 250 gold coins.

Mind Points
●​ OLD Recall: After casting a spell, a Hero may roll one Red Dice for every 3 Mind Points they
possess. On a result of 6, they do not discard the spell, and instead return it to their spellbook.
Spells which are returned to the player’s hand after a condition is met (such as the Druid’s
Shapeshift, or the Bard’s Inspiring Tale) cannot be recalled.
●​ A Hero may recall any already cast spell by spending 2 Mind Points in place of their Movement
action or their Attack Action. Such spells are returned directly to that Heros hand. Spells which
are returned after a condition is met (such as the Druid’s Shapeshift, or the Bard’s Inspiring
Tale) cannot be recalled.
●​ When a hero reaches zero Mind Points, they are not dead but in shock. They roll only 1 Red
Dice to move, attack with only 1 Combat dice, and defend with only 2 Combat dice. Armor,
weapons, and most artifacts do not increase the attack or Defend dice when a hero is in shock.
Some spells and spell scrolls can temporarily increase the Hero’s attack and Defend dice. A
Hero recovers from shock as soon as they have at least 1 Mind Point.

Hero Advancement
Experience Points
●​ When a hero completes a quest, they gain 1 experience point (or XP).
●​ Zargon may award additional XP for completing extra objectives during quests.
●​ XP may be spent to increase Mind and Body points, or gain new special abilities. Some of these
abilities are unique to each hero, while others may be taken by any hero.

Body and Mind points


​ A hero may spend XP to increase their Mind or Body points. Initially, it only costs 1 XP to
increase a Mind or Body point. For every additional Mind or Body point after the first, the cost
increases by 1. A hero can not gain more Mind or Body points in this way than double their original
starting number. Mind and Body points increased in this way are considered their ‘Starting Number’
for the purpose of abilities which restore points.

​ EXAMPLE: The Barbarian has saved up 3 XP. He decides to increase his Body Points
(originally 8), first expending 1 XP to increase them to 9, then 2 XP to increase them to 10. If he
wanted to increase his Body Points to 11, he would have to spend 3 XP to do so. The maximum
number of Body Points he could gain would be 16 (8x2). If the Barbarian wanted to eventually attain
16 Body Points, he would have needed to complete a minimum of 36 quests without spending his XP
on anything else.

Heroic Abilities (All)


ALL
Any hero may spend XP to purchase the following abilities.

2 XP - ATHLETIC: A regimen of exercise helps to move quicker and leap great distances. The hero
always moves at least 2 squares plus 2 Red Dice, or 14 squares if they cannot see any monster. When
Jumping A Trap, if the hero rolls anything except a Black Shield, they successfully jump the trap.

2 XP - DUAL-WIELD: With a weapon to each hand, blows fall unrelenting. Your hero may now have
two weapons "drawn" at a time. When you attack, you roll Combat dice as normal for your first
weapon. You may then reroll a number of Combat dice equal to your second weapon's attack. Your first
weapon must be a weapon which can be equipped with a Shield, and your second weapon must be a
dagger, shortsword, handaxe, or mace. Any special qualities of the second weapon apply to any rerolled
dice.

2 XP - FAST HANDS: Having equipment to hand at a moment's notice is nearly as important as


having the equipment in the first place. Once per turn, you may freely drink a potion, or freely switch
your drawn weapons or shield. This does not cost the use of an action or movement.

2 XP - GREED: Thorough searching and a bit of luck can lead to both great rewards and great peril.
When you draw a Treasure Card, you may choose to draw a second card and choose one of the cards to
keep. You encounter all Wandering Monster or Hazard cards you draw.

2 XP - HAWKEYE: With sharp focus and careful timing, your shots rarely miss their mark. You can
now "see" through other figures for the purpose of ranged attacks. When attacking through other
figures, you roll 1 less Attack dice for each hero or monster your attack passes through.

2 XP - LOOKOUT: While others obsess over treasure, wise heroes keep a careful watch. When any
other hero draws a Wandering Monster card, the hero with this ability may immediately take a turn
before the newly placed monster. This takes the place of the hero's next turn.

2 XP - MIGHTY GRIP: Wielding a weapon with both hands, a warrior can put the most of their
strength into every swing. When you are not wielding a shield, and wielding a melee weapon other than
the dagger or shortsword, the first Skull rolled on Attack dice counts for 2 Skulls.

2 XP - REDOUBT: A well placed shield blunts even the most savage of blows. When you are wielding
a shield, once per turn when rolling Defend dice, you automatically defend 1 Skull of damage.

2 XP - SWORDPLAY: Experienced duelists learn how to make the most out of their free hand,
balancing capable offense with a solid defense. When you are not wielding a shield, and not using a
weapon that doesn't allow a shield to be equipped (such as the Battle Axe), you successfully defend
against two Body Points of damage for the first White Shield you roll on Defend dice.

2 XP - STAFF DEFLECTION: Nimble users of staves can slap aside deadly blows with great speed.
When you are wielding a staff, you may roll one additional Defend dice.

2 XP - QUICK REFLEXES: The hero is quick to react when accidentally springing a trap. When
springing a trap or drawing a trapped treasure card (such as Trap! or Hazard!), you roll 1 Combat dice
in addition to any dice normally rolled. If this additional Combat dice rolls a White Shield you reduce
any Body Points lost from the trap by 1.

Heroic Abilities (Original Heroes)


BARBARIAN/BERSERKER 21
The Barbarian and Berserker heroes both receive the 3 ‘Berserker Skills’ cards at the start of play. As
they gain XP, they may choose from a shared pool of Heroic Abilities, and also their own unique pools
to draw from as well.

The Barbarian is a tough warrior who carefully controls their rage, intercepting and punishing enemies.

The Berserker is a reckless warrior guided by passion, wreaking havoc on the battlefield at the expense
of their own safety.
2 XP - BATTLE CRY: A mighty shout heralds the coming of battle. The Hero may let out a Battle Cry
as an action. Until their next turn, any monster in the same room or corridor as the Hero must reroll any
Attack dice that result in a Skull once. Battle Cry cannot be used again until all monsters currently on
the board have been vanquished.

2 XP - CLEAVE: Powerful blows carry through armor and flesh alike. When the Hero successfully
deals 1 or more Body Points of damage to an enemy in melee, they may immediately attack another
monster they can reach, using the same number of Attack Dice. This may only happen once per turn.

2 XP - SCORN: Great warriors know only disdain for the weak and cowardly. If a monster attacks the
Hero in melee and rolls no Skulls, the Hero may immediately use their Retaliation Skill, regardless of
their current Body Points. This does not consume the Retaliation skill.

2 XP - SUPERSTITION: Primitive gestures and phrases meant to fend off fell spirits help to ward the
soul from dread magic. When a spell requires the Hero to roll lower than their Mind Point total on Red
Dice, they may add 1 to their Mind Points for every 4 Body Points they possess. When a spell affecting
the Hero may be ended by rolling a specific number on Red Dice, the Hero may roll one additional Red
Dice to see if the effect is ended.

BARBARIAN 21/21

2 XP - ANGER MANAGEMENT (Req: Fury): To enter or exit a state of pure fury is a mentally
exhausting skill that disciplined warriors can learn to control. The Barbarian may reduce their
maximum Mind Point total instead of their Body Point total to enter a state of Fury. The cost for
performing Fury again during a single quest still increases with each Fury. They may also choose to
take 1 Mind Point of damage to maintain their Fury if they are unable to make a melee or thrown
weapon attack in a round. They may also take 1 Mind Point of damage to regain a use of the Enrage
skill.

2 XP - FOE THROW: Unsuspecting foes can become deadly missiles in a Barbarian’s grasp. The
Barbarian may choose to throw an enemy, rather than attack, as an action. The Barbarian rolls an
unarmed attack roll, counting Skulls as successes. If successful, the enemy takes damage as normal,
and the Barbarian rolls 1 Red Dice to determine how many squares in a straight line the enemy is
moved. If this movement intersects with a wall or figure, they stop and take 1 additional Body Point of
damage. If they were stopped by a figure, that figure also suffers 1 Body Point of damage. The thrown
enemy and any figures they intersect with cannot move on their next turn. The Barbarian may still
throw an enemy who dies to the initial Body Point damage.

2 XP - FURY: The barbarians learn to embrace the rage of battle to deadly effect. Such shows of
might are not without their physical toll, however. When using their Enrage Skill, a Barbarian may
instead, as an action, reduce their maximum Body Points by 1 for the remainder of the quest. Doing so
puts them in a state of Fury, allowing them to roll 1 additional Attack dice on all melee or thrown
weapon attacks. The Barbarian must make an attack against an enemy every turn with a melee or
thrown weapon, or Fury ends. Each time the Barbarian enters Fury during the quest, the cost to enter
Fury increases by 1 Body Point (1 Point for the first Fury, 2 Points for the second Fury, 3 Points for the
third Fury…). When used in this way, this does not consume a use of the Enrage skill.
2 XP - MUSCULARITY: A true barbarian needs naught but their own physique to influence the
world around them. As long as the Barbarian is not wearing any body armor or using a shield, they
successfully defend against two Body Points of damage for every White Shield they roll. The Helmet
and Bracers are not considered body armor.

