Advanced HeroQuest was a unique dungeon crawler ahead of its time. Unfortunately, the original version came with some design flaws (such as monotonous characters and combat) that may render its gameplay bland and repetitive; therefore, it may require some modifications to make it more varied and entertaining. The system, however, offers great potential as a dungeon sandbox that can be easily adjusted and redesigned, and this is where house rules and variants come into play.
There are several
AHQ variants available out there, and they can be sorted into two major groups:
Revisions and
Fixes.
Revisions are complete redesigns of the classic rules while
Fixes are intended to correct the major flaws in the game but preserve the original rules as much as possible. To the best of my knowledge, the following are the variants in existence:
Revisions Advanced HeroQuest: Reforged (
Reforged)
Advanced HeroQuest Second Edition (
2nd Edition)
Advanced HeroQuest 2 (
AHQ2)
Extreme HeroQuest (
Extreme)
FixesAdvanced HeroQuest 3.0 (
AHQ3)
Allied HeroQuest (
Allied)
Enhanced-Advanced HeroQuest (
Enhanced)
Reforged,
2nd Edition,
AHQ2, and
Extreme are complete revisions of the original game, as they implement new RPG-like elements such as
Classes,
Feats,
Skills, etc.
AHQ3 and
Enhanced preserve most of the original rules and mechanics, but they add some new features intended to address the main flaws in the original game.
Allied is a mix of
HeroQuest combat (including the skull dice) with the random dungeons of
AHQ plus more options for the GameMaster. We cannot say that
Allied is a major revision of
AHQ in the same way the other revisions are; therefore, it is considered a
Fix for the purposes of this comparison.
The objective here is to put forward an overview of each variant focusing on certain categories I consider essential and comparing them to highlight their basic differences. Therefore, after going through the rulebooks of the
Revisions and
Fixes in existence, I believe we can sort out their main features and make the following comparisons:
Character Creation & AdvancementReforged introduces a new character-customization system through a series of
Paths (classes) that are selected during the Hero-creation process. Players may select
Race and a specific number of
Paths for their Heroes depending on the type of character. The chosen
Paths are permanent and determine the core
Abilities and
Equipment Allowances accessible to each Hero throughout the game. Most of the
Abilities are attached to the different
Paths; therefore, the Heroes may not acquire new ones after the character-creation process, with some exceptions.
Core Characteristics may be increased only two points by training between expeditions, which is the most restrictive when compared to
AHQ and its other variants. However, there are
Heroic Feats and
Heroic Skills for character customization, which may be purchased between expeditions by any Hero in exchange for Gold Coins.
Reforged offers more than 70
Abilities (most of them attached to a
Path), 16
Heroic Feats (
Mastery and
Proficiency), and 22
Heroic Skills. There are no levels of development but a record of
Experience that increases after completing a quest, making the game progressively harder by increasing the
Points Value of
Enemies in every encounter.
Reforged offers the weakest starting Heroes and
Enemies when compared to
AHQ and its other variants. As mentioned above, it is also the most restrictive about training
Core Characteristics.
2nd Edition also allows the players to decide the
Race and
Class of their characters.
Class determines certain bonuses and starting equipment; it also determines the group of
Skills accessible to the Hero throughout the game. There are four groups of
Skills (
Academic,
Combat,
Magic, and
Prowess), and all of them are available for purchase between expeditions.
2nd Edition offers 32
Skills and 11
Traits (attached to
Race and
Class) for character customization. Heroes may purchase
Skills of a different
Class (cross-classing) at a higher price. Heroes may increase
Experience levels by spending
Experience Points (gained for killing monsters) and Gold Coins on
Characteristics,
Skills,
Spells, etc.
AHQ2 also offers the possibility to select
Race and
Profession (class). Each
Race provides a certain number of
Proficiency Points which may be used to purchase
Proficiency Skills during the character-creation process, in any combination up to the total allowed. There are 42
Proficiency Skills for character customization. There are also new
Attributes (
Characteristics in
AHQ) such as
Reputation (charisma), which is a modifier that affects the result of the character’s interactions with NPCs. Characters may also select a
Religion, which may affect their magical abilities. They may also select a
Hometown based on the quest’s storyline (see Campaigns below). Characters may also select a
Career, which grants additional
Proficiency Skills and equipment. Once a character has been created, it may not acquire new
Proficiency Skills during the game unless the GameMaster grants them. Characters may increase their
Attributes by training in cities between expeditions.
