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Genie

This spell conjures up a Genie


who will do one of the
following: open any door on the
board (the room's contents
should be put out) OR attack
anyone on the board. He will
attack only once with five combat
dice. The spell is then discarded.
Swift Wind
This spell may be cast on any
one player. That player may
then roll twice as many dice as
normal the next time he moves.
The spell is then discarded.
Tempest
A small Tempest is created
which envelops one monster or
player of your choice. That
monster or player will then
miss his next turn. The spell is
then discarded.
Heal Body
This spell may be cast on any
one player. It will restore up to
four Body points that have been
lost. The spell is then discarded.
Pass Through Rock
This spell may be cast on any
one player. That player may
then move through walls when
he next moves. The player may
move through as many walls as
his movement will allow. The
spell is then discarded.
Rock Skin
This spell may be cast on any one
player. That player may then
throw two extra combat dice in
defence, until the spell is broken.
The spell is broken when that
player is wounded. The spell is
then discarded.
Ball of Flame
This spell may be cast at any
one monster or player. It will
inflict two points of Body
damage. The victim may roll
two dice. For each shield he
rolls he may reduce the damage
by one. The spell is then
discarded.
Courage
This spell may be cast on any one
player. That player may then
throw two extra dice each time he
attacks, until the spell is broken.
The spell is broken when there
are no more monsters visible to
that player. The spell is then
discarded.
Fire of Wrath
This spell may be cast on any
one monster or player,
anywhere on the board. It will
seek out your enemy and
inflict one Body point of
damage, unless your opponent
can roll a shield on one
combat die. The spell is then
discarded.
Sleep
This spell will put one monster or
player to sleep. He may try to
defend himself by rolling one die
per Mind point. If he rolls a
shield he is unaffected. Once
asleep he may not defend if
attacked. He will awake if he rolls
a six at the start of his turn, or if
attacked.
Veil of M ist
This spell may be cast on any
one player. That player may
then move unseen through spaces
that are occupied by other
players or monsters the next
time he moves. The spell is
then discarded.
Water of Healing
This spell may be cast on any
one player. It will restore up to
four Body points that have been
lost. The spell is then discarded.
Gem!
Tucked into the toe of an old boot
you find a valuable Gem. The
stone is worth 50 gold coins.
Record the money
on the back of your
character sheet.
Gold!
A rummage through several items
of clothing reveals
20 gold coins. Record the money
on the back of your character
sheet.
Gold!
A meagre haul of just 10 gold
coins is found in the pocket of a
smelly, worn jerkin. Record the
money on the back of your
character sheet.
Gold!
Amidst the clutter, the old rags,
the greasy fur robes and soiled
blankets, you find
25 gold coins. Record the money
on the back of your character
sheet.
Gold!
Foolishly left unhidden
lies a small box containing
25 gold coins. Record the money
on the back of your character
sheet.
Gold!
You find a loose stone behind
which is hidden a small leather
pouch wrapped in an old rag.
You look inside the pouch and
find 50 gold coins. Record the
money on the back of your
character sheet.
Gold!
You search and find small
amounts of gold hidden in several
places. But you lose track of
time. Roll one die and multiply
the result by ten to see how many
gold coins you find. Miss your
next go. Record the money on the
back of your character sheet.
Heroic Brew
A leather bag hanging on the
wall contains a potion. It is a
Heroic Brew. The potion may be
taken just before you are about to
attack. Any player who drinks the
potion will be able to make two
attacks instead of one, for one turn
only. The card is then discarded.
Holy Water
Discarded and forgotten in a
corner of the room you find a
vial of Holy Water. You may use
the Holy Water instead of
attacking. It will kill any
undead creature: Skeleton,
Zombie, Mummy. Discard
after use.
J ewles!
You find a small wooden box.
The box is plain and old but
within ... it is lined with velvet
and contains 50 gold coins' worth
of jewels. Record the money on
the back of our character sheet.
Nothing
Despite a thorough search
you find nothing.
Potion of Healing
Enveloped in a bundle of rags
you find a small bottle of liquid.
You recognise it as a healing
potion. You may drink the
potion at any time. It will
restore up to four lost
Body points. The card is
then discarded.
Potion of Healing
Enveloped in a bundle of rags
ayou find a small bottle of liquid.
You recognise it as a healing
potion. You may drink the
potion at any time. It will
restore up to four lost
Body points. The card is
then discarded.
Potion of Resilience
Amidst a collection of old
bottles and earthen jugs you
find a small clear vial, a Potion
of Resilience. It may be taken
at any time. You may then roll
two extra combat dice in defence
when you next defend. The card
is then discarded.
Potion of Speed
Standing on a shelf you see a
dusty bottle. As you wipe it
clean, you realize it is a potion of
speed. You may drink the
potion at any time. It will allow
you to roll twice as many dice as
usual the next time you move.
The card is then discarded.
Potion of Strength
You find a small purple
bottle. It is a Potion of Strength.
You may drink the potion at
any time. It will enable you
to roll two extra combat dice
in attack in your next attack.
The card is then discarded.
Trap!
As you search you unwittingly set
off a trap. An arrow shoots out
from the wall. You must lose one
