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, so it may require some modifications to make it more varied and entertaining. The system, however, offers enormous 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 a race and a specific number of paths for their Heroes depending on their type of character; the chosen paths are permanent and determine the core abilities and equipment allowances accessible to each adventurer throughout the game. Most of the abilities are attached to the different paths, so the Heroes may not acquire new ones after the character-creation process, with few exceptions. One interesting aspect of
Reforged is that it offers its own PV scale, incompatible with the original and its other variants. One may see that the Toughness values (TH) of starting characters (2-5) are notably lower than in AHQ, making it also the variant with the lowest TH values; as a consequence, TH 10+ characters are rare in this variant.
Reforged is the only revision of AHQ that allocates a fixed number of wounds to its characters depending on race and path. The Heroes may start with 6-9 wounds (the highest among the variants) in order to compensate for the changes that make the adventurers easier to attack, hit, and damage (such as lower stats, broader death zones, fixed value of enemies, etc.). Core characteristics may be increased a maximum of only two points by training between expeditions, which is the most restrictive when compared to AHQ and its other variants. However, this variant offers feats and skills for character customization, which may be purchased between expeditions by any Hero in exchange for gold coins. It includes 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 only a record of
experience that increases after completing a quest, making the game progressively harder by increasing the
Points Value of the groups of enemies in every encounter.
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 each Hero throughout the game. The original number of starting wounds (2-5) is preserved for the same races included in AHQ, though ogres may start with 5-8. Toughness values are also the original ones (3-8), depending on race. There are four groups of skills (
academic,
combat,
magic, and
prowess), and they are all equally available for purchase between expeditions. This variant offers 32
Skills and 11
Traits (attached to race and class) for character customization; the Heroes may purchase skills of a different class at a higher price (known as cross-classing). Heroes may also increase experience levels by spending
experience points (gained for killing monsters) and gold coins on training, skills, spells, etc.
AHQ2 also offers the possibility to select the race and
profession (class) of the characters. 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
Skills for character customization and also new
attributes (core 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 may grant 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 determined by the corresponding archetype. Each archetype also determines the starting
abilities of the character (core characteristics in AHQ); they also determine starting equipment and the group of skills accessible to each Hero throughout the game. Characters in this variant may start with 3-7 wounds depending on archetype, which tends to be slightly higher than in AHQ and the second highest after
Reforged. Toughness value of starting Heroes, on the other hand, are almost the same as in the original (5-7). 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 fifteen skills (sometimes more) 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 training core characteristics and purchasing 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 (or core characteristics) through training and by purchasing a maximum of three
skill cards between expeditions, though some of them are exclusive to certain classes. Training is limited to three ranks, and it is more expensive than in the AHQ. There are 23
Skill Cards (with some additional variations) for character customization.
Heroical Cards are also included as optional; these grant the Heroes some
special powers and
feats.
Allied retains the same characters and advancement system from AHQ.
Enhanced also retains the original character-creation system. 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
Skill Cards for character customization (some appear more than once). Also, 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 introduces a new standardized system that classifies all the possible
actions in the game into two types: minor and major actions, which makes them more organized and easier to use. Adventurers may take one major or two minor actions per activation; some minor actions are also
vigorous, meaning that they can be use only once per activation. Slev allows diagonal movement and diagonal attacks; movement through friendly models is allowed without extra cost (added in version 2020-09-07). This variant also implements 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) that do not focus like in AHQ, which produces a different feel of combat.
Reforged also retains the
bottleneck formation, so most of the combat in the game is conducted through (or near) double-sized doorways. Healing potions work in the same activation in which they are taken, restoring the adventurer’s full health as a free action even when in an enemy death zone. Healing herbs are available at a cost of 20 gold coins, and they can restore four wounds, also in the same activation. This variant includes rules for powder weapons.
2nd Edition also introduces some useful maneuvers like
change places,
push, and
withdraw as standard
actions for all models; they make combat more varied and engaging by allowing for different tactics. This variant also implements diagonal movement, but moving through friendly models is not allowed. It also retains the original death zone rules; however, a
speed test is now required to leave an opponent’s death zone. As in AHQ, diagonal attacks are possible only with long melee weapons like spears and halberds. Combat is mostly conducted though doorways (as under the original rules), though the new actions mentioned above may spice up the encounters considerably. This variant offers a simple arithmetic formula to resolve combat without using to-hit tables; also, an unmodified damage roll of 11+ always scores a wound, which makes characters slightly more vulnerable but the game more playable. Healing in combat may be easier than in AHQ, as healing potions work in the same activation in which they are taken, though they only restore four wounds. Heroes also have access to bandages that may allow them to heal one wound themselves or an adjacent friendly model upon passing an
intelligence test, which also work in the same activation. An ability to heal while in an enemy death zone is included (see
dodge). Powder weapons are also included in this variant.