3 XP - UNDYING: Through sheer determination and resilience, barbarians can shake off mortal
wounds that would fell lesser men. Once per quest, when the Barbarian’s Body Points are reduced to 0
or fewer, they remain alive and are instead restored to 1 Body Point. Until the beginning of their next
turn, they cannot have their Body Points reduced below 1.

2 XP - WHIRLWIND (Req: Cleave): To be foolish enough to stand within reach of a barbarian’s


blade is to invite death unto oneself. While in a Fury, the Barbarian may use the Frenzy Skill one time
per Fury freely, regardless of their current Body Points. This does not expend a use of the Frenzy Skill,
and may be used even if the Frenzy Skill was already used previously.

BERSERKER 29/29
The Berserker may not use ranged weapons, although they may throw a weapon such as the handaxe or
spear if they are unable to reach an enemy in melee on their turn.

3 XP - BERSERK: The closer to death a berserker draws, the more dangerous they become. For every
4 Body Points the Berserker is missing, they gain an additional 1 Combat dice on attacks.

3 XP - BLOODTHIRST: The taste of blood drives a berserker on, be it their enemy’s or their own.
When the Berserker defeats an enemy by reducing them to 0 or fewer Body Points, they heal 1 Body
Point of damage. This can not bring the Berserker above their starting total Body Points.

3 XP - DIE BY THE SWORD (Req: Bloodthirst): Berserkers know their task is not complete until
their weapon falls from their cold hands. Once per quest, when the Berserker is reduced to 0 or fewer
Body Points, they may immediately take a turn. During this turn, they regain the use of all their Skill
Cards, and may use their Skills without expending Body Points or having to be below a certain number
of Body Points. They may not use any items or potions during this turn, only move, attack, or use Skill
Cards. If at the end of this turn they are still at 0 Body Points, they immediately die. This takes the
place of the Berserker's next turn.

3 XP - RECKLESSNESS (Req: Berserk): Throwing caution to the wind, berserkers throw their full
power into every swing. When using the Enrage Skill, a Berserker may choose to lose Defend Dice in
exchange for an equal number of Attack Dice in addition to any lost Body Points. The Berserker must
always be able to roll at least 1 Defend Dice. Defend Dice spent in this way are not restored until the
Berserker's next turn. Additionally, the Berserker may use the Enrage skill an unlimited number of
times per quest.

3 XP - HYSTERIA: Bodily limits are surpassed by tapping into the fury within. The Frenzy Skill may
now be used when the Berserker has half or less (rounded up) of their total Body Points. The Berserker
may use the Enrage Skill in the same action they use the Frenzy Skill, applying the increased Attack
Dice to the Frenzy attack. Additionally, the Berserker may lose 2 Body Points as part of this action to
regain a use of the Frenzy Skill. This works even if the Frenzy skill has already been used this quest.
3 XP - PAIN DON'T HURT: The only wound that matters is the killing blow. As long as the
Berserker is not wearing any body armor, the first time each turn when they receive Body Point
damage as the result of an attack, the Berserker ignores the first Body Point of damage. This does not
work against spells. The Helmet and Bracers are not considered body armor.

3 XP - TEMPEST: Berserkers are alike to a howling storm, whose winds are sharp edged steel. When
using any Berserker skill, the Berserker may lose 2 Body Points of damage to use the skill twice. Their
second attack is made with 2 less Attack Dice.

DWARF/EXPLORER 26

INHERENT: The Dwarf may disarm traps without a tool kit. To do so, they must avoid rolling a Black
Shield on a Combat dice.

The Dwarf and Explorer heroes both receive the 3 ‘Explorer Skills’ cards at the start of play. As they
gain XP, they may choose from a shared pool of Heroic Abilities, and also their own unique pools to
draw from as well.

The Dwarf is a doughty warrior who has learned how to best dispatch the forces of Dread in hand to
hand combat.

The Explorer is a canny navigator, able to keep their allies safe from traps and surprises, while filling
their bags full of loot. The Explorer cannot wear metal armor.

4 XP - EARTHEN CHILD: It is said that the first dwarves were shaped from the earth before being
given the gift of life. A rare few can tap into this ancient legacy. Once per quest, the Dwarf may spend 3
Mind Points to cast a single spell from the Earth Spell Cards. This spell is chosen at the time the Dwarf
uses this ability.

2 XP - GRUDGE: To insult a dwarf is to invite a grievance as old and enduring as the mountains. If
the Dwarf suffers 1 or more Body Points of damage from an enemy’s attack, the Dwarf may roll one
additional Attack dice against that enemy until that enemy either dies or is removed from the board.

3 XP - RESISTANCE: Hardy in both mind and body, magic finds little purchase against the stubborn
will of dwarves. When affected by a spell, the Dwarf may roll one Combat dice for every 2 Mind
Points they have. On a result of a White Shield, they are not affected by the spell.

2 XP - STONE CUNNING: Dwarves can always tell the time of day and have an innate sense of
direction in subterranean halls. The Dwarf may ask Zargon if there is open space on the opposite side
of a wall (including blocks in corridors). They may also always determine which direction the
Stairway, Entry Doors, and Exit Doors are located.

2 XP - TUNNEL FIGHTING: The dwarves often battle in tight, cramped tunnels, and have learned to
turn such terrain to their advantage. When adjacent to a wall or furniture on at least 2 sides of their
space, the Dwarf rolls 1 additional Defend dice.
DWARF 26/26

2 XP - BULL RUSH: Though their stride is short, a dwarf on the move is not easily slowed. As part of
their movement when landing next to an enemy, The Dwarf may roll 1 Combat dice for every 4 Body
Points they have. If the enemy does not defend, the Dwarf may move them back in a straight line at the
cost of 2 movement per square. The dwarf must end their movement adjacent to the monster they
moved. The enemy rolls 1 less Defend dice until the end of the Dwarf’s next turn.

2 XP - FIEND SMASHER (Req: Greenskin Slayer): Foul creatures in the world’s depths believed
they had nothing to fear in their lightless dens, until they met the dwarves. When attacking an
Abomination or Gargoyle, the Dwarf rolls 1 additional Attack dice. Abominations can never Abduct
the Dwarf, and the Dwarf ignores the Gargoyle's Stone Body.

4 XP - FOE HAMMER (Req: Fiend Smasher): Adaptability and experience fighting a myriad of
monsters helps to prepare dwarves to dispatch anything that comes their way. At the beginning of a
Quest, the Dwarf may indicate a number of different figures equal to their Mind Points (such as Giant
Wolves or Yetis). During the quest, the Dwarf rolls 1 additional attack dice when attacking these
figures, and ignores or negates the benefit of their basic special ability. This does not stack with the
Greenskin Slayer or Fiend Smasher abilities.

2 XP - GREENSKIN SLAYER: The enmity between the orcs, goblins, and dwarves trace back into
myth. The ancient methods still work just as well to send greenskin heads rolling. When attacking an
Orc or Goblin, the Dwarf rolls 1 additional Attack dice. Goblins do not gain the benefit of their Gang
Up ability against the Dwarf. Orcs reduced to 0 hit points by a Dwarf do not gain the benefit of their
Ferocity ability.

3 XP - MOBILE FORTRESS: It is believed that the dwarves were the first to master the secret of
steel, creating masterful suits of armor that would weigh down all but the doughtiest of warriors. The
Dwarf no longer has their movement speed restricted by any armor.

EXPLORER 30/30

3 XP - AVOID NOTICE: Wise adventurers know that better than a battle won, is a battle avoided. In
addition to the effects of the Danger Sense Skill, the Explorer may also once per turn return a
Wandering Monster card to the bottom of the Treasure Deck and draw a new card.

4 XP - EARTHEN LORE (Req: Earthen Child): Those studious dwarves who have learned to tap
into their ancient heritage are rewarded power over earth and stone. The Explorer may spend 3 Mind
Points to cast any of the Earth Spell Cards. This Spell is chosen at the time the Explorer uses this
ability.

3 XP - SHARED FORTUNE: Dwarves have been said to have a nose for treasure. If you're on their
good side, they may share in the riches they uncannily recover. Every Hero now benefits from the
Treasure Hunter skill. Additionally, the amount of extra coins found is equal to 25 plus the Explorer's
Mind Point total.
2 XP - TRAP EXPERTISE: Cunning engineers, dwarven knowledge of traps and their mechanisms
can be put to great use. After disarming a trap, the Explorer may keep the trap active. Heroes may pass
through the trap harmlessly, but any enemies walking through the trap must defend against it as normal.

3 XP - TRAP MASTERY (Req: Trap Expertise): Rarely do monsters expect the very traps they've
set out will be turned against them. After disarming a trap, the Explorer may choose to salvage the trap
for parts instead of keeping it active. Doing so allows the Explorer to later place down a Spear Trap on
a square of their choosing as an Action for 1 Salvage. This Spear Trap only affects enemy tokens and
cannot be triggered by Heroes. An Explorer may hold a number of Salvage equal to half to their Mind
Point total (rounded down).

2 XP - TUMBLE: Standing and fighting is well and good, but diving and living sounds a bit better.
Once per turn, when the Explorer would take Body Point damage from an attack, they may ignore this
damage and may immediately move up to 2 squares. This movement may pass through furniture and
enemy figures without provoking attacks. On the explorer's next turn, they cannot move or perform
another Tumble.

