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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.
Advanced Quests
There are multiple Stages in an Advanced Quest. Each of these Stages is shown on the Quest Map in a different colour. These same colours are used to highlight the appropriate Quest Notes for each Stage of the Quest on the left. In each Stage, the Heroes are attempting to find a Door on the edge of the Board which will allow them to enter the next Stage of the Quest.
The Evil Wizard should place the Door on the edge of the Board when it becomes visible to one of the Heroes. These Doors may be opened in the normal way, unless otherwise stated. When all the Heroes have gone through the Door, remove all the pieces from the Board and begin the next Stage of the Quest.
NOTE: Monsters may never move through a Door from one Stage of the Quest to another.
Between Stages
Heroes do not return to their full strength between Stages, nor can the Elf and Wizard replenish their Spells. However, all Heroes may keep the Potions and Quest Treasures they have found.
Beginning a New Stage
Heroes enter the next Stage of the Quest by passing through the same Door which marked the end of the last Stage. The first Hero moves through the Door, at which point the Evil Wizard should place onto the Board everything the Hero can see. The new Stage of the Quest is then played is the normal way. All discarded Treasure cards should be placed back into the Treasure card deck and the cards shuffled.
Re-Entering a Stage Previously Played
If the Heroes return to a Stage they have already played, all the Monsters will return and they will have to fight them all again. However, whilst Heroes may still search for treasure, some Quest Treasures mentioned in the Quest Notes may not be found again.
Dark Warriors
These Monsters work like other Monsters. But whenever the Evil Wizard places a Dark Warrior onto the Board, he can arm Dark Warrior in one of four ways depending upon the weapons available.
Dark Warriors in Combat
The Dark Warriors are an elite group of fighters who can defend in a special way. Roll the required number of Combat Dice shown on their Monster Card as normal and as long as you roll at least one round black shield, the Dark Warrior defends successfully and remains unharmed.
Doomguard
These Chaos Warriors are members of the Evil Wizard's elite regiment, the Doomguard. These Monsters defend in the same way as Dark Warriors - they need only roll one round black shield to defend against any number of skulls rolled by an attacker.
to defend against any number of
- making them significantly harder to defeat than most other monsters.Dark Warrior Crossbowman
Movement: 6 Squares
Attack Dice: 2 Combat Dice
Defend Dice: 3 Combat Dice
Body Points: 2
Mind Points: 2
Dark Warrior Halberdier
Movement: 6 Squares
Attack Dice: 3 Combat Dice
Defend Dice: 3 Combat Dice
Body Points: 2
Mind Points: 2
Dark Warrior Scout
Movement: 9 Squares
Attack Dice: 2 Combat Dice
Defend Dice: 3 Combat Dice
Body Points: 2
Mind Points: 2
Dark Warrior Swordsman
Movement: 4 Squares
Attack Dice: 4 Combat Dice
Defend Dice: 5 Combat Dice
Body Points: 2
Mind Points: 2
Doomguard
Movement: 7 Squares
Attack Dice: 4 Combat Dice
Defend Dice: 5 Combat Dice
Body Points: 3
Mind Points: 3




Kurgan wrote:Rolling right along! As you integrate the various expansions, the name you gave implies English only, so I take it no Japanese stuff in there? No Sir Manfred?
Kurgan wrote:What about "published" quests (White Dwarf, Marvel comics, Morris novels, etc)? Granted, you could say those aren't implementing general rules, only quest specific (mostly one-off) stuff, so perhaps there isn't much to add there.


HeroQuest UK Edition Kellar's Keep wrote:Players do not start the adventures on the stairway tile. Instead they enter via a door on the edge of the gameboard, unless instructed otherwise. The door through which they must enter the gameboard is shown with a white arrow.
Players may only leave the gameboard by locating either another door on the edge of the gameboard or the stairway tile.
HeroQuest US Edition Kellar's Keep wrote:1. Starting a Quest
The Heroes do not start their adventures on the spiral stairway tile used in the Game System. Instead, they may enter through an iron door on the edge of the gameboard. This door is shown on the Quest map with an arrow pointing inward toward the gameboard. This door is always placed on the gameboard in it's specified location before each Quest begins. At the Start of an Adventure, the Heroes line up outside the door and ask Zargon to open it.
