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* BossFight: The expansion "Kellar's Keep" has an extra-tough gargoyle at the end.



* BossFight: The expansion "Kellar's Keep" has an extra-tough gargoyle at the end.

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* APupilOfMineUntilHeTurnedToEvil: Morcar[=/=]Zargon was a pupil of Mentor who got fed up with not being taught magic fast enough, read texts forbidden to him in secret, and ran off to become the Lord of Chaos.


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* APupilOfMineUntilHeTurnedToEvil: Morcar[=/=]Zargon was a pupil of Mentor who got fed up with not being taught magic fast enough, read texts forbidden to him in secret, and ran off to become the Lord of Chaos.

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That\'s not true in all versions, so instead of explaining aboutthe differences, let\' just leave it out.


* OurDwarvesAreAllTheSame: There's not much to say about the dwarf other than that he's generic. He's a fighter who isn't quite as tough as the Barbarian (one fewer hitpoint), who can disarm traps with ease.

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* OurDwarvesAreAllTheSame: There's not much to say about the dwarf other than that he's generic. He's a fighter who isn't quite as tough strong as the Barbarian (one fewer hitpoint), Barbarian, who can disarm traps with ease.
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* AVillainNamedZrg: Zargon.
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* APupilOfMineUntilHeTurnedToEvil: Morcar[=/=]Zargon was a pupil of Mentor who got fed up with not being taught magic fast enough, read texts forbidden to him in secret, and ran off to become the Lord of Chaos.
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Later on there was Advanced Heroquest which was a version with expanded rules such as the use of critical hits and fumbles, as well as Colleges of Magics to provide different schools of spells. After Advanced Heroquest, there was the even more rules and background intensive Warhammer Quest which jumps whole-heartedly into the Warhammer Fantasy world.

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Later on there was Advanced Heroquest ''Advanced Heroquest'' which was a version with expanded rules such as the use of critical hits and fumbles, as well as Colleges of Magics to provide different schools of spells. After Advanced Heroquest, ''Advanced Heroquest'', there was the even more rules and background intensive Warhammer Quest ''Warhammer Quest'' which jumps whole-heartedly into the Warhammer Fantasy ''Warhammer Fantasy'' world.
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Later on there was Advanced Heroquest which was a version with expanded rules such as the use of critical hits and fumbles, as well as Colleges of Magics to provide different schools of spells. After Advanced Heroquest, there was the even more rules and background intensive Warhammer Quest which jumps whole-heartedly into the Warhammer Fantasy world.

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* BigBad: Zargon is pretty much behind all the evil seen in the setting.



* GreaterScopeVillain: Zargon is pretty much behind all the evil seen in the setting, but he's far enough removed from the action in the game that he is closer to this than the BigBad.



* OurDwarvesAreAllTheSame: There's not much to say about the dwarf other than that he's generic.

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* OurDwarvesAreAllTheSame: There's not much to say about the dwarf other than that he's generic. He's a fighter who isn't quite as tough as the Barbarian (one fewer hitpoint), who can disarm traps with ease.

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The game was originally released in Britain; later versions of the game changed some aspects including but not limited to: names, monster hitpoints, and available weapons.

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The game was originally released in Britain; later versions of the game changed some aspects including but not limited to: names, monster hitpoints, and available weapons.
weapons. However, at least one translation to another language (Finnish) was based on the UK version.

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*** US version gargoyles are equally rare, and always have 3 hitpoints. Then again, US version Chaos warriors also have 3 hitpoints - the only real difference between Chaos warriors and gargoyles is that gargoyles have an extra defend dice and Chaos warriors get 2 more movement squares per turn than gargoyles.

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*** US version gargoyles are equally rare, and always have 3 hitpoints. Then again, US version Chaos warriors also have 3 hitpoints - -- the only real difference between Chaos warriors and gargoyles is that gargoyles have an extra defend dice and Chaos warriors get 2 more movement squares per turn than gargoyles.



* OneHitpointWonder: (US version) Goblins, orcs, skeletons and zombies all have only one hitpoint each.

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* OneHitpointWonder: (US version) Goblins, orcs, skeletons and zombies all have only one hitpoint each. In the other version, all but the most unique monsters do.

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The setting is modified and simplified from the ''Warhammer'' world. Different factions of monsters are all united under the command of the BigBad EvilOverlord Chaos Lord Morkar, represented by the 'evil' player, and the heroes are students of the generic mentor known as Mentor.

