This fantastic article has been wrote by Alabast from RPG Booster
1. The amazing artwork by Les Edwards
Let us be honest; if anything helped capture the hearts of every kid that saw this game it was the distinct art of Les Edwards. Though certainly of the old school of fantasy illustration, Les Edwards art has a dimension to it that sets it apart from the peers of his day.
HeroQuest was a fantasy role-playing game aimed at kids. I painted the box cover to the main game and several add-on packs. All the characters had been designed previously so I didn’t have a great deal of leeway with interpereting them. Using dice to move little figures around a board seems oddly old fashioned in this age of computer gaming, but Heroquest was very successful. – Les Edwards
2. The Dungeon Master Screen
Let us be honest; if anything helped capture the hearts of every kid that saw this game it was the distinct art of Les Edwards. Though certainly of the old school of fantasy illustration, Les Edwards art has a dimension to it that sets it apart from the peers of his day.
HeroQuest was a fantasy role-playing game aimed at kids. I painted the box cover to the main game and several add-on packs. All the characters had been designed previously so I didn’t have a great deal of leeway with interpereting them. Using dice to move little figures around a board seems oddly old fashioned in this age of computer gaming, but Heroquest was very successful. – Les Edwards
2. The Dungeon Master Screen
This was THE Screen I would measure all later dungeon master screens to. The inspired, curved design make all other screens feel square and boring. I remember trying to take on the persona of the depicted, white-haired wizard. When it comes to immersion; this screen rocked!
3. This commercial from the 90’s
Do we need to say more? It will transform you!
4. The epic heroes
They were all cookie-cutter, generic characters. Heck, the barbarian was practically Conan. But being so generic allowed us to put ourselves in the roles of them more easily. The elf could even pass for a female character if you squinted.
5. The furniture
Interior decorating meets medieval fantasy. It was never clear to me if it was Morcar or the orcs that furnished the dungeons so well, but who cares.
They were all cookie-cutter, generic characters. Heck, the barbarian was practically Conan. But being so generic allowed us to put ourselves in the roles of them more easily. The elf could even pass for a female character if you squinted.
5. The furniture
Interior decorating meets medieval fantasy. It was never clear to me if it was Morcar or the orcs that furnished the dungeons so well, but who cares.
6. The exploration
We tried Descent some time ago and I was exceptionally excited for it. Until I realised I could see every treasure and map feature at game set up. No revelations save for a few monsters and randomized treasure placements. HeroQuest did that right; you had to explore the dungeons on your own. And if you were really lucky the DM would change things from the maps in the book.
We tried Descent some time ago and I was exceptionally excited for it. Until I realised I could see every treasure and map feature at game set up. No revelations save for a few monsters and randomized treasure placements. HeroQuest did that right; you had to explore the dungeons on your own. And if you were really lucky the DM would change things from the maps in the book.
7. The treasure cards
Searching for treasure was groovy! With the wandering monsters there was a risk, but finding a coin purse or a healing potion was usually worth it.
Searching for treasure was groovy! With the wandering monsters there was a risk, but finding a coin purse or a healing potion was usually worth it.
8. The grand quest!
You were able to bring your characters from one mission to the next, including your hard earned treasure and equipment. It all lead to a final showdown.
9. The greed!
See that treasure chest in the back of the room? Sure, there might be four fimirs between you and it, but nothing would stand in your way. The game would bring out the greed in my friends more than even Monopoly did. But ultimately this is what would lead to the most fun situations. Especially when the treasure chest was trapped.
Oh how beautiful they were! We were used to the monotone soldiers of Risk or the lackluster pieces in Snakes and Ladders. HeroQuest brought the world to life
11. The randomness of the map
HeroQuest maps required very little set up. The DM would usually just need five minutes to read through the mission and place a few rocks and a staircase. Compare that to setting up a game of Settlers or Merchants and Marauders. Or.. eh… Risk.
You were able to bring your characters from one mission to the next, including your hard earned treasure and equipment. It all lead to a final showdown.
9. The greed!
See that treasure chest in the back of the room? Sure, there might be four fimirs between you and it, but nothing would stand in your way. The game would bring out the greed in my friends more than even Monopoly did. But ultimately this is what would lead to the most fun situations. Especially when the treasure chest was trapped.
10. The mini’s
Oh how beautiful they were! We were used to the monotone soldiers of Risk or the lackluster pieces in Snakes and Ladders. HeroQuest brought the world to life
11. The randomness of the map
You’d think that the game would be repetitive with a premade board, but with clever placement of the walls the journey through Morcar’s dark labyrinths were always a fresh experience.
12. Always ready to go!
12. Always ready to go!
HeroQuest maps required very little set up. The DM would usually just need five minutes to read through the mission and place a few rocks and a staircase. Compare that to setting up a game of Settlers or Merchants and Marauders. Or.. eh… Risk.
13. The Advanced HeroQuest
The game was so successful that it spawned a sequel. We didn’t play it, but we sure would if we got our hands on it! The sequel had more involved rules compared to the simplicity of HeroQuest. Almost as if it grew up with its audience.