2. Ending a Quest
Players may leave the gameboard only by locating the wooden exit door on the edge of the board, or by finding the spiral stairway that exists in on of the Quests. This exit door is shown on the Quest map with an arrow pointing outwards from the gameboard.
Note: As with regular doors, an exit door will not be put on the gameboard by Zargon until a hero down the appropriate corridor. An exit door is usually opened in the same way as a regular door, unless specified otherwise in the Quest notes.
HeroQuest Combined English Edition Rule Book wrote:Setting Up A Quest
Usually, the Heroes start from the Room marked with the Stairway tile. The Stairway is normally the entrance into and out of the stronghold, and leads out of the stronghold to safety. If this is the case, place the Stairway tile in the Room shown. The Heroes place their models on any square next to the Stairway.
In some Quests, however, the Heroes start from a different Room. The Quest Notes will explain what to do in these cases, and the Heroes should place their models as directed by the Quest Notes.
The remaining contents of the first Room (barring any Traps, Secret Doors, or Treasure) should be laid out at the beginning of the Quest.
Note: Do NOT put out any Traps or Secret Doors. Do NOT reveal Treasure at this time.
All Doors should be closed. No other pieces outside this Room are placed on the Board. These should only be set up when they become visible to the Heroes, as they can see them by looking into a new Room or Passage.
HeroQuest Combined English Edition Rule Book wrote:Completing a Quest
The Heroes complete a Quest successfully if they achieve the objectives described in the Parchment Text, which the Evil Wizard reads aloud at the beginning of the Quest.
For some Quests, the Heroes successfully complete a Quest only when they have achieved the Quest goal AND have returned to the safety of the Stairway. If they fail to do so, or if they are all killed, the Evil Wizard wins.
There is usually a final Treasure or a reward associated with successfully completing a Quest. The Heroes' valiant efforts are rewarded by splitting the reward amongst themselves.
Ending the Quest
A Quest may be ended early by the Heroes voluntarily returning to the Stairway before completing the Quest, or by all Heroes dying in their attempt to complete the Quest. Heroes escape the Quest by moving on to the Stairway tile.
Monsters may never move on to the Stairway tile.
HeroQuest Combined English Rulebook (update v.0.5) wrote:Setting Up A Quest
Usually, the Heroes start from the Room marked with the Stairway tile. The Stairway is normally the entrance into and out of the stronghold, and leads out of the stronghold to safety. If this is the case, place the Stairway tile in the Room shown. The Heroes place their models on any square next to the Stairway.
Sometimes, the Heroes do not start their Quest on the Stairway tile. Instead, they may enter through an iron entrance Door on the edge of the Board, unless instructed otherwise. The Door through which they must enter the Board is shown on the Quest Map with a white arrow pointing inward toward the Board. This Door is always placed on the Board in it's specified location before each Quest begins. At the Start of these Quests, the Heroes line up outside the entrance Door and asks the Evil Wizard to open it.
In some Quests, however, the Heroes start from a different Room. The Quest Notes will explain what to do in these cases, and the Heroes should place their models as directed by the Quest Notes.
The remaining contents of the first Room (barring any Traps, Secret Doors, or Treasure) should be laid out at the beginning of the Quest.
Note: Do NOT put out any Traps or Secret Doors. Do NOT reveal Treasure at this time.
All Doors should be closed. No other pieces outside this Room are placed on the Board. These should only be set up when they become visible to the Heroes, as they can see them by looking into a new Room or Passage.
HeroQuest Combined English Rulebook (update v.0.5) wrote:Completing a Quest
The Heroes complete a Quest successfully if they achieve the objectives described in the Parchment Text, which the Evil Wizard reads aloud at the beginning of the Quest.
For some Quests, the Heroes successfully complete a Quest only when they have achieved the Quest goal AND have either returned to the safety of the Stairway or passed through a wooden exit Door on the edge of the Board. This wooden exit Door is shown on the Quest Map with a white arrow pointing outwards from the Board. If they fail to do so, or if they are all killed, the Evil Wizard wins.
There is usually a final Treasure or a reward associated with successfully completing a Quest. The Heroes' valiant efforts are rewarded by splitting the reward amongst themselves.
Note: As with regular Doors, a wooden exit Door will not be put on the Board by the Evil Wizard until a Hero looks down the appropriate passage. A wooden exit Door is usually opened in the same way as a regular Door, unless specified otherwise in the Quest Notes.