ELF 29

INHERENT: The Elf chooses three magical spells from one of the elements or the elf spell cards to be
able to cast per quest.

4 XP - ARCANE BLADE: Some elven magi have learned to channel their magic through their
weapons to make devastating assaults with both spell and blade in tandem. If they have not moved this
turn, the Elf may use their full turn to cast a spell and attack in the same round.

3 XP - BLITZ (Req: Elusion): The most legendary elven warriors strike with such speed, their prey
doesn't feel the blow until they've breathed their last. The Elf may make an attack at any point during
their movement, and may finish their movement after.

2 XP - ELUSION (Req: Nimble): Moving with such alacrity, no enemy can bar the way of a
determined elf. The Elf may move through an enemy’s squares at the cost of two movement which does
not provoke attacks from those enemies.

4 XP - MYSTICISM: Heirs to a magical heritage, it is the privilege of learned elves to glean ever
deeper secrets of magic with seeming ease. The Elf may now choose six total spells when preparing
spells, chosen from either the element decks or the elf spell deck. If the elf chooses any of the element
spell decks, they must choose all three cards from that element.

2 XP - NIMBLE: Dexterous footwork and quick reflexes allow elves great freedom on the battlefield.
The Elf may move into a diagonal square at the cost of two movement.

3 XP - PRECISION: Pinpoint strikes can find purchase in the crevices of even the most solid armor. If
the Elf rolls Attack dice that results in 3 or more Skulls, the Elf automatically deals 1 Body Point of
damage to their target.
3 XP - PURITY: Possessed of a fortitude beyond that of mortalkind, some elves boast a natural
resistance to curses, sickness, and poison. The Elf is immune to the Plague ability of Zombies and the
Curse ability of Mummies, and receives 1 less damage from any Poison.

2 XP - RIPOSTE: Elven warriors have long trained under the philosophy that an enemy is often most
vulnerable the moment they strike. If the Elf did not take any Body Points of damage against an
attacking enemy in melee, they may immediately counterattack once per turn. The Elf rolls 1 Attack
dice against that enemy, which is not defended against. If not wielding a shield, and not using a weapon
that doesn't allow a shield to be equipped (such as the Battle Axe), the Elf may instead roll 2 Attack
dice when this effect triggers.

3 XP - SPELL SHIELD: A spell sacrificed at the right moment can mean the difference between life
and death. When receiving Body Point damage from an attack they can defend against, the Elf may
choose to expend one spell. The Elf may immediately roll two additional Defend dice against the attack
that triggered the Body Point damage. The expended spell may be recalled as normal. Otherwise, the
spell is discarded for the remainder of the quest, as though it had been cast.

3 XP - SPELL STRIKE: Magic is both a tool and a weapon in the hands of the elves. When attacking
an enemy, the Elf may choose to expend one spell. For this attack, the Elf rolls two additional Attack
dice. The expended spell may be recalled as normal. Otherwise, the spell is discarded for the remainder
of the quest, as though it had been cast.

WIZARD 29

INHERENT: The Wizard chooses nine magical spells from three of the elements to be able to cast per
quest.

The Wizard does not require a reagent kit in order to craft potions at an alchemist's bench.

2 XP - AIR FOCUS: Gentle zephyrs and violent gales dance at your fingertips. The Genie spell now
allows the Wizard or any one ally in line of sight to move to any previously explored room on the
board. The Swift Wind spell now allows the affected hero to roll three times as many Red Dice as
normal when they move. The Tempest spell envelopes one extra monster adjacent to the first.

3 XP - AIR MASTERY (Req: Air Focus): Gusting winds and a crackle in the air precedes rolling
thunder. Once per quest, the Wizard may cast the dread spell Thunderbolt. The Wizard must have
chosen the air element spell cards in order to do so. This spell cannot be recalled.

3 XP - BROADENED STUDY: Through years of arduous study, the most accomplished wizards can
beckon powers from many disparate traditions and schools. The Wizard receives all twelve spells from
all four elements to be able to cast per quest. This does not limit the elf from choosing a deck of
elemental spells of their own.

2 XP - COUNTERSPELL: Versed in magic, wizards who are quick to react can identify dark
incantations and banish them before they manifest. When a monster under Zargon's control casts a
Dread Spell, the Wizard may immediately attempt to counter it. To do so, the Wizard chooses a spell
from their spell book to expend, then rolls 1 red die and adds the result to their Mind Points. Then the
monster does the same. If the Wizard’s total is higher, the monster’s spell is lost with no effect.
Regardless of the result, the Wizard discards the spell they chose. Such a spell may be recalled as
though it had been cast. On the Wizard's next turn, they may only take a Movement action.

2 XP - EARTH FOCUS: Earth shatters and reshapes anew at your calling. The Heal Body spell may
now be split among multiple heroes in line of sight, and heals up to 6 lost Body Points in total. The
Pass Through Rock spell now lasts for two turns. The Rock Skin spell is not broken until the Hero
suffers two points of Body damage at once.

3 XP - EARTH MASTERY (Req: Earth Focus): Even the strongest of metals are subject to erosion
and decay. Once per quest, the Wizard may cast the Dread Spell Rust. This reduces a monster’s Attack
dice or Defend dice to 1 (choose one) if they wear metal armor or wield metal weapons (Zargon’s
discretion). The Wizard must have chosen the earth element spell cards in order to do so. This spell
cannot be recalled.

2 XP - FIRE FOCUS: Flames dance at your fingertips, the heat enticing and dangerous. The Ball of
Flame spell now also affects every monster adjacent to the first monster. The Courage spell lasts for the
Hero’s next two attacks. The Fire of Wrath spell continues to deal 1 Body Point of damage to the
affected monster each turn until it can roll a 5 or 6 using one Red Dice.

3 XP - FIRE MASTERY (Req: Fire Focus): Wild and difficult to control, fire wreaks great
destruction when unleashed. Once per quest, the Wizard may cast the dread spell Firestorm. The
Wizard must have chosen the fire element spell cards in order to do so. This spell cannot be recalled.

2 XP - MYSTIC BOLT: Given practice, it becomes a simple thing to conjure fire or lightning at a
magi’s fingertips. The Wizard may now make a ranged attack against any monster they can see with an
attack strength of 1 Combat dice. When the Wizard has 8 Mind Points, the attack strength increases to
2 Combat dice, and at 12 Mind Points the attack strength increases to 3 Combat dice.

1 XP - SCHOLAR: Keen eyes and a sharp intellect help identify the most valuable of another wizard’s
scrawlings. When the Wizard searches a Sorcerer’s Table for Treasure, they may draw 2 Spell Scrolls
and choose 1 to keep.

*DEPRECATED* 1 XP - SPELL SUBSTITUTION: In a moment of desperation, cannibalizing


another spell’s energy to retain some of its power is a valuable technique. When the Wizard casts a
spell and fails to Recall it, they may choose to lose 1 other spell of the same element, or 2 different
other spells of different elements in order to keep the spell they just cast.

2 XP - WATER FOCUS: Streaming waters and rising mists flow by your command. The Sleep spell
cannot be broken for at least one turn. The Veil of Mist spell may affect all allies within line of sight.
The Water of Healing spell now restores up to 6 points split between Body points and Mind points.

3 XP - WATER MASTERY (Req: Water Focus): Polluted vapors overwhelm the senses and
befuddle the mind. Once per quest, the Wizard may cast the dread spell Cloud of Dread. The Wizard
must have chosen the water element spell cards in order to do so. This spell cannot be recalled.
Heroic Abilities (New Heroes)
BARD 35

INHERENT: The Bard gains the three bard spells to cast each quest. When not wearing metal armor or
carrying a shield, the Bard rolls 1 extra Defend dice.

3 XP - BREAK ENCHANTMENT: A timely tune and inspiring word can be enough to rouse the
spirit and lift dreary hazes. The Bard may choose to expend their Healing Song or Lullaby spell in
order to free every ally in their line of sight of any Dread Spells which cause charm, dominate, fear,
sleep, or similar effects. These may be recalled as normal.

4 XP - CONTAGIOUS YAWN: Thoughts of warm blankets and soft pillows lull even the most vigilant
into sleep. When the Bard casts Lullaby on an enemy, every other enemy within line of sight of the first
target must also roll against the effects of Lullaby or be affected by the spell. As normal, undead are not
affected by Lullaby.

3 XP - DERRING-DO: Luck and skill are valued in equal measure when attempting death-defying
feats. When the Bard attempts to jump a trap, or accidentally springs a trap, they may reroll the results
of one rolled Skull. When springing a Pit Trap, or drawing a trapped treasure card (such as Trap! or
Hazard!), the Bard may roll 1 Combat dice in addition to any dice normally rolled. If this additional
Combat dice rolls a White Shield, the Bard reduces any Body Points lost from the trap by 1. If the Bard
has the Quick Reflexes heroic ability, they may instead roll 2 Combat dice, reducing 1 Body Point of
damage for each White Shield rolled.

3 XP - ENCOURAGING SONG: Bards know that adventures tax the mind as well as the body, and
know proper panacea for both. The Bard may use Healing Song to instead restore up to four lost Mind
Points, but does not restore any lost Body Points. Additionally, any heroes affected by Fear are
immediately freed from its effects.

