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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.
Seeing/Line of Sight/Missile Fire/Casting:
1st Edition:
The drawing of imaginary lines from the center of one figure or square to another to establish "line of sight" or visibility is only required when targeting characters through doorways or in corridors. Otherwise a figure in the same room with you is always considered to be visible. For purposes of placing items, a hero can "see" the entire corridor or room they're in. ?? Opening a door does not reveal the room until you actually step inside (but you can practically see everything anyway just standing in the doorway). ??
2nd Edition:
Same as above.
NA Edition:
The aiming mechanic for corridors is now also used in rooms. You must have an unobstructed line of sight to be able to cast a spell or target another figure with missile fire. If you can see a monster in the room with you, this should prevent searches of any kind, but it's debated if this means you could form a screen around yourself to obstruct line of sight to a monster and therefore search (when it comes to treasure, a monster in the room prevents the search, period). Furniture is technically never stated to block line of sight, except when it comes to closed doors, while stone blocks are considered walls, so they definitely block line of sight. In modern times Avalon Hill has clarified they interpret it to mean that (in the words of Doug Hopkins) "Treasure cares about monsters in the room, while traps and secret doors care about visibility."
Moving Around the Board
As the characters explore Morcar’s dungeons, they enter new rooms and passages. If you are the first player to enter a new room or passageway, you should give the evil wizard player enough time to consult the Quest book and place onto the board any visible monsters and furniture.
Opening Doors
Characters and monsters can only enter and leave rooms through open doors. Monsters cannot open doors.
You can open a door by moving onto the square in front of it. You do not have to open a door if you do not want to. Opening a door does not count as a move. Having opened a door, you can keep moving, if you have any spaces left to move.
As soon as a door is opened, the evil wizard player must place any pieces shown for that room or passage on the map in the Quest book (apart from traps and secret doors). Once opened, a door remains open for the rest of the game. The evil wizard player should remove the closed door piece and replace it with an open door.
Note that, because you may not move through the same square twice in one move, if you move through a door, you may not pass through it again until your next turn.
Blocked Square Tiles
These tiles should be placed according to the map in the Quest book as soon as they become visible to a player character. The tiles show where extra walls have been built, or where the ceiling has fallen in. Neither characters nor monsters may move through blocked squares.
Casting Spells
Spells can be cast at monsters or characters provided they are visible to the spell- caster. Models in the same room as the spell-caster are always visible. Models in passages or in different rooms are only visible if you can trace an unobstructed straight line from the spell-caster to the target. If the line passes through another model, through a wall, or through a closed door, then the target model is not visible.
Moving around the board
As the character players move around the gameboard they enter new rooms and passages. If you are the first player to enter a new room or passageway, you should give the evil wizard player enough time to consult the Quest Book map and place onto the board any visible monsters and furniture.
Opening doors
Characters and monsters can only enter and leave rooms through open doors. Monsters cannot open doors. Character players may open a door by moving onto the square in front of it. Character players do not have to open a door if they do not wish to. Opening a door does not count as a move. Having opened a door, a character player may keep moving, if he has any spaces left to move. As soon as a door is opened, the evil wizard player must place onto the board any pieces shown for that room, or passageway, on the map in the Quest Book. Once opened, a door remains opened for the remainder of the game. The evil wizard player should remove the closed door piece and replace it with an open door piece.
What can be seen?
Deciding what can be seen by a player character is very important in determining what should be placed onto the board. Miniatures in the same room are always visible. Miniatures in passages or in different rooms are only visible if you can trace an unobstructed straight line between the two miniatures. If the line passes through a wall or a closed door then the miniature is not visible.
Looking And Opening Doors
As a Hero, while moving, you may "look" down a corridor or through an open door. Looking gives you the opportunity to see what is directly within your line of sight, such as closed doors, blocked square spaces, and monsters. Looking is NOT one of the 6 actions. On your turn, you may move adjacent to a closed door and ask Zargon to open it. Zargon will open the door by removing the closed door piece and replacing it with an open door piece. Opening a door is also NOT one of the 6 actions. Both "looking" and "opening doors" are simply considered to be additional things you may do on your turn.
How Zargon Reacts To Hero Movement
As Zargon, you must carefully watch a Hero's movement. Continually refer to the Quest Map in the Quest Book. When a Hero "looks" down a corridor, place on the gameboard any closed doors, blocked square tiles, and monsters that are directly within the Hero's line of sight. (See page 15 "SEE" for clear line of sight.) When a Hero opens a door, place on the gameboard the monsters, treasure chests, and any other items that belong in that room. Note: Do not put out any traps or secret doors. Do not reveal treasure at this time.
"SEE"
For the Elf or Wizard to cast a spell, the target must be visible. Heroes and monsters are only visible if an unobstructed straight line can be traced from the spellcaster to the target.
A Good Rule of Thumb: Draw an invisible straight line between the center of the square the spellcaster is on and the center of the square the target is on. If the line does not cross a wall, closed door, Hero or monster, the target is declared visible, even if the line just touches a corner or wall edge. The following diagram shows an example of what is visible.
When a Hero "looks" down a corridor, place on the gameboard any closed doors, blocked square tiles, and monsters that are directly within the Hero's line of sight. (See page 15 "SEE" for clear line of sight.)
"SEE"
For the Elf or Wizard to cast a spell, the target must be visible. Heroes and monsters are only visible if an unobstructed straight line can be traced from the spellcaster to the target.
A Good Rule of Thumb: Draw an invisible straight line between the center of the square the spellcaster is on and the center of the square the target is on. If the line does not cross a wall, closed door, Hero or monster, the target is declared visible, even if the line just touches a corner or wall edge. The following diagram shows an example of what is visible.
Zargon, only after ALL 4 Heroes have completed a turn is it your turn. You may then move every monster currently on the gameboard.


















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