body point. Return this card to
the treasure pile.
Trap!
You feel the gentle pressure of a
trip wire against your leg, you
spin round ... but it is too late.
You lose one body point from the
crossbow bolt that shoots from
the wall. Return this card to the
treasure pile.
Trap!
The stone beneath your foot
begins to give way and all too late
you realize it is a trap. You fall
into a pit and lose one Body
point. You may climb out and
move as normal on your next
turn. The pit then closes. Return
this card to the treasure pile.
Treasure Horde!
Luck is with you. A small
treasure chest you find hidden
under an old fur, contains 100
gold coins.
Record the money on the back
of your character sheet.
Wandering M onster
As you are busy searching, a monster
stalks up on you and attacks. The
Evil Wizard player may place the
wandering monster shown in the
Quest Book for this adventure in any
square next to you. The monster
attacks immediately. Return this card
to the treasure pile.
Wandering M onster
As you are busy searching, a monster
stalks up on you and attacks. The
Evil Wizard player may place the
wandering monster shown in the
Quest Book for this adventure in any
square next to you. The monster
attacks immediately. Return this card
to the treasure pile.
Wandering M onster
As you are busy searching, a monster
stalks up on you and attacks. The
Evil Wizard player may place the
wandering monster shown in the
Quest Book for this adventure in any
square next to you. The monster
attacks immediately. Return this card
to the treasure pile.
Wandering M onster
As you are busy searching, a monster
stalks up on you and attacks. The
Evil Wizard player may place the
wandering monster shown in the
Quest Book for this adventure in any
square next to you. The monster
attacks immediately. Return this card
to the treasure pile.
Wandering M onster
As you are busy searching, a monster
stalks up on you and attacks. The
Evil Wizard player may place the
wandering monster shown in the
Quest Book for this adventure in any
square next to you. The monster
attacks immediately. Return this card
to the treasure pile.
Goblin Orc
Fimir Skeleton Zombie
M ummy Chaos Warrior Gargoyle
Move 10 squares
Attack 2 dice
Defend 1 dice
Body 1
Mind 1
Move 8 squares
Attack 3 dice
Defend 2 dice
Body 1
Mind 2
Move 6 squares
Attack 3 dice
Defend 3 dice
Body 1
Mind 3
Move 6 squares
Attack 2 dice
Defend 2 dice
Body 1
Mind 0
Move 4 squares
Attack 2 dice
Defend 3 dice
Body 1
Mind 0
Move 4 squares
Attack 3 dice
Defend 4 dice
Body 1
Mind 0
Move 6 squares
Attack 3 dice
Defend 4 dice
Body 1
Mind 3
Move 6 squares
Attack 4 dice
Defend 4 dice
Body 1
Mind 4
Borin's A rmour
Borin's Armour allows you
to roll four
combat dice in defence.
ARMOUR
Orcs Bane
The sword, Orcs Bane
allows you to roll two combat
dice in attack. You may
attack TWICE if you are
fighting Orcs.
WEAPON
Spirit Blade
Spirit Blade allows you to roll
three combat dice in attack
OR
four dice in attack against
undead creatures: Skeletons,
Zombies and Mummies.
WEAPON
Talisman of Lore
The Talisman allows you to
increase your Mind points by
two as long as you have the
Talisman in your possession.
Wandof Recall
The Wand of Recall allows
you to cast two spells instead
of one during your turn.
Battle A xe
The Battle axe allows you to roll
four combat dice in attack. You
may not use a shield when
using the Battle axe.
Cost 400 gold coins.
May not be used by Wizard
WEAPON
Bracers
The Bracers allows you to roll one
extra combat die in defence.
Cost 200 gold pieces.
May only be used by Wizard.
ARMOUR
Broadsword
The Broadsword allows you
to roll three combat dice in attack.
Cost 250 gold coins.
May not be used by Wizard.
WEAPON
Chain M ail
Chain mail armour allows you
to roll threecombat dice in defence.
Cost 450 gold coins.
May not be used by Wizard.
ARMOUR
Cloak of Protection
The cloak allows you to roll one
extra die in defence
Cost 350 gold coins.
May only be used by Wizard.
ARMOUR
Crossbow
The Crossbow allows you to roll
three combat dice in attack. You
may not use the Crossbow against
an opponent who is adjacent to you.
Cost 350 gold coins.
May not be used by Wizard.
WEAPON
HandA xe
The Hand axe allows you to roll
two combat dice in attack.
You may also throw the Hand
axe but if you do so you lose it.
Cost 150 gold coins.
May not be used by Wizard.
WEAPON
Plate A rmour
Plate armour allows you to roll
four combat dice in defence,
BUT You may only roll one
die for movement whilst
wearing plate armour.
Cost 850 gold coins.
May not be used by Wizard.
ARMOUR
Short Sword
The Short sword allows you to
roll two combat dice in attack.
The Short sword may be used
to attack diagonally.
Cost 150 gold coins.
May not be used by Wizard.
WEAPON
Staff
The Staff allows you to roll
two combat dice in attack. The
Staff may be used to attack
diagonally.
Cost 100 gold coins.
WEAPON
The Helmet
The helmet gives you one extra
combat die in defence.
Cost 120 gold coins.
May not be used by Wizard.
ARMOUR
The Shield
The shield gives you one extra
combat die in defence.
Cost 100 gold coins.
May not be used by Wizard.
ARMOUR
Spear
The Spear allows you to roll two
combat dice in attack. The Spear
may be used to attack diagonally.
You may also throw the Spear
but if you do so you lose it.
Cost 150 gold coins.
May not be used by Wizard
WEAPON
Tool K it
The tool kit enables you to
remove any trap that you find.
Roll one combat die. On the roll
of a skull the trap goes off and
you lose one Body point.
Once you have rolled
the die the trap is removed.
Cost 250 gold coins.
Converted into Adobe Acrobat PDF by Bradley Boruch
All contents are Copyrighted to the respective owners
Milton Bradley Ltd. & Games Workshop, 1989 - 1993
FOR PERSONAL USE ONLY
Permission granted to be used on HeroQuest Downloads

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