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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


I don't recall there being a Heroquest world at the time I wrote the first book, so I created part of one and drew my own map of it. By the time I was asked to write the second book, Games Workshop had designed their own version of the world, which included some of the place names from my novella but with a quite different geography "loosely based on the Warhammer world"
By the time I was working on the second book, Games Workshop had dashed in and changed my map of the Heroquest world to something more like their Warhammer map. It wasn't actually the same as the Warhammer one, but it had a lot of place names in common (including the curious "Trullheim" - did they know what a trull actully was?) and also made no sense in relation to the events of the first book, The Fellowship of Four. Go figure.
= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster




wallydubbs wrote:I'd like to see a HeroQuest Risk. We have more than enough factions: The Realm, Greenskins, Ogres, Undead, Elves. It's just wishful thinking as this would require a designated map Hasbro/Avalon Hill feigns to include. I understand why, that's too much world building, a potential lawsuit from Games Workshop and it takes away from Zargon being the main villain.
HeroQuest is only loosely based on Warhammer. Stephen Baker had ideas for the game before Games Workshop threw pieces of their world into it.




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