AHQ2 does not implement more standard
actions besides the ones given by
proficiency skills. Diagonal movement is not allowed (except for
halflings) neither is movement through friendly models. This variant retains the original
death zone rules with
facing as a slight variation. As in
Reforged and
2nd Edition, most of the combat is conducted through doorways.
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. This variant allows diagonal movement, and it also allows movement through friendly models with no extra cost as long as they are not engaged in hand-to-hand combat. It also includes detailed rules for combat at different heights, darkness, impaired vision, and prone attacks. Likewise, it implements different types of special damage like
asphyxia and
catching fire. Death zones work differently than in AHQ, as a model must stop upon entering an opponent's death zone regardless of how many friendly models are already there unless the said opponent is engaged in hand-to hand combat. This variant 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 add more standard actions besides the ones given by
skills and/or
heroical cards (see Character Creation & Advancement above). It does not allow diagonal movement or movement through friendly models, and it also retains the original death zone rules from AHQ, with some clarifications. This variant 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, so it does not allow diagonal movement or movement through friendly models. Combat is resolved using the original HeroQuest rules, including the skull dice.
Enhanced retains the original
actions and death zone rules from AHQ. It also allows diagonal movement without additional cost, but it does not expressly allow movement through friendly models. Diagonal attacks are allowed only with long melee weapons (such as spears and halberds) as in the original game. As in
Reforged,
2nd Edition, and
AHQ2, most of the combat is conducted through doorways. It also includes powder weapons.
DungeonsReforged implements new
passage features such as
corridor hazards,
revealed pits, and
revealed portcullises. All the doors in the game are double doors; locked doors may be encountered as
corridor hazards, and they may be
lockpicked,
broken down or (sometimes)
forced. Traps and Hazards are mostly the same ones implemented in the original AHQ, with some tweaks and additions. This variant also includes Quest Room Features (such as
thrones,
coffins,
odd environments, etc.) that make dungeons more dangerous and varied. Optional rules for using HeroQuest furniture are also included. Dungeons in Slev's revision tend to be more compact than in the original game due to the revised exploration tables. The Points Value of the groups 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 by Slev is very 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 (such as
crumbled ceilings,
dead adventurersenergy barriers, etc.), but they are included in a separate table. The new
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. Special doors may also be
trapped,
locked,
heavy,
false,
riddled, etc. Traps and Hazards are almost the same ones implemented in the original AHQ. Levers are used to open certain locked doors, and they may be found in the next lair after discovering a locked door. Some additional pieces of furniture like
pillars (which block LOS) are included along with stairs that lead two levels up or down. This variant offers some of most interesting dungeon features among the other variants.
AHQ2 retains the original dungeon features from AHQ with slight changes.
Extreme also implements its own difficulty-scaling mechanic based on
experience gained by the adventurers. It also adds new
dungeon features like
collapsed corridors and
X-shaped intersections; new Hazards are also included. Traps have secondary effects (such as
dismemberment). Also, this variant 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 pile built according to the quest objectives. Rooms and dungeon features are almost the same ones used in the original AHQ; the dungeon features are added randomly to rooms and furniture (with some variances such as
special features). This variant 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. This variant 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 that are used to generate wandering monsters and
escape points for them to leave the dungeon.
Enhanced retains the original mechanics, so its dungeons do not have new features to mention.
Equipment & TreasureReforged is (by far) the most developed, as it includes pages upon pages of new equipment and treasures.
2nd Edition is notably poor when it comes to new equipment and treasure.
AHQ2 retains the original equipment and treasure with slight changes.
Extreme also offers a slightly tweaked versions of the original equipment and treasure.
AHQ3 also 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, with additional options for
city adventures and
overland (see Campaigns below).
Extreme also retains the original mechanics, but it adds new
dungeon tokens (dungeon counters).
AHQ3 introduces more powerful versions of the
dungeon cards (dungeon counters) when the Game Master possesses 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 preserves the original focus on exploration and combat, so there are no towns to visit or a world map to explore. However, it comes with several pregenerated campaigns that are (mostly) adapted from
White Dwarf articles, originally designed for AHQ.
2nd Edition also preserves 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 custom adventures and quests.
AHQ2 does not focus solely on exploration and combat, as it goes one step beyond by implementing a new
overland map with different locations and cities to visit between expeditions. The adventurers have to deal with encounters and random events when moving between locations.
Extreme also preserves 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). This variant also includes optional rules for traveling to other cities between expeditions.
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 this variant.
AHQ2 does not include a specific section for solo rules.
Extreme neither include a specific section for solo rules.
AHQ3 also retains the original solo-play mechanics from AHQ with slight changes.
Allied does not seem to be designed for solo play. Apparently, the concept is to make the game more interesting for a
human GameMaster.
Enhanced also retains the original mechanics, so AHQ solo 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. 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 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 this 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 clearly 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 and
2nd Edition, which I believe preserve (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 one 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