The game was so successful that it spawned a sequel. We didn’t play it, but we sure would if we got our hands on it! The sequel had more involved rules compared to the simplicity of HeroQuest. Almost as if it grew up with its audience.
14. The weapon rack
Enough said. If you saw this in a room you knew you’d hit the jackpot! There was ALWAYS a weapon on that thing if you searched for treasures in the room.
Enough said. If you saw this in a room you knew you’d hit the jackpot! There was ALWAYS a weapon on that thing if you searched for treasures in the room.
15. The equipment cards
If you didn’t find the weapon rack you at least got to go buy equipment between adventures! What other fantasy game includes both shopping AND interior decorating!??
If you didn’t find the weapon rack you at least got to go buy equipment between adventures! What other fantasy game includes both shopping AND interior decorating!??
16. The diverse enemies
As with the screen, the enemies of the game had a great mixture of ‘nuisance’ and ‘horrifying’. Fighting goblins and orcs was hard enough, but you better run when the room revealed a Chaos Warrior or heavens forbid; the dreaded gargoyle! Only years later did I learn what ‘gargoyle’ actually meant (I played the game in Norwegian).
As with the screen, the enemies of the game had a great mixture of ‘nuisance’ and ‘horrifying’. Fighting goblins and orcs was hard enough, but you better run when the room revealed a Chaos Warrior or heavens forbid; the dreaded gargoyle! Only years later did I learn what ‘gargoyle’ actually meant (I played the game in Norwegian).
17. The spells
You might feel underpowered as a wizard. Until you got to walk through stone! The spells were incredibly powerful and would often save the day. Just like wizards did in the campy fantasy novels you’d read inbetween game sessions. Oh Fizban…
You might feel underpowered as a wizard. Until you got to walk through stone! The spells were incredibly powerful and would often save the day. Just like wizards did in the campy fantasy novels you’d read inbetween game sessions. Oh Fizban…
18. Mini Character sheet
Isn’t this the cutest character sheet in the history of tabletop gaming? And let’s be honest; you don’t need much more really.
Isn’t this the cutest character sheet in the history of tabletop gaming? And let’s be honest; you don’t need much more really.
19. The doors
The attention to detail in the game was amazing: Few other games supply you with open and closed doors for your game board.
The attention to detail in the game was amazing: Few other games supply you with open and closed doors for your game board.
20. The expansions
In our hometown we only had one expansion, Kellar’s Keep, but for those in the UK and beyond you’d be able to find up to seven expansion packs.
In our hometown we only had one expansion, Kellar’s Keep, but for those in the UK and beyond you’d be able to find up to seven expansion packs.
21. The skulls
Not only were each mini different; the game included little skulls and rats that served no other purpose but to differentiate between two different book shelves.
Not only were each mini different; the game included little skulls and rats that served no other purpose but to differentiate between two different book shelves.
22. The Amiga video game
Ok, to be honest; this was a horrible experience. A video game should streamline a physical game, but the video games took forever. But it made us love the board game all the more for what it was!
Ok, to be honest; this was a horrible experience. A video game should streamline a physical game, but the video games took forever. But it made us love the board game all the more for what it was!
23. The goodhearted nature of the game
HeroQuest was about having fun together. The Game Masters job was to ensure the players were having a great time, not to kill them. His enjoyment of the game came from knowing what trouble laid ahead and giving the players a challenge that ‘almost’ killed them.
HeroQuest was about having fun together. The Game Masters job was to ensure the players were having a great time, not to kill them. His enjoyment of the game came from knowing what trouble laid ahead and giving the players a challenge that ‘almost’ killed them.
24. Reusability
The mini’s were ready to be painted and could easily be transferred to your other favourite games. Who didn’t use the dwarf in their D&D campaign later on?
The mini’s were ready to be painted and could easily be transferred to your other favourite games. Who didn’t use the dwarf in their D&D campaign later on?
25. Being creative!
The makers of the game even released a HeroQuest Adventure Design Kit that encouraged players to make their own stories. I never saw that kit, but I did it on my own regardless. I’m sure others did as well. I’d make my own maps, pieces, and even spell and equipment cards. So like we stated earlier; HeroQuest wasn’t just about having fun; it was about using your creativity and imagination. That’s a winning combination and why we believe the game definitely deserves its 25th Anniversary Edition!
I these 25 reasons weren’t enough, we’ll leave you off with a comparison of the old and new editions. If they don’t make you want to play the game you’re most likely on this site by a mistake.
The makers of the game even released a HeroQuest Adventure Design Kit that encouraged players to make their own stories. I never saw that kit, but I did it on my own regardless. I’m sure others did as well. I’d make my own maps, pieces, and even spell and equipment cards. So like we stated earlier; HeroQuest wasn’t just about having fun; it was about using your creativity and imagination. That’s a winning combination and why we believe the game definitely deserves its 25th Anniversary Edition!
I these 25 reasons weren’t enough, we’ll leave you off with a comparison of the old and new editions. If they don’t make you want to play the game you’re most likely on this site by a mistake.
Dont forget to pay a visit to Alabast from RPG Booster !