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SoloQuest - Rules for Solo Play

Discuss new Rules for HeroQuest.

SoloQuest - Rules for Solo Play

Postby StevenWHuggins » November 16th, 2025, 3:10 pm

Hi. Long time lurker, first time poster.

I had a bit of an itch to scratch with an idea for a solo method of HeroQuest play, and have spent the past month getting some ideas together and then recreating the original base game's quests (and subsequently the 10 Kellar's Keep quests). The results are in the link below and I hope you enjoy them. Please do let me know if you have any feedback or spot any mistakes. Aiming to create more over the next few months as well as combine some of my own home made quests created over the past 35 years of enjoying this game.

https://drive.google.com/drive/folders/1BgNPDVBjiUSr5lNq9ZmXI1ydUe29sClC?usp=sharing

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Re: SoloQuest - Rules for Solo Play

Postby Parzival » November 16th, 2025, 8:47 pm

Have you considered the element known as “kill the spellcaster first!”?
“That which doesn’t kill you makes Zargon unhappy.”

My blog (which occasionally includes HeroQuest): https://parzivalsplace.blogspot.com/
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Re: SoloQuest - Rules for Solo Play

Postby MonsterMotor » November 18th, 2025, 4:02 pm

It is an impressive amount of work, no doubt. The content is a lot more related to quests than rules. Did you do it all by hand or with the help of an AI? Regardless, this document really needs to be wrapped into some kind of computer program, perhaps supplemented with a dice roller activated by click or so. Otherwise, searching through the pages over and over will quickly ruin all the fun for the solo player. Perhaps you can team up with someone with good software development skills to bring this to such a state.

Unrelated to that, a note on the spell Pass Through Rock should be added. I would recommend restricting its use to already explored regions for simplicity.
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Re: SoloQuest - Rules for Solo Play

Postby StevenWHuggins » November 19th, 2025, 3:19 am

Parzival wrote:Have you considered the element known as “kill the spellcaster first!”?

From the monsters' side, these rules do make them a bit less tactical. However, I did stick in a general rule that monsters should also act in a way that the players would least like them to. Hopefully that will allow players overrule the AI if needed.

MonsterMotor wrote:It is an impressive amount of work, no doubt. The content is a lot more related to quests than rules. Did you do it all by hand or with the help of an AI? Regardless, this document really needs to be wrapped into some kind of computer program, perhaps supplemented with a dice roller activated by click or so. Otherwise, searching through the pages over and over will quickly ruin all the fun for the solo player. Perhaps you can team up with someone with good software development skills to bring this to such a state.

Unrelated to that, a note on the spell Pass Through Rock should be added. I would recommend restricting its use to already explored regions for simplicity.


Thank you! This was all by hand, with no AI used at all. Although a lot of the content was purely mechanical (lots of sections saying there are no traps or secret doors with a "Turn to..." added to the end) so I made good use of Excel formulas for those bits! I'm an accountant and so can find spreadsheet solutions for everything: holidays, investments, a diary, Playstation trophy collectables, and even board games :lol: Thank you for the idea around the computer program too, it's a next step that I did consider early on.

I did hyperlink the sections, so clicking on a section number takes you directly to that page, so hopefully it's not too much of a pain to navigate.

Funny you mention Pass Through Rock, as I was thinking about that spell at almost every point through this development. I think this might be workable as per the normal rules. If you use the main quest map to navigate and turn to the page for each area in turn (as you would if your hero is walking down a corridor and turning corners or entering rooms), the ones that are 'Solid Rock' are described as so when you go there.

I do appreciate any and all feedback so thanks again for taking the time to reply :)
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Re: SoloQuest - Rules for Solo Play

Postby jasosa » November 19th, 2025, 12:56 pm

This looks amazing! I will try it out for sure. Thanks for the effort!
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