4 XP - JACK OF ALL…: Bards can surprise even the most experienced foes with an unlooked for
trick up their sleeve, or a sudden show of unexpected courage and resilience. Once per quest, the Bard
may do one of the following: Cast a single spell from any element, roll one additional Attack dice until
all monsters on the board are defeated, or roll two additional Defend dice until all monsters on the
board are defeated. For every 3 Mind Points the Bard has, they may use this ability an additional time
per quest.

3 XP - DASHING DUELIST: The most courageous, or foolhardy, of bards have found that true
inspiration is found living on a razor's edge. When the Bard is not wielding a shield, and not using a
weapon that doesn't allow a shield to be equipped (such as the Battle Axe), and doesn't receive any
Body Points of damage from an attacking enemy, they may immediately regain a use of the Inspiring
Tale spell.

3 XP - SOOTHING SONG: Songs of endurance and triumph over hardship soothe the weary body
and mind. The Healing Song spell restores up to one additional Body Point, and also restores up to two
Mind Points.

3 XP - TALE OF DEFENSE: Stories of unassailable fortresses and valiant last-stands imbue listeners
with caution and resolve. When using the Inspiring Tale spell, the affected ally may instead roll 2
additional Defend dice the next time they are attacked. The Bard may regain a use of Inspiring Tale
when they witness a hero they can see roll 3 Skulls when rolling Attack dice. Only one "Tale of…"
Heroic Ability may modify Inspiring Tale at a time.

3 XP - TALE OF HASTE: A marching rhythm heightens tales of hard-won races and lightning fast
assaults. When using the Inspiring Tale spell, the affected ally may instead roll one additional Red Dice
the next time they move, and may additionally move through enemies at the cost of 2 Movement
without provoking attacks. The Bard may regain a use of Inspiring Tale when they witness a hero they
can see roll a result of 10 or more on Red Dice to move. Only one "Tale of…" Heroic Ability may
modify Inspiring Tale at a time.

3 XP - TALE OF STRENGTH: Exploits told of mighty blows felling towering foes makes the next
battle not seem so insurmountable. When using the Inspiring Tale spell, the affected ally may roll 2
additional Attack dice on their next attack instead of 1. Only one "Tale of…" Heroic Ability may
modify Inspiring Tale at a time.

3 XP - TRAP FAMILIARITY: It pays to know how to manage ancient booby traps when looking for
tales and treasure in ancient crypts and forgotten dungeons. When attempting to disarm a trap, the
Bard succeeds as long as they do not roll a Black Shield. The Bard still needs a Tool Kit to disarm
traps.

DRUID 29

INHERENT: The Druid gains the three druid spells to cast each quest. The druid may not wear metal
armor or use weapons primarily made of metal.

The Druid does not require a reagent kit in order to craft potions at an alchemist's bench.

3 XP - BARKSKIN (Req: Resilient Shapeshift): Blades break against skin sheathed in the bark of
mighty oaks. When in the form of Resilient Shapeshift, the Druid defends against 2 Skulls of damage
on the first White Shield they roll when defending.

2 XP - CYCLE OF LIFE: Druids learn that all life is but part of a greater whole, whose cycle must
flow uninterrupted. The Druid may use the Lifeforce spell to transfer up to 4 Body Points from one
willing hero to another (including the Druid) they can see. This does not break the Druid’s Shapeshift
spell, or any other potion or spell that is broken after suffering Body Points of damage. When used in
this way, the Druid does not discard the Lifeforce spell.

2 XP - ENDURING SHAPE: With great focus and unyielding will, druids may longer maintain their
shifted form. Shapeshift is only broken if the Druid suffers 2 Body Points of damage at once.

2 XP - FAERIE FIRE: A multicolored, heatless flame limns foes, both distracting them and making
them an easier target. When casting the Pixie Spell, the Druid may additionally choose to have the
pixie wreathe an enemy they can see in illusory flames, allowing all attackers against that enemy to roll
1 additional Attack dice. This spell can be broken at once or on a future turn by rolling one Red Dice. If
a 6 is rolled, the spell is broken.

2 XP - FAERIE FRIEND: Some faeries find adventure thrilling, and happily return time and time
again. After casting the Pixie spell, the Druid may roll 1 Red Dice. On a result of 5 or 6, the Druid does
not discard the spell, and instead returns it to their spellbook. If this fails, the Druid may attempt to
Recall the Pixie spell as normal.

3 XP - GRACE (Req: Swift Shapeshift): Faster than the eye can follow and quicker than a cat to
react, there are few places barred to a determined shapeshifter. When in the form of Swift Shapeshift,
the Druid may move through enemies without provoking attacks or using additional movement, and
additionally avoids Spear and Falling Rock traps (but still triggers them).

3 XP - HARRYING PIXIE: Particularly adventurous fey are willing to risk life and limb in defense of
the wild, poking at eyes and tugging the hair of foes many times their size. When casting the Pixie
Spell, the Druid may additionally choose to have the pixie agitate an enemy they can see, reducing that
enemy’s Attack dice by 2, to a minimum of 1. This spell can be broken at once or on a future turn by
rolling one Red Dice. If a 6 is rolled, the spell is broken.

3 XP - MAUL (Req: Powerful Shapeshift): The strength and ferocity of the savage wilds empower
the druid as their chosen guardian.When in the form of Powerful Shapeshift, the Druid may attack
twice. The second attack is made with 2 less Combat dice.

2 XP - POWERFUL SHAPESHIFT: The strength of the tiger and bulk of the grizzly lend savage
might to a druid’s shifting. The Druid gains one extra Attack dice while using the Shapeshift Spell. The
Druid may switch between this and other Shapeshift Abilities as part of movement, but may only be
affected by one at a time.

2 XP - RESILIENT SHAPESHIFT: Thick fur and scales hard as iron can shield a shifted druid from
the worst of an enemy’s blows. The Druid gains one extra Defend dice while using the Shapeshift Spell.
The Druid may switch between this and other Shapeshift Abilities as part of movement, but may only
be affected by one at a time.

2 XP - SWIFT SHAPESHIFT: Feathery down and agile legs lend great agility and grace to a druid’s
shapeshift. The Druid rolls one extra Red Dice to move, and avoids Pit Traps (but still triggers them)
while using the Shapeshift Spell. They may also move over furniture, but not end their movement on it.
The Druid may switch between this and other Shapeshift Abilities as part of movement, but may only
be affected by one at a time.

3 XP - THORNS: Sharp thorns hidden in fur and feathers punish enemies who come too near.
Whenever an enemy rolls Skulls on a melee attack against the Druid using Shapeshift, the Druid rolls 1
Attack dice against that monster, which is not defended against.

KNIGHT 29

INHERENT: The Knight receives the three knight skill cards. Armor does not restrict the Knight’s
movement speed.

2 XP - BULWARK: The shield of a Guardian Knight is always ready to snap to an ally’s defense.
When the Knight is wielding a Shield, once per turn they may choose to give one adjacent or diagonal
hero 1 extra Defend dice when that Hero is attacked.

2 XP - INTERVENE: A watchful guardian, the Knight is there to defend an ally at a moment’s notice.
After a hero has suffered damage from an attack, the Knight may roll one Red Dice. If the Knight is
able to move adjacent to the attacked hero with the number of spaces rolled, they may move there and
use Shield Block to prevent the damage.

3 XP - INTO THE FRAY: (Req: Commanding Challenge): With an exhortation of assured victory
and a sudden charge, the target of a knight’s ire can do little but defend itself. If the Knight moves at
least 3 squares in a straight or diagonal line before attacking a monster in melee, that monster is
affected by the Knight's Challenge for 1 turn.

3 XP - LAST STAND (Req: Tireless Defender): Even when bloody and battered, a true Guardian
Knight will stand steadfast and defiant to the last breath and beyond. When the Knight uses the
Stalwart skill, their Body Points may not be reduced below 1 for three turns. They may use their
Tireless Defender ability without taking Body Point damage during this time.

2 XP - PROVOKE: An air of authority lends credence to the challenge of a knight, forcing all but the
most strong willed to turn their attention to them. The Knight may now use Knight's Challenge on any
enemy they can see. The challenged enemy must attempt to move up to the Knight and attack them
each turn. The enemy may stop this effect immediately or on a future turn by rolling one Red Die for
each of its Mind Points. If a 6 is rolled, or if the Knight moves away from the challenged enemy, the
effect ends. Enemies with spells may use them, but must include the Knight in the spell's effects.
Undead can not be affected by this ability.

3 XP - PUNISH: Veterans of combat, Knights take advantage of an enemy's clumsy strikes, returning
the favor twofold. Once per turn, when the Knight rolls Defend dice against an enemy’s melee attack,
any Skulls rolled must immediately be defended against by the attacker.

3 XP - RALLY (Req: Valor): Not only a warrior, but also a commander of men, Knights know how to
rally the flagging spirit and restore morale in times of despair. The Knight may spend an action to
speak encouraging words to his allies. Each hero in the same room or hallway as the Knight may
immediately attempt to end any fear, sleep, or charm Effect they are currently suffering from. The
Knight can do this a number of times per quest equal to their total Mind Points.