Ending the Quest
A Quest may be ended early by the Heroes voluntarily returning to either an iron entrance Door on the edge of the gameboard or the Stairway before completing the Quest, or by all Heroes dying in their attempt to complete the Quest. Heroes escape the Quest by moving either through an iron entrance or wooden exit Door on the edge of the Board or on to the Stairway tile.
Monsters may never move through a iron entrance or wooden exit Door on the edge of the Board, or on to the Stairway tile.


HeroQuest US Edition Kellar's Keep wrote:3. Treasures
To eliminate conflicts among the Heroes, large gold coin treasures found in treasure chests should be divided among all surviving Heroes.
HeroQuest US Edition Kellar's Keep wrote:Fire Ring
Protects the wearer from any 2 Chaos fire spells. Ring disappears after the wearer has been protected from the second fire spell.
HeroQuest Combined English Rule Book wrote:Ball of Flame
This Spell may be cast on any one Hero or Monster, enveloping them in a ball of fire. The Spell will inflict two Body Points of damage. The Hero or Monster then rolls two Combat Dice. For each White Shield rolled, the damage from the Spell is reduced by one Body Point.
HeroQuest Combined English Rule Book wrote:Fire of Wrath
This Spell may be cast on any one Hero or Monster, anywhere on the Board, blasting them with flames. The Spell will seek out the target, and inflict one Body Point of damage, unless that Hero or Monster can immediately roll a White Shield on one Combat Die.
[US: The spellcaster must have line of sight to the Hero or Monster this Spell is cast on.]
HeroQuest Combined English Rule Book wrote:Firestorm
This spell creates a blast of fire that inflicts three Body Points of damage on all Heroes and Monsters in the same Room with the spellcaster. The spellcaster is unaffected. All affected Heroes and Monsters roll two Combat Dice. For each White Shield rolled, the damage from the Spell is reduced by one Body Point.
HeroQuest Combined English Rulebook (update v.0.5) wrote:Fire Ring
This ring protects the wearer from any Fire damage caused by Spells. The Fire Ring disappears after the wearer has been protected from a second Spell.
HeroQuest US Edition Kellar's Keep wrote:Magical Throwing Dagger
Always inflicts 1 Body Point of damage when thrown at a monster a Hero can "see." Monster cannot defend. Dagger is lost once it is thrown.
HeroQuest Combined English Rule Book wrote:Dagger
Weapon
25 Gold Coins
This sharp knife allows a Hero to roll one Combat Die when they attack.
A Hero may also throw the Dagger at any opponent that they can "see." However, they cannot throw the Dagger at an opponent who is adjacent to them. If the Hero throws the Dagger at an opponent, they lose it after the attack.
[US: You may throw the Dagger at an opponent who is diagonally adjacent to you.]
HeroQuest Combined English Rulebook (update v.0.5) wrote:Magical Throwing Dagger
Weapon
This sharp knife allows a Hero to roll one Combat Die when they attack.
A Hero may also throw the Magical Throwing Dagger at any opponent that they can "see." However, they cannot throw it at an opponent who is adjacent to them. The Magical Throwing Dagger always inflicts 1 Body Point of damage when thrown at an opponent. The opponent cannot defend against this damage. If the Hero throws the Magical Throwing Dagger at an opponent, they lose it after the attack.
[US: You may throw the Magical Throwing Dagger at an opponent who is diagonally adjacent to you.]


HeroQuest US Edition Kellar's Keep wrote:
- Spell Scrolls: The 8 remaining artifact cards are called spell scrolls. They are used just like the spell cards in the Game System. However, a spell scroll can be used by ANY Hero (not just the Wizard and Elf) who finds one.
When a Hero finds a spell scroll, Zargon should turn all of the spell scroll cards face down, mix them up and let the Hero draw one at random. The Hero should then record the spell scroll on his Character Sheet and return the scroll facedown to the scroll deck. After a spell scroll has been used, it must be crossed off the Hero's Character Sheet.
HeroQuest US Edition Kellar's Keep Spell Scrolls wrote:May be used by any Hero. Scroll crumbles to dust after it is used.
HeroQuest Combined English Edition v. 1.5.1 wrote:Spell Scrolls
Spell Scrolls are used just like Spells. However, a Spell Scroll can be used by ANY Hero (not just the Wizard and Elf) who finds one.
