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Megaquest Hero Pack 2.0

Expansion for HeroQuest

Megaquest Hero Pack 2.0 Rulebook

Table of Contents

Table of Contents

  • Character Creation
  • Experience and Upgrades
    • Alternate Rules: Custom Base Stats
  • Character Sheet
  • Spells and Skills
    • Spell Card Layout
    • Skill Card Layout
  • Disciplines
  • Spell and Skill Modification
  • Sample Cards (From Card Photos)
    • Skill: Leap
    • Spell: Bone Shield
    • Hero Card: Berserker (Dwarf)
  • Monsters
    • Fire Elemental
    • Water Elemental
    • Earth Elemental
    • Mechanical Golem
    • Wood Golem
    • Giant Wolf
  • Hero Updates (2.0)
    • Berserker
    • Stonewall
    • Druid
    • Mage
    • Rogue
    • Engineer
    • Researcher
    • Thief
    • Commander
    • Merchant
    • Weaponmaster
    • Bladeward
    • Shaman

Character Creation

At the beginning of the game each player will pick a Hero card. These stats are your starting stats.

  1. Choose a Hero card to represent your character.
  2. Decide on one Spell or Skill for your character.
  3. Distribute three points to your disciplines.

Experience and Upgrades

When you kill a monster your character gains XP equal to the Monster's Max BP. For example, if the monster starts with BP = 2 then when you kill the monster you gain XP +2. You may spend this XP to buy upgrades for your character in the future. Below is a cost chart for each upgrade.

UpgradeXP Cost
+1 to Discipline10 XP
+1 Spell20 XP
+1 Skill20 XP
+1 to Stat30 XP

Alternate Rules: Custom Base Stats

Another option when making your character is to distribute your own base stat points. Distribute 14 stats between Attack, Defend, Body Points, and Mind. This makes your character your own. Just write in the new stats in the blank spaces under each stat.

Character Sheet

The sheet is laid out with the following areas. The letters are the labels printed on the sheet.

  • B: Each hero has a unique Trait.
  • C: Each stat has a base amount which is in each colored circle. If these stats change write it in the empty space next to the colored circles.
  • D: Each Discipline listed here may be leveled up three times. When you start the game, you may gain three levels in your disciplines distributing the points however you like.
  • E: This section is used to track your current Health and Mana.
  • F: This is your hero's path.
  • G: This is your hero's race.
  • A: List each skill your hero knows here.
  • B: List each spell your hero knows here.
  • C: List each item your hero has in their possession here.
  • D: The amount of gold your hero has.
  • E: The amount of XP your hero has currently.

Spells and Skills

You may only have a total of four Spells or Skills at one time. If you purchase a fifth Spell or Skill, you need to unlearn an old one.

Spells are powerful and consume Mana. Mana is a limited resource and must be used sparingly.

Skills are like spells but instead of having a Mana Cost they have a cooldown cost. Cooldown is the number of turns the player must wait before they are able to use that skill again. For example, if the player uses a skill with a Cool Down of 3, that means the player will have to wait for three turns to use that skill again.

Spell Card Layout

The spell card layout is labelled as follows. The captions beside C to H are cut off in the source text layer, so only the printed fragments are given.

  • B: The base Spell effect.
  • C: If you have any points in Mental, you may roll your Mental Discipline level to attempt to modify [remainder of this caption lost in the source].
  • D: If you have any points in Acrobatics, you may roll your Acrobatics Discipline level to attempt to [remainder of this caption lost in the source].
  • E: If you have any points in Brawn, you may roll your Brawn Discipline level to attempt to modify [remainder of this caption lost in the source].
  • F: If you have any points in Luck, you may roll your Luck Discipline level to attempt to modify the [remainder of this caption lost in the source].
  • G: If you have any points in Faith, you may roll your Faith Discipline level to attempt to modify the [remainder of this caption lost in the source].
  • H: If you have any points in Ritual, you may roll your Ritual Discipline level to attempt to modify the [remainder of this caption lost in the source].
  • I: Mind Stat Requirement to learn and cast this spell.
  • J: Base Mana cost to cast this spell.

Skill Card Layout

  • B: The base Skill effect.
  • I: This shows the number of turns this skill needs to cool down after being used.

Disciplines

Each character has six different disciplines they can use to modify Spells and Skills. Disciplines may also be used for different types of skill checks and obstacles found in the dungeon. You have a maximum of three points in each discipline.

  • Mental: The Mental discipline embodies the player's ability to comprehend and analyze any situation.
  • Acrobatics: Acrobatics is the level of skill the player must manipulate their body. Players with a high level of acrobatics have nimble fingers and are good at avoiding traps and obstacles.
  • Brawn: Brawn is the player's ability to overwhelm their opponents with brute strength.
  • Luck: Luck is just as it sounds. Lucky players have a good chance of finding success that may turn the tide of battle. Though this may also lead them to ruin if they are not careful.
  • Faith: Faith embodies the character's beliefs in a higher power. To pull strength from entities beyond themselves.
  • Ritual: Ritual is the character's ability to decipher the world around them. The player can figure out how the world is made and is able to turn those natural forces to their favor using the power within the world itself.

Note: the Faith and Ritual entries are cut off in the Directions text layer at the end of the first line. The closing words ("themselves." and "itself.") are taken from the second community copy of the same text.

Spell and Skill Modification

To modify a spell the caster may spend extra mana to add extra effects to the spell or even change the spell completely. One mana equals one modification. Roll dice equal to the level of Discipline you are trying to use to modify the spell. If you successfully roll one or more shields the caster has successfully modified the spell. If you fail the roll then you refund the mana spent for the modification and you cannot make any more attempts to modify the spell.

