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Tabletop Game: Hero Quest
Hero Quest is a Dungeon Crawling style board game set in a version of the Warhammer Fantasy 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 Game Master 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 Big Bad Evil Overlord Chaos Lord Morkar, represented by the 'evil' player, and the heroes are students of the generic mentor known as Mentor.

There's a similar board game based on Warhammer 40K called Space Crusade.


Hero Quest contains examples of:

  • Barbarian Hero: The Barbarian is designated as one by his title.
  • Big Bad: Melkor is pretty much behind all the evil seen in the setting.
  • Big Good: 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.
  • Evil Overlord:
    • Melkor is the Lord of Chaos that leads endless hordes of monsters.
    • The Witch Lord is a powerful undead being leading legions of undead.
  • Expansion Pack: There were several in the form of a collection of new figures, tiles and a booklet with new adventures.
  • Boss Fight: The expansion "Kellar's Keep" has an extra-tough gargoyle at the end.
  • Great Big Book of Everything: The book Loretome that Mentor guards seems to contain hints about just about anything.
  • His Name Really Is Barkeep: The heroes' mentor is called Mentor.
  • Loin Cloth: The barbarian wears one, and it actually goes well with his badass pose on the cover.
  • Magic Knight: 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.
    • Elite Mooks: Fimirs, mummies and Chaos warriors are considerably tougher than most monsters, and there are fewer of them.
    • Giant Mook: 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.
    • Night of the Living Mooks: Skeletons, zombies, mummies.
  • Our Orcs Are Different: They're the Warhammer orcs, except they mostly work for Chaos.
  • Our Dwarves Are All the Same: There's not much to say about the dwarf other than that he's generic.
  • Schmuck Bait: 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.
  • Shared Life Meter: 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.
  • Squishy Wizard: The Wizard is defined by this trope. He gets plenty of spells but is fragile and a poor fighter.
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