Home
The Alchemist's Bench: A Profile of
Games Workshop's "Advanced HeroQuest"
cupboard image
History

by Dewayne Agin

In the late 1980's, the game companies Milton Bradley and Games Workshop formed an agreement that resulted in three games - HeroQuest, Space Crusade, and BattleMasters. At the same time that HeroQuest and Space Crusade were released by Milton Bradley, Advanced HeroQuest (AHQ) and Advanced Space Crusade were released by Games Workshop. While I don't have Advanced Space Crusade, the manual for Advanced HQ was written with players of HQ in mind, hoping that they would go from the regular to the advanced game. AHQ, like all the Milton Bradley/Games Workshop games, is out of print.

The box that AHQ comes in is not as large as the HQ box, and contains fewer pieces. There is no furniture in the game; the manual suggests using the pieces from HQ. The game also comes with 4 Heroes, 32 Monsters, Dungeon Sections, Doors, Counters, Dice, and a 64 page manual.

The game is quite a bit more complex than HQ, and to fully understand how it is played the reader must be familiar with all the pieces.

HEROES

AHQ uses the same basic four Heroes as HQ. The Barbarian becomes a Warrior, but is still a fighter. The Wizard is the only character that can cast spells, but he is not restricted to the Human race. While the basic Wizard is Human, you can have Elf or even Dwarf Wizards. There are 10 spell colleges for the Wizard to choose from, but once he has chosen a spell college he can learn another. The manual has a section for converting HQ Heroes into AHQ Heroes.

MONSTERS

AHQ comes with 32 monsters - 12 Henchmen and 20 Skaven. The 12 Henchmen can be used as either mercenaries for the Heroes to pay to help them on their quest, or as Human enemies for the Heroes to fight. The 12 Henchmen are basically the same, with four holding a sword, four a halberd, and four a spear. The 20 Skaven are the main monsters for the game. Like the Henchmen, they are all in the same pose, with groups of four holding slightly different shaped spears.

DUNGEON SECTIONS

AHQ does not use a board like HQ. Instead the game comes with interlocking passage sections and Room boards. The passages come in hallways, dead end, T-junction, corner, and stair sections. They interlock with other passage pieces to form the passageways of the dungeon. The game comes with three different size square or rectangular shaped rooms and a round room. These rooms don't interlock with the passageways, instead they are laid on the table against the passage pieces. Besides the rooms, there are several irregular dungeon pieces - the Chasm and the Bridge. These can be played in a room, passage, or laid against a passage like a room. There are some other tiles that come with the game that are played like the tiles that come in HQ. These tiles include a throne, treasure chest, pool, coffins, and mushrooms.

DOORS

These are included in the games parts list as a separate category. There are six doors with the game, and they are the only pieces of furniture that come with it. The doors are different from the HQ doors. They are plastic and swing open and closed on a little hinge.

COUNTERS

Counters are little round chips that are put into a cup and drawn at different times. They result gives the GM results of different actions. For example if the GM draws a Trap counter, the Heroes spring a trap. A Wandering Monster counter acts just like the Wandering Monster card from HQ. Besides these two that the HQ player is familiar with, the game also has Ambush, Escape, Character, and Fate counters. When the Heroes are fighting monsters, the Ambush counter allows the GM to bring in more monsters. The Escape counter allows the Monsters to escape when they are loosing. The Character counter allows the GM to bring in a special named 'Character' enemy for the Heroes to fight. The Fate counter allows a Monster to avoid a killing blow or change a dice roll.

DICE

Unlike the six-sided dice used in HQ, AHQ uses twelve-sided dice. HQ has two different sets of dice, the regular red dice and the special white combat dice. AHQ uses two twelve-sided dice to determine all dice rolls.

MANUAL

Instead of separate rules and quest booklets like HQ, the manual for AHQ contains both. It is quite a bit larger in size and thickness than the HQ manual. The AHQ manual is 8.5x11 inches in size, and 64 pages long. The length would sound natural for a manual containing both rules and quest material, but this is a little misleading (more on this later).

 

QUEST EXPANSIONS

Games Workshop made one quest pack expansion for AHQ, Terror In The Dark. It contained several new dungeon tile pieces, some extra copies of the ones included in AHQ, and a new manual (no new figures). The manual is larger than the one in AHQ, and is 95 pages long. 48 of these pages contain new rules and corrections to the first manual, and the rest of the manual contains the new quest, The Quest For The LicheMaster. We will have a review of this expansion in a future issue of the Alchemist's Bench.

GENERAL THOUGHTS ON THE GAME

The quest that comes with AHQ is well written. At first I was unsure of the idea of random dungeons, but I warmed up to it pretty quickly. When designing a new expedition, the GM doesn't have to write every dungeon like in HQ.

One of my pet peeves of the standard HQ board is that players always know where a room "may" be located, because the board is always the same. Since they are all separate tiles, AHQ's dungeon sections and rooms can be redesigned in an infinite number of ways to solve this problem.

If you are not into extra rules, the AHQ isn't for you. The quest that comes with AHQ has 13 levels, but only five of these are written out. The rest are random levels. This makes the quest portion of the manual rather small. Out of 64 pages, the quest takes up eleven. Two pages have forms for the Heroes and GM to copy to use, one contains the table of contents, and one is an advertisement for other Games Workshop products. This leaves 49 pages of rules for the GM to familiarize himself with. Much of this is in the form of tables. For every event there is a roll that must take place to determine the outcome. While this seemed a little excessive to me, others that I have talked with enjoyed the rolling.

My main complaint with the game was the number of monsters that came with it. 32 monster figures sounds like a lot, but there are only two types - Henchmen and Skaven. The quest that comes with the game needs these monsters: Clan Eshin Assassin, Clan Pestilens Plague Monk, Clan Pestilens Plague Censer Bearer, Clan Mors Warlord, Clan Skryre Warpweaver, Clan Skryre White Skaven Sorcerer, Skaven Champion, Skaven Sentry, Skaven Warlord, Praznagar Prince Of Agony, Skaven Nightrunner, Skaven Gutter Runner, Poisoned Wind Globadier, Warpfire Thrower Team, and a Jezzail Team. None of these figures come with the game, and the monster tables call for more than one of many of the figures. This was my first introduction to Games Workshop games which are notorious for needing more pieces to play as intended.

 
Want to subscribe to our free e-mail newsletter? Questions or comments about this site? Write to questgnome@yahoo.com.

If you'd like, sign our guestbook or view our guestbook.

Original materials on this site are copyright © 1998, 1999, 2000 by their respective creators. Nothing on this site is intended as a challenge to the rights of the Milton Bradley Corporation in regard to their HeroQuest product.

 

 

 

You are visitor # to this page.

1