Homebrew Rules
These are custom house rules designed to enhance and modify the HeroQuest gameplay experience. Feel free to use them in your campaigns!
Battles in corridors
At the end of each round, where a fight takes place (heroes vs. monsters), and at least one participant (hero or monster) is in a corridor space.
Roll a die (d6) On a roll of 6, a monster appears in the corridor and attacks heroes.
This rule tries to deal with the “gatekeeping”, the tactic where players stay at the door to screen-out monsters.
Dash movement
If, after a move, a hero does not take any action, he/she can take another movement of half squares: +4 for ‘tall’ heroes, +3 for short heroes.
Line of Sight over short characters
Line of Sight of ‘tall’ characters is not blocked by ‘short’ characters. For example an Elf behind a Dwarf has line of sight to a monster. Also, an Orc cannot be covered by a Goblin in front of it, and can be shot by heroes.
No Movement Dice
Heroes do not roll dice for movement. Tall heroes (Barbarian, Elf, Wizard) move up to 8 squares, while the Dwarf may move up to 6 squares.
This rule speeds up the play pace by rolling fewer dice.
Weapon Switching
Weapon switching is an action. To switch a weapon you carry, you have to spend an action, in place of a normal action (e.g. cast a spell, attack, etc.).
It can also be taken instead of movement. So for example, if you don’t move, you can switch weapon and attack.
This rule adds a bit more strategy interest to the battle.