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The game was originally released in Britain; later versions of the game changed some aspects including but not limited to: names, monster hitpoints, and available weapons.

The setting is modified and simplified from the ''Warhammer'' world. Different factions of monsters are all united under the command of the BigBad EvilOverlord Chaos Lord Morkar, Zargon (Morcar in the original British version), represented by the 'evil' player, and the heroes are students of the generic mentor known as Mentor.



* BigBad: Morkar is pretty much behind all the evil seen in the setting.
* BigGood: On the one hand, there's Mentor, whose apprentice Morkar was and who sends the heroes out on their missions. On the other hand, there's the emperor who leads the human Empire presented as the primary force of good.

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* BigBad: Morkar Zargon is pretty much behind all the evil seen in the setting.
* BigGood: On the one hand, there's Mentor, whose apprentice Morkar Zargon was and who sends the heroes out on their missions. On the other hand, there's the emperor who leads the human Empire presented as the primary force of good.



** Morkar is the Lord of Chaos that leads endless hordes of monsters.

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** Morkar Zargon is the Lord of Chaos that leads endless hordes of monsters.



* GlassCannon: Orcs in the US version have 3 attack dice, but only 2 defend dice and 1 hitpoint, so unless the heroes run into a lot of them at once it's unlikely they'll get much attacking done.



* MagicKnight: The Elf's entire role: he gets one set of magic cards besides of being a fair fighter.
* {{Mooks}}: The game is based around a small group of heroes entering dungeons containing hordes of monsters weaker than themselves. Practically all monsters only have one hit point, whereas the heroes always have several.
** EliteMooks: Fimirs, mummies and Chaos warriors are considerably tougher than most monsters, and there are fewer of them.
** GiantMook: The gargoyle is just another standard piece, but there's only one of it, it's huge, and its stats are enormous, though it still only has one hit point. "Kellar's Keep" features a super-gargoyle with a whole three hit points.

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* MagicKnight: The Elf's entire role: he gets he's an alright but somewhat fragile fighter with access to one set of magic cards besides the 4 elements of being a fair fighter.
magic.
* {{Mooks}}: The game is based around a small group of heroes entering dungeons containing hordes of monsters weaker than themselves. Practically In the original game practically all monsters only have one hit point, whereas the heroes always have several.
several. In the international versions some monsters had 2 or even 3 hitpoints, and the bosses might have more. Still, even the boss monsters rarely had more hitpoints than the Wizard.
** EliteMooks: Fimirs, mummies and Chaos warriors are considerably tougher than most monsters, and there are fewer of them.
them. Chaos Warriors are especially elite in the US version, with 4 dice to attack and defend, and 3 hitpoints.
** GiantMook: The gargoyle (UK version) is just another standard piece, but there's only one of it, it's huge, and its stats are enormous, though it still only has one hit point. "Kellar's Keep" features a super-gargoyle with a whole three hit points.
***US version gargoyles are equally rare, and always have 3 hitpoints. Then again, US version Chaos warriors also have 3 hitpoints - the only real difference between Chaos warriors and gargoyles is that gargoyles have an extra defend dice and Chaos warriors get 2 more movement squares per turn than gargoyles.



* OneHitpointWonder: (US version) Goblins, orcs, skeletons and zombies all have only one hitpoint each.



* SharedLifeMeter: ''Against the Ogre Horde'' has a single life bar for all of the generic ogres in the dungeon you're playing. At specific points, the ogre currently being attacked dies. Even so, it is a single bar instead of several in succession as you always tick off a unit in front, even if the heroes are fighting multiple ogres at once.
* SquishyWizard: The Wizard is defined by this trope. He gets plenty of spells but is fragile and a poor fighter.

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* SharedLifeMeter: ''Against the Ogre Horde'' (a UK only expansion pack) has a single life bar for all of the generic ogres in the dungeon you're playing. At specific points, the ogre currently being attacked dies. Even so, it is a single bar instead of several in succession as you always tick off a unit in front, even if the heroes are fighting multiple ogres at once.
* SquishyWizard: The Wizard is defined by this trope. He gets plenty of spells but is fragile (only 4 hitpoints, which means some stronger monsters can one-shot him) and a poor fighter.
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* SquishyWizard: The Wizard is defined by this trope. He gets plenty of spells but is fragile and a poor fighter.