When a Hero finds a Spell Scroll, the Evil Wizard should let the Hero draw one Scroll card from the Scroll deck. After a Spell Scroll has been used, the card must be discarded.
Like Potions, between Quests, Heroes should make a note of any Scrolls they have found, along with their effects, and return any Scroll cards they have to the Scroll deck.
HeroQuest Combined English Edition v. 1.5.1 wrote:Heroes should make a note of any Scrolls they have found, along with their effects, and return any Scroll cards they have to the Scroll deck.
HeroQuest Combined English Edition v. 1.5.1 wrote:Spell Scroll - Ball of Flame
This Spell may be cast on any one Hero or Monster, enveloping them in a ball of fire. The Spell will inflict two Body Points of Fire damage. The Hero or Monster then rolls two Combat Dice. For each White Shield rolled, the damage from the Spell is reduced by one Body Point.
May be used by any Hero. The Scroll crumbles to dust after it is used.
HeroQuest Combined English Edition v. 1.5.1 wrote:Spell Scroll - Courage
This Spell may be cast on any one Hero, including the spellcaster. Whenever that Hero attacks, they may roll two extra Combat Dice, until the Spell is broken. The Spell is broken when there is no longer any Monsters visible to the Hero.
[US: The Hero may roll two extra Combat Dice for their next attack only. The Spell is broken after the Hero's next attack.]
[UK: The Spell is broken when there are no longer any Monsters on the Board.]
May be used by any Hero. The Scroll crumbles to dust after it is used.
HeroQuest Combined English Edition v. 1.5.1 wrote:Spell Scroll - Fire of Wrath
This Spell may be cast on any one Hero or Monster, anywhere on the Board, blasting them with flames. The Spell will seek out the target, and inflict one Body Point of Fire damage, unless that Hero or Monster can immediately roll a White Shield on one Combat Die.
[US: The spellcaster must have line of sight to the Hero or Monster this Spell is cast on.]
May be used by any Hero. The Scroll crumbles to dust after it is used.
HeroQuest Combined English Edition v. 1.5.1 wrote:Spell Scroll - Genie
This Spell conjures up a Genie, who will do one of the following before disappearing:May be used by any Hero. The Scroll crumbles to dust after it is used.
- Open any Door on the Board, revealing what lies beyond the Door (within line of sight). The Genie does NOT count as searching, and will not reveal Secret Doors, Traps, or Treasure;
- Attack any Hero or Monster within the spellcaster's line of sight with five Combat Dice. [UK: The spellcaster can attack any opponent on the board.]
HeroQuest Combined English Edition v. 1.5.1 wrote:Spell Scroll - Heal Body
This Spell may be cast on any Hero, including the spellcaster. Its magical power will immediately restore up to four Body Points that have been lost by that Hero. This Spell will not give a Hero more than their starting number of Body Points.
May be used by any Hero. The Scroll crumbles to dust after it is used.
HeroQuest Combined English Edition v. 1.5.1 wrote:Spell Scroll - Rock Skin
This Spell may be cast on an one Hero, including the spellcaster. The Hero may throw two extra Combat Dice when defending, until the Spell is broken. The Spell is broken when the Hero loses one Body Point.
[US: The Hero only adds one extra Combat Die when defending.]
May be used by any Hero. The Scroll crumbles to dust after it is used.
HeroQuest Combined English Edition v. 1.5.1 wrote:Spell Scroll - Sleep
This Spell will attempt to put one Hero or Monster into a deep sleep, so that they cannot move, attack, or defend themselves. They may try to resist the Spell by rolling one Combat Die per Mind Point. If they roll a Black Shield, they are unaffected by the Spell.
Once asleep, at the start of their turn, starting from their next turn, the Hero or Monster may attempt to awaken from the Spell, by rolling one Combat Die per Mind Point. If they roll a Black Shield, they awaken from the Spell.
A sleeping Hero or Monster may not defend themselves, if they are attacked, but they will automatically awaken from the Spell after the attack has been resolved.
May not be used against Mummies, Zombies, or Skeletons.
May be used by any Hero. The Scroll crumbles to dust after it is used.
HeroQuest Combined English Edition v. 1.5.1 wrote:Spell Scroll - Tempest
This Spell creates a small whirlwind that envelops one Hero or Monster of the spellcaster's choice. That Hero or Monster will then miss their next turn.
May be used by any Hero. The Scroll crumbles to dust after it is used.