Extreme also introduces its own character-development system through a series of
Archetypes (classes) that are also selected by the players during the character-creation process. Players are not allowed to choose
Race, as it is already determined by the
Archetype. Each
Archetype also determines the starting
Abilities (
Core Characteristics in
AHQ) of the character; they also determine starting equipment and the group of
Skills accessible to each Hero throughout the game. Each
Archetype includes a
Skill Tree that indicates the
Skills accessible to the corresponding character, divided in three different branches that form groups. There are also
Common Skills accessible to all
Archetypes. Each
Archetype offers a variety of approximately 15 (sometimes more)
Skills that may be combined with other ones for character customization. As in
2nd Edition, there are (five) levels to advance; characters may increase level by spending
Experience Points (gained for killing monsters) and Gold Coins on
Characteristics and
Skills.
AHQ3 allows the players to select the
Race and
Class of their characters.
Race provides some
Special Traits while
Class determines starting
Skills (
Core Characteristics in
AHQ) as well as equipment and special bonuses. Characters may be developed between expeditions by increasing their
Skills (
Core Characteristics) through training (which is limited) and by purchasing a maximum of three
Skill Cards between expeditions, though some of them are exclusive to certain
Classes. There are 23
Skill Cards (with some additional variations) for character customization.
Heroical Cards are also included as optional; these grant some
Special Powers and
Feats.
Allied retains the same characters and advancement system from
AHQ.
Enhanced also retains the original system for character creation. The players may choose
Race and
Class; the latter determines the group of
Skill Cards accessible to the character throughout the game. There are 23 different
Skill Cards for character customization (each card is printed more than once). There are only three levels of development, and each one gives access to a certain number of
Skill Cards, which are discarded upon use and may be purchased again between expeditions.
Actions, Movement & CombatReforged allows diagonal movement and diagonal attacks, but it introduces broader
Death Zones (every square around the model when using melee weapons plus every square adjacent to that smaller zone when using long melee weapons like spears and halberds). It also offers a slightly altered turn sequence. Movement through friendly models is allowed without extra cost (as of version 2020-09-07).
Reforged also introduces a new standardized system of
Actions for exploration and combat. Slev’s variant retains the
bottleneck conception; therefore, most of the combat is conducted through (or near) doorways. Powder weapons are included in the variant.
2nd Edition also allows diagonal movement, but movement through friendly models is not allowed. It retains the original
Death Zone rules; however, a
Speed Test is now required to leave an opponent’s
Death Zone. Diagonal attacks are possible only with long melee weapons (like spears and halberds) as in
AHQ.
2nd Edition also introduces some useful maneuvers like
Push,
Withdraw, and
Change Places as standard
Actions for all models; they make combat more varied, allowing for different tactics. It also offers a simple arithmetic formula to resolve combat without using
To-Hit tables. As in
Reforged, most of the combat is conducted through doorways. Powder weapons are also included.
AHQ2 does not allow diagonal movement (except for
Halflings), and it retains the original
Death Zone rules with
Facing as a slight variation. Movement through friendly models is not expressly allowed. The variant does not add more standard
Actions besides the ones given by
Proficiency Skills. Combat works mostly in the same manner as in the original game. As in
Reforged and
2nd Edition, most of the combat is conducted through doorways.
Extreme also allows diagonal movement; it also allows movement through friendly models with no extra cost as long as they are not engaged in hand-to-hand combat.
Extreme offers a system of
Actions very similar to the original, but it includes new combat moves like
knockdowns and
pushes that spice up the experience. It also includes detailed rules for prone combat, darkness, impaired vision, and combat at different heights. Likewise, it includes some types of special damage like
catching fire and
asphyxia. Also,
Death Zones work differently than in the original game; a model must stop upon entering an opponent's
Death Zone regardless of how many friendly models are already there unless the opponent generating it is engaged in hand-to hand combat.
Extreme offers a simple yet clever solution for the
bottleneck issue (although it requires GameMaster intervention): If the Heroes win the
Surprise, the monsters are placed and attacked first, otherwise the opposite happens.
AHQ3 does not allow diagonal movement or movement through friendly models. It also retains the original
Death Zone rules (from
AHQ) with some clarifications. It does not add more standard actions besides the ones given by
Skills and/or
Heroical Cards (See Character Creation & Advancement above).
AHQ3 deals with the
bottleneck issue in rooms simply by leaving two empty squares between the adventurers and the monsters.
Allied uses the original
HeroQuest rules for movement and combat; therefore, it does not allow diagonal movement or movement through friendly models. Combat is resolved using the original
HeroQuest rules, including the skull dice.