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* SquishyWizard: The Wizard is defined by this trope. He gets plenty of spells but is fragile and a poor fighter.fighter.
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''HeroQuest'' is a DungeonCrawling style board game set in a version of the ''TabletopGame/WarhammerFantasy'' universe. It uses a board that represents an outline of a generic dungeon setting, modified to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The whole thing amounts to a simplification of a tabletop RPG.

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''HeroQuest'' ''[=HeroQuest=]'' is a DungeonCrawling style board game set in a version of the ''TabletopGame/WarhammerFantasy'' universe. It uses a board that represents an outline of a generic dungeon setting, modified to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The whole thing amounts to a simplification of a tabletop RPG.
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http://static.tvtropes.org/pmwiki/pub/images/hero_quest_cover_8200.jpg
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http://static.[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/hero_quest_cover_8200.jpg
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jpg]]
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text]]
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There's a similar board game based on ''TabletopGame/Warhammer40K'' called ''Space Crusade''.

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There's a similar board game based on ''TabletopGame/Warhammer40K'' called ''Space Crusade''.
Crusade''. ''TabletopGame/DescentJourneysInTheDark'' is often considered a SpiritualSuccessor.
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** Melkor is the Lord of Chaos that leads endless hordes of monsters.

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** Melkor Morkar is the Lord of Chaos that leads endless hordes of monsters.
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Oops.


* BigBad: Melkor is pretty much behind all the evil seen in the setting.

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* BigBad: Melkor Morkar is pretty much behind all the evil seen in the setting.
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* SchmuckBait: One level in the original campaign has the heroes going into a mine to find a huge horde of gold. The gold is very heavy, slowing movement and making fighting difficult, and teleports back to its starting location if dropped. And it turns out to be fool's gold when the players get it out. The kicker? In their greed, the players will probably miss finding a ''very'' powerful one-of-a-kind magic ring.

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* SchmuckBait: One level in the original campaign has the heroes going into a mine to find a huge horde hoard of gold. The gold is very heavy, slowing movement and making fighting difficult, and teleports back to its starting location if dropped. And it turns out to be fool's gold when the players get it out. The kicker? In their greed, the players will probably miss finding a ''very'' powerful one-of-a-kind magic ring.
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cleaning


[-Not to be confused with ''[=Hero Wars / HeroQuest=]'' RPG set in Glorantha like ''TabletopGame/RuneQuest''.-]

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[-Not to be confused with the ''[=Hero Wars / HeroQuest=]'' RPG set in Glorantha like ''TabletopGame/RuneQuest''.-]



!!This table-top game provides examples of:

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!!This table-top board game provides examples of:

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added image + cleaning


http://static.tvtropes.org/pmwiki/pub/images/hero_quest_cover_8200.jpg
%%[[caption-width:250:some caption text]]



There's a similar board game based on ''TabletopGame/Warhammer40K'' called ''TabletopGame/SpaceCrusade''.

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There's a similar board game based on ''TabletopGame/Warhammer40K'' called ''TabletopGame/SpaceCrusade''.
''Space Crusade''.

[-Not to be confused with ''[=Hero Wars / HeroQuest=]'' RPG set in Glorantha like ''TabletopGame/RuneQuest''.-]



!!''HeroQuest'' contains examples of:

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!!''HeroQuest'' contains !!This table-top game provides examples of:
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* LoinCloth: The barbarian wears one, and it actually goes well with his badass pose on the cover.
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* SchmuckBait: One level in the original campaign has the heroes going into a mine to find a huge horde of gold. The gold is very heavy, slowing movement and making fighting difficult, and teleports back to its starting location if dropped. And it turns out to be fool's gold when the players get it out. The kicker? In their greed, the players will probably miss finding a ''very'' powerful one-of-a-kind magic ring.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SharedLifeMeter: ''Against the Ogre Horde'' has a single life bar for all of the generic ogres in the dungeon you're playing. At specific points, the ogre currently being attacked dies. Even so, it is a single bar instead of several in succession as you always tick off a unit in front, even if the heroes are fighting multiple ogres at once.
Is there an issue? Send a MessageReason:
None