HeroQuest US Edition Kellar's Keep wrote:Trapdoors
The 2 trap doors are used to link 2 visually unconnected Rooms via an unseen "tunnel." When landing on 1 trap door, a Hero moves instantly to the other trap door.
HeroQuest Combined English Edition Rule Book wrote:Trapdoors
The two Trapdoors are used to link two visually unconnected Rooms or Passages via an unseen "tunnel." When a Hero moves onto a Trapdoor, they may move instantly to the other Trapdoor, even if it hasn't been revealed yet.
Passing through a Trapdoor does not require an Action, nor does does it cost any Movement. The Hero can continue their Move from the other Trapdoor as normal.
Heroes cannot see through the Trapdoor, and must travel through the Trapdoor to the other Trapdoor BEFORE they can explore the Room or Passage beyond.
Monsters can NOT move through a Trapdoor.
HeroQuest US Edition Kellar's Keep wrote:These Potions may only be purchased between Quests.
HeroQuest Combined English Edition Rule Book wrote:Buying Equipment
Heroes may collect valuable Treasures, such as Gold Coins, during a Quest. Between Quests, Heroes may use Gold Coins to purchase powerful Weapons and protective Armour from the Armoury, or potent Potions from the Alchemist's Shop.
HeroQuest Combined English Edition Rule Book wrote:Potions
Some Treasure cards show Potions. A Hero can either use such a card immediately (returning the card to the bottom of the deck), or keep it and use it later at any time. The Hero should record the Potion on their Character Sheet, and return the card to the bottom of the deck as soon as it is used.
[UK 2nd/US]: The card is discarded. It is not returned to the Treasure card deck.
A Hero may drink a Potion at any time. The way a Potion works and how long its effects last are listed on the Potion Treasure Card, and sometimes in the Quest Book.
A Hero may drink more than one Potion at a time.
Healing Potions are very valuable. If a Hero's Body Points are reduced to zero, they may drink a healing Potion to save themselves before they die, by restoring 1 or more of their Body Points.
A Hero may give one of their Potions to a fellow Hero, but they may do so only on their turn.
HeroQuest Combined English Edition Rule Book wrote:These Potions are used exactly like the Potions from the Equipment Cards deck.
HeroQuest Combined English Edition Rule Book wrote:Potions
Some Equipment Cards show Potions. A Hero can keep such a card and use it later at any time. The Hero should record the Potion on their Character Sheet, and return the Potion card to the Equipment Card deck as soon as it is used.
A Hero may drink a Potion at any time. The way a Potion works and how long its effects last are listed on the Potion Equipment Card.
A Hero may drink more than one Potion at a time.
Healing Potions are very valuable. If a Hero's Body Points are reduced to zero, they may drink a healing Potion to save themselves before they die, by restoring 1 or more of their Body Points.
A Hero may give one of their Potions to a fellow Hero, but they may do so only on their turn.
HeroQuest Combined English Edition Rule Book wrote:[UK: All Potions on Equipment cards spoil and must be discarded between Quests.]
HeroQuest Combined English Edition Rule Book wrote:[UK: A Hero may not buy Equipment if there is not a corresponding Equipment Card available in the Equipment Card deck.]


HeroQuest US Edition Kellar's Keep Quest Book wrote:Potion of Restoration
Cost: 500 Gold Coins
Drink this brown, frothy liquid to restore 1 lost Body Point and 1 lost Mind Point. It's refreshing after a tough battle!
HeroQuest Combined English Edition Rule Book wrote:Potion of Restoration
Potion
500 Gold Coins
Drink this brown, frothy liquid to restore 1 lost Body Point and 1 lost Mind Point. It's refreshing after a tough battle!
This Potion can only be used once. The card is then discarded.
HeroQuest US Edition Kellar's Keep Quest Book wrote:Venom Antidote
Cost: 300 Gold Coins
This bubbling brew tastes foul, but heals up to 2 Body Points of damage caused by poison needles or poison darts only.
HeroQuest Combined English Edition Rule Book wrote:Venom Antidote
Potion
300 Gold Coins
This bubbling brew tastes foul, but heals up to 2 Body Points of damage, caused by Poison damage only.
This Potion can only be used once. The card is then discarded.