2 XP - SHIELD BASH: Masters of the shield, it would be unwise to pay heed only to a Knight’s blade
when they attack. When the Knight makes a melee attack with a Shield equipped, every White Shield
rolled may be rerolled once.

3 XP - TACTICIAN: Knights know that the best way to see a battle won is sometimes through
enabling their allies at the opportune moment. The Knight may, as an action once per turn, take 1 Mind
Point of damage to immediately grant another Hero they can see another turn.
3 XP - TIRELESS DEFENDER: The first into battle and the last to leave, the endurance of the
Guardian Knights is legendary for good reason. The Knight may choose to take 1 Body Point of
damage to regain a use of the Shield Block or Knight’s Challenge skills.

3 XP - VALOR: The Guardian Knights train in mental exercises to help them maintain their discipline
and throw off dark influences. The Knight may choose to take 1 Mind Point of damage instead of being
affected by any fear or charm spell.

MONK 29

INHERENT: The Monk receives the four Elemental Style cards. When attacking Unarmed, the Monk
rolls 1 additional Attack dice and hits on Skulls as normal. The Monk receives additional Attack dice
when attacking unarmed based on their Body Point total, as outlined under 'Attacking' as normal.

The Monk may not use armor or shields, and may only wield daggers, crossbows, handaxes, maces,
shortswords, spears, and staffs. Even if a monk is wielding a weapon, they may always choose to make
an unarmed attack.

The Speak With Stone style additionally reveals if the area on the opposite side of a wall or stone block
is open space or solid rock. If it's an open room, it also reveals how many figures are present in the
indicated room. At Zargon's discretion, inactive figures, such as statues that are frozen until activated,
may not be detected.

2 XP - ACROBATICS: With graceful leaps and bounds, no obstacle can bar a monk's path. The
Monk may move through furniture, but may not end their movement on furniture.

3 XP - COURSING RIVER: Moving with the fluid grace of water, somersaulting or tumbling past
foes poses little challenge. When activating a Water Style, for the rest of their turn, the Monk may
freely move through enemies without expending any additional movement or provoking attacks from
those enemies.

2 XP - FLEET: For a monk, every step is carefully measured to move with the utmost efficiency. When
rolling Red Dice to move, the Monk may reroll any 1s or 2s once per die rolled.

3 XP - GRANITE SKIN: Unyielding as the mountain, a monk need not avoid blows they do not fear.
When activating an Earth Style, for the rest of their turn when the Monk rolls a White Shield on Defend
dice, they block 2 damage instead of 1.

3 XP - IRON BODY: A lifetime of abstemiousness and strict fitness routines lends monks
extraordinary resilience to disease and affliction. The Monk is immune to poison and the Zombie's
Plague ability.

1 XP - MASTERY OF SELF (Req: Iron Body, Radiant Soul, Still Mind): The ultimate truth monks
strive to understand is that mind, body, and soul are one. When this harmony is realized, the impossible
becomes possible. When the Monk takes damage to their Body Points or Mind Points, they may choose
to distribute the damage to either pool in any amount.
3 XP - MEDITATION: Reciting sacred mantras and given the peace of deep introspection, monks are
capable of extraordinary healing that proves wholeness of mind and body are one and the same. Once
per Quest, when there are no monsters on the board, the Monk may meditate as an action that takes
their entire turn. They roll 1 Red Dice for every 2 total Mind Points they have. The monk may
distribute healing to their Body and Mind points equal to the result of all rolled Red Dice.

3 XP - RADIANT SOUL: Not only martial disciples, monks practice a deep spirituality, and such
faith shields them from corrupting influences. When the Monk is affected by a spell, the Monk may roll
1 Red Dice, and ends the spell immediately by rolling a 5 or 6. Additionally, the Monk is immune to
the Mummy's Curse ability.

3 XP - RAGING FIRE: Releasing the inferno within completes the elemental harmony, allowing the
Monk to once again repeat the cycle. After activating a Fire Style, the Monk regains a use of all of
their Styles. They must exhaust their Air, Earth, and Water Styles before activating their Fire Style
again, as normal.

3 XP - STILL MIND: Countless hours spent in deep meditation leads to tranquility of mind, free of
doubt and resistant to compulsion. When a spell requires the Monk to roll lower than their Mind Point
total on Red Dice, the Monk may add 1 to their Mind Points for every 4 Body Points they possess.
When a spell affecting the Monk may be ended by rolling a specific number on Red Dice, the Monk
may roll one additional Red Dice to see if the effect is ended.

3 XP - TYPHOON STRIKES: Howling gusts of wind send foes reeling as they are caught within the
storm's fury. When activating a Wind Style, for the rest of their turn, any enemy who the Monk deals
damage to must roll 1 Red Dice. If they do not roll a 5 or a 6, they miss their next turn.

ROGUE 35

INHERENT: The Rogue receives the three rogue skill cards. The Rogue is considered an elf for the
purpose of items.

3 XP - AMBUSH: A sudden strike from the shadows can catch even the most seasoned of warriors off
guard. The Rogue may remain in stealth even if another Hero is detected by monsters. If the Rogue
successfully attacks and deals Body Point damage to a monster in melee while in stealth, that monster
is stunned and loses its next turn.

3 XP - BLADE DASH: Dashing with such speed, foes can hardly follow the rogue’s movement, let
alone their deadly blades. When using the mobility skill to move through enemies, the Rogue may
make a single attack of 1 Combat dice against the first monster they move through. They may attack an
additional monster moved through for every two Mind Points they have. The Rogue may not attack the
same enemy more than once in one turn in this way.

3 XP - EVASION: Rogues rely on dodging blows rather than bulky armor that slows them down.
When not wearing metal armor or wielding a shield, the Rogue may avoid attacks. Once per turn when
attacked in melee or at range, the Rogue may roll 1 Combat dice. If they roll a White Shield, the attack
automatically misses. This does not work against spells.
2 XP - EXPANDED ARSENAL: With practice, rogues can incorporate heavier weapons into their
lightning fast assaults. The Rogue may now benefit from their Ambidexterity skill when making an
attack with a rapier, hand axe, or mace.

3 XP - FINESSE: Pinpoint precision finds the gaps in a foe’s defenses. If the Rogue uses their
Ambidextrous skill and rolls Attack dice that result in 3 or more Skulls, the Rogue automatically deals
1 Body Point of damage to their target. They may combine the dice pools of both their first and second
attack to determine the number of Skulls rolled.

4 XP - FLURRY: Given the chance to stand their ground, rogues can strike as fast and lethally as
lightning. If the Rogue doesn’t use their movement action this turn, they may make a third attack with a
dagger when using the Ambidextrous skill. If they have the Finesse ability, they may combine all three
dice pools to determine if they roll three or more Skulls.

2 XP - LIGHT FOOTED: With careful steps and senses honed by years of subterfuge, rogues move as
swift and silent as shadows. The Rogue can move at full speed and may Search when using Stealth, and
does not need to roll a Combat Dice to avoid being detected. When sneaking, the Rogue may move by
(but not through) adjacent enemies without alerting them. When opening a door into a room or hallway
with monsters in it, the Rogue only rolls one Combat dice for every two monsters on the other side of
the door, rounded down, to avoid detection.

3 XP - MISDIRECTION: With subtle movements keeping them a step too far or just out of reach, a
rogue's allies somehow seem like the more sensible target. As long as there is another hero adjacent to
an enemy, that enemy may not directly attack the Rogue with a melee or ranged attack. This does not
work on spells.

3 XP - PURITY: Blessed with fortitude beyond that of mortalkind, some elves possess a natural
resistance to curses, sickness, and poison. The Rogue is immune to the Plague ability of Zombies and
the Curse ability of Mummies, and receives 1 less damage from any Poison.

2 XP - TRAP EXPERTISE: Knowing how to unlock a chest brimming with treasure and avoiding the
traps it contains are essential for any enterprising adventurer. While possessing a Tool Kit or a
Bandolier, the Rogue succeeds at disarming a trap as long as they do not roll a Black Shield on a
Combat dice.

4 XP - SCION OF MAGIC: Even elves unpracticed in the arcane arts can still call upon the mystical
inheritance of their kindred. Once per quest, the Rogue may cast a single spell from the Elf Spell
Cards. This spell is chosen at the time the Rogue uses this ability.

3 XP - SWASHBUCKLING: Whether swinging through a ship's rigging or leaping over tables and
chairs, few obstacles can bar the way of a rogue with the proper attitude. The rogue may move through
furniture, but may not end their movement on furniture.

WARLOCK 32

INHERENT: The Warlock gains the three warlock spells to cast each quest. The Warlock counts as a
Wizard in terms of which weapons, artifacts, and equipment they can use.

The Warlock’s Fear spell does not work on Skeletons, Zombies, or Mummies

3 XP - CURSE: The Warlock may choose to curse an enemy in their line of sight in place of casting
the Fear spell. Whenever the cursed target takes at least 1 Body Point of damage from any source, it
takes an additional Body Point of damage. Only one target may be cursed at a time. The curse may be
removed on a future turn by rolling a Red Dice for each Mind Point the target has and rolling a 6. This
is considered a casting of the Fear spell, and may be recalled as normal.