** GiantMook: The gargoyle is just another standard piece, but there's only one of it, it's huge, and its stats are enormous, though it still only has one hit point. "Kellar's Keep" features a super-gargoyle with whole three hit points.

to:

** GiantMook: The gargoyle is just another standard piece, but there's only one of it, it's huge, and its stats are enormous, though it still only has one hit point. "Kellar's Keep" features a super-gargoyle with a whole three hit points.
Is there an issue? Send a MessageReason:
None


''HeroQuest'' is a DungeonCrawl style board game set in a version of the ''TabletopGame/WarhammerFantasy'' universe. It uses a board that represents an outline of a generic dungeon setting, modified to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The whole thing amounts to a simplification of a tabletop RPG.

to:

''HeroQuest'' is a DungeonCrawl DungeonCrawling style board game set in a version of the ''TabletopGame/WarhammerFantasy'' universe. It uses a board that represents an outline of a generic dungeon setting, modified to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The whole thing amounts to a simplification of a tabletop RPG.

Changed: 18

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** EliteMooks: Fimirs, mummies and Chaos warriors are considerably tougher than ordinary mooks and there are fewer of them.

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** EliteMooks: Fimirs, mummies and Chaos warriors are considerably tougher than ordinary mooks most monsters, and there are fewer of them.
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** NightOfTheLivingooks: Skeletons, zombies, mummies.

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** NightOfTheLivingooks: NightOfTheLivingMooks: Skeletons, zombies, mummies.
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There's a similar board game based on ''TabletopGame/Warhammer40K'' called ''TabletopGame/SpaceCrusade''.


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* BossFight: The expansion "Kellar's Keep" has an extra-tough gargoyle at the end.


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* {{Mooks}}: The game is based around a small group of heroes entering dungeons containing hordes of monsters weaker than themselves. Practically all monsters only have one hit point, whereas the heroes always have several.
** EliteMooks: Fimirs, mummies and Chaos warriors are considerably tougher than ordinary mooks and there are fewer of them.
** GiantMook: The gargoyle is just another standard piece, but there's only one of it, it's huge, and its stats are enormous, though it still only has one hit point. "Kellar's Keep" features a super-gargoyle with whole three hit points.
** NightOfTheLivingooks: Skeletons, zombies, mummies.
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* GreatBigBookOfEverything: The book ''[[ExactlyWhatItSaysOnTheTin Loretome]]'' that Mentor guards seems to contain hints about just about anything.
* HisNameReallyIsBarkeep: The heroes' mentor is called Mentor.

Added: 2031

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Added DiffLines:

''HeroQuest'' is a DungeonCrawl style board game set in a version of the ''TabletopGame/WarhammerFantasy'' universe. It uses a board that represents an outline of a generic dungeon setting, modified to represent a different location for each adventure by placing different obstacles, doors, enemies and fixtures. Up to four heroes -- the barbarian, the elf, the dwarf, and the wizard -- explore each adventure and play against the other player, who represents the forces of evil and acts much like a GameMaster in that they know everything about the current quest in advance and reveal it as the players advance. The whole thing amounts to a simplification of a tabletop RPG.

The setting is modified and simplified from the ''Warhammer'' world. Different factions of monsters are all united under the command of the BigBad EvilOverlord Chaos Lord Morkar, represented by the 'evil' player, and the heroes are students of the generic mentor known as Mentor.

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!!''HeroQuest'' contains examples of:

* BarbarianHero: The Barbarian is designated as one by his title.
* BigBad: Melkor is pretty much behind all the evil seen in the setting.
* BigGood: On the one hand, there's Mentor, whose apprentice Morkar was and who sends the heroes out on their missions. On the other hand, there's the emperor who leads the human Empire presented as the primary force of good.
* EvilOverlord:
** Melkor is the Lord of Chaos that leads endless hordes of monsters.
** The Witch Lord is a powerful undead being leading legions of undead.
* ExpansionPack: There were several in the form of a collection of new figures, tiles and a booklet with new adventures.
* MagicKnight: The Elf's entire role: he gets one set of magic cards besides of being a fair fighter.
* OurOrcsAreDifferent: They're the ''Warhammer'' orcs, except they mostly work for Chaos.
* OurDwarvesAreAllTheSame: There's not much to say about the dwarf other than that he's generic.
* SquishyWizard: The Wizard is defined by this trope. He gets plenty of spells but is fragile and a poor fighter.

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