Enhanced also allows diagonal movement without additional cost; it doesn’t expressly allow movement through friendly models. The variant retains the original
Actions and
Death Zone rules from
AHQ. Diagonal attacks are also possible only with long melee weapons (like spears and halberds) as in the original game. As in
Reforged,
2nd Edition, and
AHQ2, most of the combat is conducted through doorways.
Enhanced also includes Powder weapons.
DungeonsReforged implements new
Passage Features:
Corridor Hazards,
Revealed Pits and
Revealed Portcullises. All the doors in the game are double doors. Locked doors may be found as
Corridor Hazards, and they may be
lockpicked,
broken down or (sometimes)
forced. Traps and Hazards are mostly the same ones from the original
AHQ, with some tweaks and additions.
Reforged also includes Quest Room Features (
thrones,
coffins,
Odd Environments, etc.). Rules for using
HeroQuest furniture are also included. Dungeons in
Reforged tend to be more compact than in the original game. The
Points Value of Enemies in every encounter is progressively higher depending on:
Experience gained by the party, dungeon level, expedition, number of Heroes, and a random factor. Dungeon level is also relevant when rolling for Traps. The difficulty-scaling mechanic implemented in
Reforged is ingenious and simple to use. I believe it is reasonable to say that
Reforged (as of Version 2020-09-07) offers the most varied and interesting dungeon features among the other variants.
2nd Edition implements even more
Special Features for passages and doors (
crumbled ceilings,
energy barriers,
dead adventurers, etc.), but they are included in a separate table.
Special Features are not optional like in
Reforged. I have to say that I like this approach more, as it is more varied than finding the same features all the time (from the same
Passage Features Table). All the doors are one space wide, but double doors are also available as
Special Doors, which are rarely found as passage features or ends. Traps and Hazards are almost the same ones from the original
AHQ. Special Doors may also be
trapped,
locked,
heavy,
false,
riddled, etc. Levers are used to open certain locked doors, and they may be found in the next Lair after discovering the corresponding locked door. Some additional pieces of furniture like pillars (which block
LOS) are included along with stairs leading two levels up or down.
2nd Edition offers some of most interesting dungeon features among the other variants.
AHQ2 retains, with slight changes, the original dungeon features from
AHQ. Dungeons do not have new features to mention.
Extreme also implements its own difficulty-scaling mechanic based on
Experience gained by the adventurers. It also adds new
dungeon features like
X-shaped intersections and
collapsed corridors. New Hazards are also included. Traps have secondary effects (like
dismemberment). Also, it introduces
Dungeon Clues, which are limited random opportunities to change dungeon features in favor of the adventurers.
AHQ3 implements a card-driven mechanic for dungeon generation; therefore, there are different decks and types of cards such as
Furniture,
Objectives,
Passages,
Rooms,
Traps, etc. Dungeons are generated by drawing cards from a pre-built pile according to the quest objectives. Rooms and dungeon features are almost the same as the ones used in the original
AHQ; the dungeon features are added randomly to rooms and furniture (with some variances such as
Special Features).
AHQ3 also includes
Ambience Cards (which work pretty much like
Odd Environments in
Reforged or
Special Features in
2nd Edition) that may be used to add more features to specific dungeon sections.
AHQ3 also comes with an optional dungeon-building mode for competitive play (see Campaigns below).
Allied also preserves the original dungeon features from
AHQ, though it adds
Spawnpoints, which are used to generate
Wandering Monsters and
Escape points for them.
Enhanced retains the original mechanics; dungeons do not have new features to mention.
Equipment & TreasureReforged is (by far) the most developed variant; it includes pages upon pages of new equipment and treasure items.
2nd Edition is notably poor in offering new equipment and treasure.
AHQ2 retains the original equipment and treasure with slight changes.
Extreme also offers a slightly tweaked variety of the original equipment and treasure.
AHQ3 likewise retains the original equipment and treasure with slight changes.
Allied retains the original equipment and treasure without change.
Enhanced also retains the original equipment and treasure with very slight changes.
GameMaster Reforged retains the original mechanics and options for the GameMaster, with some tweaks.
2nd Edition retains the same mechanics from the original game.
AHQ2 also retains the original mechanics for the GameMaster, with additional options for
Overland and
City Adventures (see Campaigns below).
Extreme likewise retains the original mechanics, but it adds new
Dungeon Tokens (
Dungeon Counters).
AHQ3 introduces more powerful versions of the
Dungeon Cards (
Dungeon Counters) when collecting four of the same type.
Allied includes
Major Threats, which are more powerful versions of the
Threat Tokens (
Dungeon Counters); they are also available to the GameMaster when collecting four of the same type.
Enhanced also retains the original options for the GameMaster without change.