3 XP - DARK PACT: Promises made to ancient powers are honored, delivering warlocks from the
precipice of oblivion for the price of their soul. Once per quest, when the Warlock is reduced to 0 Body
Points, they may convert any remaining Mind Points into Body Points on a 1-for-1 basis. They may not
reduce their Mind Points below 1. If the Warlock does not have enough Mind Points to bring their
Body Points above 0, they immediately die.

3 XP - DEMON HIDE: Slick skin tempered by hellfire is further evidence of a warlock’s flirtations
with evil. The Warlock ignores the first Body Point of damage they would suffer from an individual
attack when affected by the Demon Form spell.

4 XP - FORBIDDEN KNOWLEDGE: The study of Dread Magic is considered reckless and


corrupting by most scholars. Warlocks see such restrictions as safeguards for the weak of mind. The
Warlock may take 2 Mind Points of damage to cast a random Dread spell. The Warlock rolls 1 Red
Dice, and refers to the following list; 1: Ball of Flame, 2: Command, 3: Cloud of Dread, 4: Firestorm,
5: Lightning Bolt, 6: Tempest. The Warlock may cast the chosen spell once during the course of the
quest. They may take further Mind Points of damage to roll again or to cast an additional spell, but may
only ever have one Dread Spell ready to cast at a time.

If there are additional expansions in play beyond the base game, have the Warlock draw a spell
from the Dread Spell deck to determine the spell they gain access to. At Zargon’s discretion, certain
spells such as ‘Escape’ are invalid and allow a second draw.

3 XP - HARVEST DREAD (Req: Siphon Life): Few emotions fuel a warlock's energies quite like the
dread felt in a creature's final moments. When a target affected by the Fear spell or the Curse ability is
reduced to 0 Body Points, the Warlock regains a use of the Fear spell. Additionally, it is considered to
have been defeated by the Warlock for the purpose of the Siphon Life and Siphon Soul abilities.

3 XP - SACRIFICE: Offers of blood and flesh refuel the dark powers of a Warlock. As part of a
movement action, or as part of the same action to recall a spell, the Warlock may take 2 Body Points of
damage to heal 1 Mind Point of damage.

3 XP - SHADOW BLASTS: Familiarity with their implement of power unlocks ever more destructive
potential. When attacking an enemy with the Wand, an additional enemy adjacent or diagonal to the
first must also defend against the attack.

3 XP - SHADOWFLAME: From darkness leaps flames searing with a hue of dread magic. The
Warlock may take 2 Mind Points of damage to cast the Fire of Wrath (Fire) or Ball of Flame (Fire)
spells, 3 Mind Points of damage to cast the Hypnotic Blaze (Elf) spell, or 4 Mind Points of damage to
cast the Firestorm (Dread) Spell.

3 XP - SIPHON LIFE: The last breath of a slain opponent is sweet ambrosia to those who can harness
it. When the Warlock reduces an enemy’s Body Points to 0, they heal 1 lost Body Point of damage.
This cannot give the Warlock more than their starting number of Body Points.

3 XP - SIPHON SOUL (Req: Siphon Life): No departing soul is safe from a warlock’s grasp, which
in turn fuels ever darker rituals. When the Warlock reduces an enemy’s Body Points to 0, they heal 1
lost Mind Point of damage. This cannot give the Warlock more than their starting number of Mind
Points.

2 XP - TERROR: Warlocks can read their foes like an open book, dredging up horrors from the depths
of the psyche. An enemy suffering from the Warlock’s Fear spell only rolls one Red Dice for every two
Mind Points when attempting to break it, and it may not be broken immediately.

2 XP - UMBRAL FLIGHT: Shadowcraft can mend the dark wings which bear warlocks aloft,
granting soaring flight time and again. The Warlock may regain 1 use of their Dark Wings spell when
they regain use of the Demonform spell.

Monsters
MONSTER ABILITIES
Spawn
Venomous
Agile
Tactician
Entangling Roots

ELITE MONSTERS
When placing monsters on the board, roll a Combat dice for every monster revealed. If a Black Shield
is rolled, that monster becomes an elite monster. When multiple monsters are revealed at once,
determine if a monster becomes elite in order of placement beginning from left to right and top to
bottom.

Elite monsters have their Attack, Defend and Body Points increased by 1. If they have 1 or more Mind
Points, that is also increased by 1. They also gain an additional ability.

Zargon may determine that some monsters are automatically considered to be elite.

CLASSIC

GOBLIN
Movement: 10
Attack: 2
Defend: 1
Body: 1
Mind: 1
Gang Up: When a goblin attacks a hero that is adjacent to another monster, the goblin rolls 1 additional
Attack dice.

Elite - Sneak: Goblin Sneaks may move through enemies without costing additional movement, and do
not provoke a free attack for doing so. Additionally, they may choose to attack once along any point of
their movement, then continue moving afterward.

SKELETON
Movement: 6
Attack: 2
Defend: 2
Body: 1
Mind: 0
Reap: Skeletons can attack diagonally. When a skeleton successfully deals 1 or more Body Points of
damage to a hero, they may attack one additional hero that they can reach.

Elite - Rattler: When a skeleton rattler is reduced to 0 Body Points, they explode in a shower of bone
shards. Any figure adjacent or diagonal to the skeleton rattler when it dies must roll Defend dice
against an attack of 2 Skulls.

ZOMBIE
Movement: 5
Attack: 2
Defend: 3
Body: 1
Mind: 0
Plague: When a zombie successfully deals 1 or more Body Points of damage to an enemy, the hero
must roll 2 Red Dice. If the result is more than than the figure’s current Body Points, the figure’s
maximum Body Points are reduced by 1 for the remainder of the quest.

Elite - Revenant: Zombie Revenants have their Movement increased by 3 (to a total of 8). When a
Zombie Revenant is slain, Zargon rolls 1 Combat dice. On a result of a Black Shield, the Zombie gets
back up, is restored to full Body Points, and may act on Zargon’s next turn. This can only happen once
per zombie.

ORC
Movement: 8
Attack: 3
Defend: 2
Body: 1
Mind: 2
Ferocity: When an orc suffers damage that would reduce their Body Points to 0, they remain alive and
may take actions normally on Zargon’s next turn, then immediately die. If the orc suffered enough
damage to reduce their Body Points below 0, they immediately die. Any further Body Point damage
before the orc’s next turn will also cause them to immediately die.

Elite - Berserker: Orc berserkers do not die when reduced to 0 or less Body Points, and only die when
dealt Body Point damage an additional time. While at 0 Body Points, orc berserkers roll an additional 2
Combat dice on attack, but reduce their Defend dice by 2.

ABOMINATION
Movement: 6
Attack: 3
Defend: 3
Body: 2
Mind: 3
Abduct: When an abomination successfully deals 1 or more Body Points of damage to an enemy, that
figure must roll 2 Red Dice. If the result is more than the figure’s current Body Points, they are
grabbed. The figure cannot move, rolls only half as many Attack and Defend dice (rounded down) and
must move and remain adjacent to the abomination if it moves. On the figure’s turn, they may spend an
attack action to roll 2 Red Dice. If the result is equal to or less than their current Body Points, they
escape the grab. If an abomination successfully abducts a figure, they may use any unused movement
from that turn to move, though this movement does not trigger traps. An abomination can only abduct
one figure at a time.

Elite - Monstrosity: When an abomination monstrosity successfully abducts an enemy, they cover them
in a sticky black slime. Such a figure, even after escaping the abomination, cannot move from their
square and suffers all of the effects of being abducted. They may escape the slime in the same way they
would escape an abomination’s abduction.

MUMMY
Movement: 4
Attack: 3
Defend: 4
Body: 2
Mind: 0
Curse: When a mummy successfully deals 1 or more Body Points of damage to an enemy, the figure
must roll 2 Red Dice. If the result is more than the enemy’s current Mind Points, the enemy’s maximum
Mind Points are reduced by 1 for the remainder of the quest.

Elite - Tomb Guardian: Tomb guardians are surrounded by a cloud of stinging locusts and beetles. Any
enemies adjacent or diagonal to a Tomb Guardian at the end of Zargon’s turn must roll 1 Defend dice.
If they do not roll a White Shield, they suffer 1 Body Point of damage, and roll 1 less Combat dice in
attack and defense until Zargon’s next turn.

DREAD WARRIOR
Movement: 7
Attack: 4
Defend: 4
Body: 3
Mind: 3
Shield Wall: Dread Warriors always defend against at least 1 Body Point of damage.

Elite - Dread Champion: Dread Champions are schooled in dark powers and sorcery. Dread Champions
may cast 1 Dread Spell, determined randomly by rolling on the following list with 1 Red Dice. 1 -
Command, 2 - Ball of Flame, 3 - Fear, 4 - Sleep, 5 - Soothe, 6 - Tempest

GARGOYLE
Movement: 6
Attack: 4
Defend: 5
Body: 3
Mind: 4
Stone Body: The Gargoyle never suffers more than 1 Body Point of damage from any single attack.

Elite - Grotesque: Grotesques are horrific and unsettling to look upon. Any enemy in the same room or
corridor as a Grotesque rolls one less Attack dice and Defend dice.