HeroQuest US Edition Kellar's Keep Quest Book wrote:Potion of Dexterity
Cost: 100 Gold Coins
This sparkling liquid adds 5 movement squares to your next die roll or guarantees 1 successful pit jump. If you purchase more than one of these potions, you may use only 1 potion per turn.
HeroQuest Combined English Edition Rule Book wrote:Potion of Dexterity
Potion
100 Gold Coins
This sparkling liquid will do one of the following:Heroes may use only one Potion of Dexterity per turn.
- Adds 5 to the result of the Hero's next Move Dice roll;
- Guarantees an automatic success when the Hero next attempts to jump a Pit Trap this turn.
This Potion can only be used once. The card is then discarded.
HeroQuest US Edition Kellar's Keep Quest Book wrote:Potion of Battle
Cost: 200 Gold Coins
If you have a really "weak" roll of the attack dice, you may drink this blood-red potion. It allows you 1 re-roll of your attack dice.
HeroQuest Combined English Edition Rule Book wrote:Potion of Battle
Potion
200 Gold Coins
A Hero may drink this blood-red Potion, which allows them to re-roll all of their Attack Dice once the next time they Attack.
Heroes may use only one Potion of Battle per turn.
This Potion can only be used once. The card is then discarded.


HeroQuest Combined English Rule Book wrote:Spell Scroll - Pass Through Rock
This Spell can be cast on any one Hero, including the spellcaster. That Hero may move through Walls when they next move. The Hero may move through as many Walls as their Move Dice allow.
This Spell doesn't allow for the Hero to pass through other obstacles, such as Blocked Square Tiles, Falling Rock Tiles, Furniture, or Monsters. The Hero still triggers Traps that they move through as normal. Walls still block line of sight, and all attacks, as normal.
Caution! There are shaded areas on each Quest Map which indicate solid rock. If a Hero ends their turn in one of these areas, they are trapped forever, and are removed from the game!
May be used by any Hero. The Scroll crumbles to dust after it is used.
HeroQuest Return of the Witch Lord US Edition Quest Book wrote:Rabbit Boots
To jump over 1 discovered trap per turn, roll anything but a black shield on 1 combat die.
HeroQuest Combined English Rule Book wrote:Rabbit Boots
The Hero may successfully jump over a single Pit Trap whilst moving, by rolling anything other than a Black Shield.
[US]: The Hero may successfully jump over a single unsprung Trap, by rolling anything other than a Black Shield.
The Rabbit Boots can only be used once per turn.
HeroQuest Return of the Witch Lord US Edition Quest Book wrote:Armband of Healing
Restores 2 lost Body Points once per Quest. If the wearer's Body Points are reduced to zero, use immediately to restore 2 Body Points.
HeroQuest Combined English Rule Book wrote:Armband of Healing
The Hero may use the Armband of Healing to restore up to two lost Body Points. They cannot, however, exceed their starting number of Body Points.
If the Hero's Body Points are reduced to zero, the Armband of Healing may be used immediately to restore two Body Points.
The Armband of Healing may be used once per Quest.
HeroQuest Return of the Witch Lord US Edition Quest Book wrote:Dust of Disappearance
If used on any Hero, this dust allows that Hero to move past any monsters encountered on his next turn. May only be used once.
HeroQuest Combined English Rule Book wrote:Dust of Disappearance
If used on any Hero, this dust allows that Hero to move past other Heroes and Monsters when they next move. The Hero may move past as many other Heroes and Monsters as their Move Dice allow. The Hero may not end their movement in the same space as another Hero or Monster.
This Spell doesn't allow for the Hero to pass through other obstacles, such as Blocked Square Tiles, Falling Rock Tiles, Furniture, or Walls. The Hero still triggers Traps that they move through as normal. Other Heroes and Monsters still block line of sight, and all attacks, as normal.
The Dust of Disappearance may only be used once. The card is then discarded.
HeroQuest Return of the Witch Lord US Edition Quest Book wrote:Anti-Poison Quill
Restores any of the owner's Body Points lost by poisoning if used immediately. May only be used once.
HeroQuest Combined English Rule Book wrote:Anti-Poison Quill
A Hero may use the Anti-Poison Quill immediately after losing any amount of Body Points to Poison Damage. The Anti-Poison Quill immediately restores all of the Body Points lost to Poison Damage from that effect. This will not give a Hero more than their starting number of Body Points.
The Anti-Poison Quill may only be used once. The card is then discarded.


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