CampaignsReforged retains the original focus on exploration and combat; there are no towns to visit or a world map to explore. However, it comes with several pregenerated campaigns; they are (mostly) adapted from
White Dwarf articles, originally designed for
AHQ.
2nd Edition also retains the focus on exploration and combat, but it does not come with pregenerated campaigns or a quest generator, though it is not difficult to create your own adventures.
AHQ2 does not focus solely on exploration and combat; it goes one step beyond and implements a new
Overland map with different locations and cities to visit between expeditions. The adventurers now have to deal with encounters and random events when moving between locations.
Extreme also retains the focus on exploration and combat, but it includes several different places to visit between expeditions (like
Guilds and even a
Coliseum).
AHQ3 introduces
Guilds or groups of Heroes that may be expanded during the campaign, and they may even battle against each other on
Vassal or by playing one in front of the other until both dungeons connect (very interesting idea by the way). Traveling to other cities between expeditions is also possible as optional.
Allied is designed for stand-alone quests, but they may be linked together relatively easy. There is only one town to visit between expeditions.
Enhanced comes with an improved version of the
Shattered Amulet quest. It retains
AHQ rules with slight changes.
Solo PlayReforged retains the original solo-play mechanics from
AHQ with slight modifications.
2nd Edition does not include a specific section for solo-play rules, though it is not difficult to play solo using the variant.
AHQ2 does not include a specific section for solo-play rules.
Extreme also does not include a specific section for solo-play rules.
AHQ3 also retains the original solo-play mechanics from
AHQ with slight changes.
Allied does not seem to be designed for solo play. It seems that the idea is to make the game more interesting for a
human GameMaster.
Enhanced also retains the original mechanic;
AHQ solo-play rules are used with slight changes.
Final CommentsIf you are looking for a complete redesign of
Advanced HeroQuest (it would be my recommendation),
Reforged is, in my opinion, one of the most ingenious and well-developed revisions in existence. It significantly improves the original game while preserving most of its essence, thereby boosting the system’s potential even further. As mentioned above, Slev’s revision also offers the most interesting and varied dungeons among the other variants. However, I believe some of the changes to the classic rules may be unnecessary and even counterproductive (such as the expanded
Death Zones, the limited training of
Core Characteristics, the modified
To-Hit Table, and the modified
Turn Sequence). Also, from my point of view, the options it offers for character development may be rather limited.
2nd Edition, on the other hand, offers one of the most versatile character-development systems among the other variants, but I find its
Experience Points-counting mechanic somewhat clunky and out of place. I believe it also offers the most varied and engaging combat system along with some of the most interesting dungeon features. However, I also believe it may need more variety of monsters, skills, treasures, and weapons.
AHQ2 is unique among the other variants in that it offers a world map with different towns and locations to visit between expeditions. However, I believe the variant does not entirely fix the flaws in the original game. The characters could be more varied; it could also offer more options for their development. Although it may be interesting to have a world map to explore, it is (clearly) not one of the essential elements of the original game. In essence,
AHQ is a dungeon crawler focused on what happens inside the dungeons. There are other fantasy games out there with mechanics for traveling between towns and different locations, not
AHQ.
Extreme offers its own character-development system with an
Experience Points-counting mechanic similar to the one implemented in
2nd Edition, but
Extreme comes with a more varied and polished set of skills. However, I find its development system more restrictive, as the possible combinations of core skills for each
Archetype (class) are limited and predetermined.
AHQ3 is a very interesting offer, with the possibility of online play. Although an improvement, I believe (as with
AHQ2) it does not entirely fix the flaws in the original game. It may need more variety of characters, monsters, skills, treasures, and weapons. Personally, I do not support the idea of turning
AHQ into a card-driven game, as cards are not necessarily more convenient than tables and dice (I believe cards tend to be more predictable, and they require shuffling to maintain the odds).
AHQ requires (a lot of) dice rolling; it is a part of its essence. There are other fantasy games out there based on card-driven mechanics, not
AHQ.
Allied may be simple and fun to play, but it is not the type of variant I am personally interested in. I want something more along the lines of
Reforged, which I believe preserves (most of) the original essence.
Enhanced is also an interesting improvement, but (as with
AHQ2 and
AHQ3) I believe it does not entirely fix the flaws in the original game. It may need more variety of characters, monsters, skills, treasures, and weapons.
I believe there is no such thing as the “best” variant, simply because it all boils down to taste and preference. Although
Reforged is my favorite, each variant offers several mechanics that I like and some others that I do not. The idea of combining the elements that I like into one set of variant rules (originally intended for my personal use) then came to me.
AHQ-Revamping Squad’s Workshop