FROZEN HORROR

ICE GREMLIN
Movement: 10
Attack: 2
Defend: 3
Body: 3
Mind: 3
Steal: Ice Gremlins can choose to steal an item in place of dealing Body Point damage on a successful
attack. The Gremlin then moves at full speed away from the target. If no enemy has the Gremlin in line
of sight at the beginning of Zargon's next turn, it is removed from the board and the item is lost. Ice
Gremlins cannot steal equipped armor or held weapons.

Elite - Trickster: When an Ice Gremlin Trickster either deals Body Point damage or Steals from an
enemy, they also play a trick. That figure moves at half speed, and rolls 1 less Combat dice in attack
and defense for 1 turn.

POLAR WARBEAR
Movement: 6
Attack: 4/4
Defend: 3
Body: 6
Mind: 2
Double Attack: Warbears may attack twice on their turn. As normal, a figure can only defend against
one attack from the same enemy per turn.

Elite - Mauler: Maulers are the fiercest of their people, whose rage makes them deadlier the closer to
death they draw. For every two Body Points a Warbear Mauler is missing, they gain 1 Attack dice.
YETI
Movement: 8
Attack: 3
Defend: 3
Body: 5
Mind: 2
Hug: When a yeti successfully deals 1 or more Body Points of damage to an enemy, that figure must
roll 2 Red Dice. If the result is more than the enemy’s current Body Points, they are hugged. The figure
cannot move, and rolls only half as many Attack and Defend dice (rounded down). On the figure’s turn,
they may spend an attack action to roll 2 Red Dice. If the result is equal to or less than their current
Body Points, they escape the hug. While a figure is hugged, a yeti rolls Attack dice against it each
round, which are not defended against. A yeti cannot move, and cannot attack any other enemies while
hugging a Hero.

Elite - Abominable: Abominables are imbued with pure cold. As an action in place of attacking, they
may breathe frost in a 3 square wide and 2 square long area adjacent to their space. They roll 2 Attack
dice, the result of which is applied against every figure in this space, which is defended against as
normal. Anyone who takes Body Points of damage from this attack is also frozen in place and unable to
move for 1 turn. The abominable may use this action even when it is hugging an enemy.

MAGE OF THE MIRROR

GIANT WOLF
Movement: 9
Attack: 6
Defend: 3
Body: 5
Mind: 1
Pounce: If a Giant Wolf is able to move at least 4 squares in a straight line before attacking an enemy,
they ignore the first White Shield rolled on defense by that enemy.

Elite - Alpha: Alpha Giant Wolves are the leaders of their vicious packs, and to hear their howl is to
know that death is near. Giant Wolf Alphas can howl as an action. Any enemy in the same corridor or
room as the Alpha has their Attack dice reduced by 1 (to a minimum of 1). They can end this effect
immediately or on a future turn by rolling 1 Red Dice; if a 5 or 6 is rolled, the effect ends. The same
Alpha can only affect each enemy once with this effect.

OGRE
Movement: 4
Attack: 6
Defend: 4
Body: 5
Mind: 2
Impact: When an ogre attacks a Hero in melee, they also roll 1 Attack dice against every adjacent
figure (including allies).

Elite - Brute: The crushing blows of ogre brutes are not easily recovered from. When an enemy loses
Body Points from an ogre brute's attack, they roll 1 less Defend dice (minimum 1) on their next turn.

ELVEN ARCHER
Movement: 6
Attack: 4 (1)
Defend: 2
Body: 3
Mind: 2
Elven archers roll 4 Combat dice when attacking non-adjacent targets in their line of sight. They roll
only 1 Combat dice attacking adjacent targets.

Eagle Eye: Elven Archers can see through other figures for the purpose of ranged attacks. When
attacking through other figures, they roll 1 less Attack dice for each hero or monster their attack passes
through.

Elite - Marksman: An Elven Marksman can choose to attack multiple targets in one turn, allocating
their Attack dice between each different target. The same target cannot be attacked twice in the same
turn in this way from a single Marksman.

ELVEN WARRIOR
Movement: 6
Attack: 4
Defend: 3
Body: 3
Mind: 2
Nimble: Elven Warriors can move diagonally.

Elite - Sentinel: If an attack against an Elven Sentinel fails to cause any Body Points of damage, they
may immediately counter attack by rolling 1 Attack dice. The result of this Attack dice is not defended
against.

RISE OF THE DREAD MOON

ASSASSIN
Movement: 10
Attack: 5
Defend: 3
Body: 2
Mind: 3
Agility: Assassins may attack and move diagonally, may pass through enemies without costing
additional movement, and do not provoke a free attack for doing so. Additionally, they may choose to
attack once along any point of their movement, then continue moving afterward.

Elite - Slayer: When a slayer assassin deals Body Point damage to a target, that target suffers an
additional 1 Body Point and 1 Mind Point of damage automatically. This is considered poison.

DREAD CULTIST
Movement: 7
Attack: 2
Defend: 2
Body: 1
Mind: 2
Dread Magic: May cast each of the following spells once per quest: Dreadlights and Channel Dread.

Zealotry: Dread cultists draw strength from one another. Each cultist receives 1 Attack dice and 1
Defend dice for each other cultist or blightweaver in the same room or corridor.

Elite - Ritualist: Ritualists lead their corrupt brethren, tapping into ever greater reserves of dread magic.
For each other dread cultist or blightweaver in the same room or corridor, Riualists can cast an
additional dread Spell once per quest. 1 - Command, 2 - Mind Blast, 3 - Cloud of Dread

DREAD WRAITH
Movement: 9
Attack: 6
Defend: 4
Body: 5
Mind: 5
Dread Wraiths are ethereal and may cast each of the following Dread spells once per quest: Fear,
Dreadlights, Channel Dread and Summon Specters.

Elite - Dread Phantom: When a Dread Phantom casts a Dread Spell that targets an enemy, they may
target every applicable enemy they can see.

MAGUS GUARD
Movement: 8
Attack: 4
Defend: 4
Body: 3
Mind: 3
Magic: Each Magus Guard may cast each of the following dread spells once per quest: Ball of Flame
and Tempest.

Redirect: Once per turn, a Magus Guard may choose to have a spell cast on a different figure in line of
sight to instead be cast on them. The Magus Guard may roll Combat dice equal to their Mind Points.
On a result of a Skull, the Magus Guard may choose to be affected by the spell, or have it be wasted
with no effect. If no Skulls are rolled, the spell works as normal. This only works on spells which have
a single target.

Elite - Spell Breaker: When successfully redirecting a spell, a Spell Breaker can choose to reflect the
spell back to the original caster or to an ally. The redirected target receives the full effects of the
reflected spell.

SPECTER
Movement: 8
Attack: 3
Defend: 3
Body: 1
Mind: 0
Specters are undead, ethereal, and may cast the following dread spells at will: Channel Dread.

Elite - Banshee: Banshees can additionally cast the dread spell Fear at will. A target affected by Fear
also takes 1 Mind Point of damage on each of their turns until the Fear ends.

AGAINST THE OGRE HORDE

GOBLIN ARCHER
Movement: 10
Attack: 2 (1)
Defend: 1
Body: 1
Mind: 1
Goblin archers roll 2 Combat dice when attacking non-adjacent targets in their line of sight. They roll
only 1 Combat dice attacking adjacent targets.

Scamper: When the Goblin Archer or an ally is attacked in the same room or hallway as the Goblin
Archer, after the attack is resolved, they may immediately move 5 spaces, and may pass through enemy
spaces freely.

Elite - Grenadier: Goblin Grenadiers may lob bombs at enemies up to 6 squares away. This is made
with 3 Attack Dice, and ignores line of sight from figures. Additionally, they resolve their attack
against their target and all adjacent figures.

OGRE CHAMPION
Movement: 6
Attack: 5
Defend: 4
Body: 6
Mind: 1
Retaliate: When attacked in melee, an Ogre Champion may immediately attack back with half their
normal Attack Dice, rounded down.

Elite - Gladiator: Ogre Gladiators thrill in the heat of combat, shifting seamlessly between offense and
defense as the situation demands.

When an Ogre Gladiator is dealt Body Point damage, they gain 1 additional Defend Dice per damage
received, stacking up to 4.

When an Ogre Gladiator attacks, they may expend up to 4 of these extra Defend Dice to gain an equal
number of Attack Dice until their next turn. This affects their retaliate ability

OGRE COMMANDER
Movement: 4
Attack: 6
Defend: 5
Body: 6
Mind: 2
Command: Instead of attacking on their turn, an Ogre Commander may command all other Ogres and
Ogre Warriors in the same room or corridor. Affected Ogres and Ogre Warriors may either make 1 free
Attack or 1 free Movement.

Elite - General: Ogre Generals lead by bloody example. If an Ogre General deals Body Point damage
to an enemy, they may immediately use their Command ability.

OGRE LORD
Movement: 4
Attack: 6
Defend: 6
Body: 10
Mind: 5
Mob Rule: For every other Ogre in the same room or corridor as the Ogre Lord (including Ogre
Commanders and Ogre Champions), the Ogre Lord takes 1 less Body Point of damage from all sources.
If there are no other Ogres, the Ogre Lord instead takes 1 additional point of Body Point damage from
all sources.

Elite - King: An Ogre King's subjects are never far, ready to heed his call. On the Ogre King's turn,
Zargon rolls 1 Red Dice. On a roll of 1-3, nothing happens. On a roll of 4-5, one Ogre Warrior is
summoned. On a roll of 6, 2 Ogre Warriors are summoned. Summoned Ogre Warriors appear at the
nearest doorway and act on Zargon's next turn.

OGRE WARRIOR
Movement: 6
Attack: 5
Defend: 4
Body: 5
Mind: 1
Mighty Blow: When an Ogre Warrior deals Body Point damage to an enemy, they may also choose to
roll 1 Red Dice, and move that enemy a number of squares backward equal to the result. If this
movement intersects with a wall, trap, or enemy figure, they stop and take 1 additional Body Point of
damage. If they were stopped by a trap, they suffer that trap's full effects. If they were stopped by a
figure, that figure also suffers 1 Body Point of damage.

Elite - Marauder: Battle-scarred veterans, Ogre Marauders are among the toughest of an already
formidable race. When an Ogre Marauder is dealt Body Point damage from any source, reduce it by 1
to a minimum of 0.

ORC ARCHER
Movement: 8
Attack: 3 (1)
Defend: 2
Body: 1
Mind: 2
Orc archers roll 3 Combat dice when attacking non-adjacent targets in their line of sight. They roll only
1 Combat dice attacking adjacent targets.

Pinning Shot: If an Orc Archer successfully deals 1 or more Body Points of damage to an enemy, that
enemy has their movement reduced by half for their next turn.

Elite - Hunter: Orc Hunters have learned how to expose the vulnerability of their prey. If an Orc Hunter
successfully deals 1 or more Body Points of damage to an enemy, until Zargon’s next turn, any attack
against that enemy rolls 1 additional Combat Dice.

SKELETON ARCHER
Movement: 6
Attack: 2 (1)
Defend: 2
Body: 1
Mind: 0
Skeleton archers roll 2 Combat dice when attacking non-adjacent targets in their line of sight. They roll
only 1 Combat dice attacking adjacent targets.

Snap Shot: Once per turn, when an enemy lands on an adjacent space, skeleton archers may
immediately make a ranged attack against that enemy at their normal ranged Combat Dice value.

Elite - Deadeye: Deadeye skeleton archers infuse their arrows with dread magic. When dealing 1 or
more Body Points of damage to an enemy, that enemy rolls 1 less Attack Dice on their next turn.

JUNGLES OF DELTHRAK

BLIGHTCRAWLER
Movement: 7
Attack: 4
Defend: 4
Body: 3
Mind: 4
Agile: May move through terrain, furniture, and figures without provoking attacks.

Venomous: Enemies who take Body Point damage are paralyzed, and unable to move. This effect can
be ended at once by rolling a 5 or 6 on a Movement Dice. The effect ends at the end of that figure’s
next turn.

Spawn: On the end of each enemy's turn, create a new spawnling on an adjacent, unoccupied square,
OR move all active spawnlings of the same type.

BLIGHTWEAVER
Movement: 7
Attack: 2
Defend: 2
Body: 1
Mind: 2
Dread Magic: May cast each of the following spells once per quest: Channel Dread and Creeping
Grasp.

Zealotry: Dread cultists draw strength from one another. Each cultist receives 1 Attack dice and 1
Defend dice for each other cultist or blightweaver in the same room or corridor.

Elite - Ritualist: Ritualists lead their corrupt brethren, tapping into ever greater reserves of dread magic.
For each other dread cultist or blightweaver in the same room or corridor, Riualists can cast an
additional dread Spell once per quest. 1 - Command, 2 - Mind Blast, 3 - Cloud of Dread

GIANT APE
Movement: 8
Attack: 4
Defend: 3
Body: 7
Mind: 5
Agile: May move through terrain, furniture, and figures without provoking attacks.

Elite - Silverback: Silverback apes are the biggest and most aggressive of their kind. When attacking, a
Silverback may attack every adjacent and diagonal figure. Each attack is rolled separately.

RAPTOR
Movement: 8
Attack: 3
Defend: 2
Body: 2
Mind: 3
Clever Tactician: Raptors may move before and after an action. Additionally, they roll 1 extra Attack
Dice against enemies that are adjacent or diagonal to an ally.

Elite - Scytheclaw: The razor sharp talons of scytheclaws weaken and hamper their prey. A target who
receives Body Point damage from a Scytheclaw moves at only half their normal movement, and rolls 1
less Defend Dice for 1 turn.

SERPENT
Movement: 8
Attack: 4
Defend: 3
Body: 6
Mind: 3
Venomous: Enemies who take Body Point damage are paralyzed, and unable to move. This effect can
be ended at once by rolling a 5 or 6 on a Movement Dice. The effect ends at the end of that figure’s
next turn.

Spawn: On the end of each enemy's turn, create a new spawnling on an adjacent, unoccupied square,
OR move all active spawnlings of the same type.

Elite - Basilisk: The mighty basilisks are capable of spitting their deadly venom at a distance by
making a normal attack at any enemy they can see. A Basilisk's venom does not automatically stop, and
deals 1 Body Point of damage to the figure each turn on Zargon's turn.

SKULLBLIGHT
Movement: 6
Attack: 3
Defend: 2
Body: 2
Mind: 0
Entangling Roots: Enemies who enter a square adjacent to a Skullblight must immediately end their
movement.

Elite - Shambler: Shamblers regenerate quickly, though they fear fire. Each turn, a Shambler restores 1
Body Point of damage, up to its maximum. Fire spells, such as Fire of Wrath or Ball of Flame, stop this
regeneration for 1 turn.

SPAWNLING
Movement: 3
Attack: 0
Defend: 0
Body: 1
Mind: 0
Agile: May move through terrain, furniture, and figures without provoking attacks.
Venomous: Enemies who take Body Point damage are paralyzed, and unable to move. This effect can
be ended at once by rolling a 5 or 6 on a Movement Dice. The effect ends at the end of that figure’s
next turn.
Swarm: Enemies take 1 Body Point of damage for each spawnling attached to them at the end of their
turn.

MERCENARIES
Elite Mercenaries cost double their standard price. Mercenaries cannot carry loot, search for treasure,
or open doors.

CROSSBOWMAN / ARBALIST
Movement: 6
Attack: 3
Defend: 3
Body: 2
Mind: 2
Cost: 75 Gold
Disengage: Once per turn, after an enemy attacks the Crossbowman in melee and the attack is resolved,
the Crossbowman may immediately move up to 6 squares.

Elite - Sniper: If a sniper doesn't move on their turn, they ignore the first white or black shield their
target rolls when attacking at range.

HALBERDIER / GLAIVE
Movement: 6
Attack: 3
Defend: 3
Body: 2
Mind: 2
Cost: 75 Gold
Diagonal Attacks
Fend: Halberdiers may attack targets that are up to 2 squares away and diagonal to them. Once per turn,
when an enemy lands on a square they can reach, the halberdier may make an immediate attack. They
can attack through allies, but roll 1 less Attack dice when doing so.

Elite - Lancer: When a lancer successfully deals Body Point damage to a figure triggered by a free
attack, that figure must immediately stop moving and cannot move any further on their current turn.

OGRE MERCENARY
*Ogre Mercenaries can be bribed with Ogre Grog, reducing their cost by double the value of the Grog.
Movement: 8
Attack: 4
Defend: 4
Body: 4
Mind: 1
Cost: 150 Gold
Overrun: Ogres are renowned for their ability to break through the ranks of their foes. When swapping
into an enemy's square, the Ogre also makes a free attack with a strength of 2 Attack Dice against that
enemy. Normal rules for stopping such movement apply as normal.

Elite - Linebreaker: When an ogre linebreaker provokes an attack by swapping into an enemy's square,
they roll an additional 2 Defend Dice against that attack.

SCOUT / SCOUT
Movement: 9
Attack: 2
Defend: 3
Body: 2
Mind: 2
Cost: 50 Gold
Remove Traps: Scouts may disarm traps without a tool kit. To do so, they must avoid rolling a Black
Shield on a Combat dice.

Elite - Skirmisher: Skirmishers may attack once during their movement, then finish their movement
afterward.

SWORDSMAN / STRIKER
Movement: 5
Attack: 4
Defend: 5
Body: 2
Mind: 2
Cost: 100 Gold
Advance: A swordsman may move up to 3 additional squares as long as they end their movement
adjacent to an enemy figure.

Elite - Vanguard: When a vanguard successfully deals 1 or more Body Points of damage to an enemy
in melee, they may immediately attack another target they can reach. This may only happen once per
turn.

ANIMAL COMPANIONS
Animal companions will accompany a party of heroes who lack a full 4-man team. Similar to
mercenaries, they cannot carry loot, search for treasure, or open doors.

RAPTOR
Movement: 8
Attack: 2
Defend: 2
Body: 3
Mind: 3
Clever: The raptor can open doors.

Elite - :

SABERFANG
Movement: 10
Attack: 2
Defend: 3
Body: 5
Mind: 1
Lunge: The wolf can attack diagonally.

Elite - :

WOLF
Movement: 10
Attack: 3
Defend: 2
Body: 5
Mind: 1
Lunge: The wolf can attack diagonally.
Elite - Guard Dog: Ever watchful, the guard dog is ready for anything that might threaten its master.
When a Wandering Monster is placed on the board, the guard dog may act first. The guard dog then
misses its next turn.

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