For example: I want to modify "Fireball" with my Mental discipline which will let me cast the spell two times on two different targets. I roll and successfully roll one shield. Now I attempt to modify the spell using my Brawn discipline and fail the roll. This means I spend a total of two mana on the spell, and I can't make any more attempts to modify it.

Skills work the same way but increase cool down by 1 for each modification.

Sample Cards (From Card Photos)

These three cards are transcribed from the creator's BGG item images (Deathtone320), which are watermarked photos of individual cards. Their printed version (1.0 or 2.0) is not stated on the images, so they are shown as printed and are not confirmed as 2.0 text.

Skill: Leap

  • Base Skill: Cool Down 3 (round badge on the card).
  • Base effect: "They say that jumping is the best form of travel." The player may move X amount of spaces where X is based on the player's Attack stat. The player ignores all other enemies, allies, and objects in the way. The player may only move in a straight line and this skill is not part of the player's movement or action this turn.
  • Modification: Mental: The player may cast a spell any point during "Leap". This will use the player's action.
  • Modification: Luck: If the player stops the "Leap" within 1 space of an enemy, roll a die. If a Shield, the enemy skips its next turn.
  • Modification: Acrobatics: The player may make a second "Leap" if they still have unused spaces from the previous "Leap". May only move the amount of spaces remaining.
  • Modification: Faith: The player adds their Mind stat to the amount of "Leap" distance.
  • Modification: Brawn: All enemies and allies within 1 space of the player's landing area take 1 damage.
  • Modification: Ritual: The player may use Leap before combat starts. If the player lands within 1 space of an enemy, place the player at the top of the turn order.

Spell: Bone Shield

  • Base Spell: Round badge 5 and diamond badge 1. The round badge is read as the Base Mana cost and the diamond as the Mind Stat Requirement, from the layout legend in the Spells and Skills section.
  • Base effect: "Bones circle around the caster creating a brutal barrier between the caster and their enemies." The hero may cast this spell anytime an enemy or ally dies within 5 spaces of the caster. The caster gains Bone Counters. Bone Counters = Caster's Mind Stat. You may sacrifice 1 Bone Counter to gain +1 Defend until the end of the turn. This spell can not be stacked.
  • Modification: Mental: +1 Mind stat instead of Defend for each Bone Counter sacrificed.
  • Modification: Luck: Roll a Die. If it's a shield, each friendly ally within the same room/corridor or within 5 spaces gains 1 Bone Counter with any attached Modifications.
  • Modification: Acrobatics: If attacked and you sacrificed a Bone Counter, the caster may move 2 spaces away from the target after the attack.
  • Modification: Faith: The controller of the Bone Counter may sacrifice it to heal self/target within line of sight +1 Health.
  • Modification: Brawn: Sacrifice a Bone Counter to make an attack on a target within line of sight. Use the caster's Mind stat to make this attack.
  • Modification: Ritual: The controller of the Bone Counter may sacrifice it to reroll any 1 failed die roll for spells.

Hero Card: Berserker (Dwarf)

  • Stats (card photo): Attack 4, Defend 3, Body 5, Mind 2.
  • Trait (as printed on the card photo): "Once per Quest you may activate your anger using it as a weapon. Add one die to your movement and 1d3 to your damage for all attacks for the next 5 turns or until combat is over." This is the same wording as the v1 Original Text in the update sheet. The 2.0 Berserker text is in the Hero Updates section.

Monsters

The monster stat blocks are fragmentary in the Directions text layer. The table headers and the footnote markers of the Mechanical Golem are lost. Each block lists the stat values in the order of the header row printed for the Giant Wolf: Movement, Attack Dice, Defend Dice, Body Points, Mind Points, followed by special notes. The monster names and the notes that the Directions text lost are taken from the second community copy.

Fire Elemental

  • Stats: Movement 10, Attack Dice 5, Defend Dice 4, Body Points 8, Mind Points 1.
  • Special Notes: Element Walk: Lava. Immunity: Fire and Physical. Weakness: Earth. Attacks.

Water Elemental

  • Stats: Movement 8, Attack Dice 4, Defend Dice 3, Body Points 8, Mind Points 1.
  • Special Notes: Element Walk: Water. Immunity: Water and Physical. Weakness: Air. Attacks.

Earth Elemental

  • Stats: Movement 6, Attack Dice 6, Defend Dice 4, Body Points 8, Mind Points 1.
  • Special Notes: Knockback. Immunity: Earth and Physical. Weakness: Water. Attacks.

Mechanical Golem

  • Stats: Movement 3, Attack Dice 3, Defend Dice 8, Body Points 3, Mind Points 1. The source prints footnote markers beside the Attack Dice (3**) and Defend Dice (8*) values, but the footnotes themselves are lost. The stat values are given without the markers.
  • Special Notes: Immunity: Wooden Weapons and Bladed Weapons.
  • Crushable: Any unblocked attack of 3 or more skulls reduces the Mechanical Golem's Defense Dice by 1 for the remainder of the quest. The golem cannot roll less than one combat die to defend. The defense dice can only be repaired by a Dwarven Engineer.
  • Single Minded: A Mechanical Golem will not attack anyone even if attacked or provoked unless it was told to do so in its original instructions provided by a Dwarven Engineer.

Wood Golem

  • Stats: Movement 4, Attack Dice 4, Defend Dice 5, Body Points 4, Mind Points 2.
  • Special Notes: Knockback. Immunity: Arrows & Blunt. Persuadable: Elf. Weakness: Fire.

Giant Wolf

  • Stats: Movement 9, Attack Dice 6, Defend Dice 3, Body Points 5, Mind Points 1.
  • Special Notes: Gang: Wolves.

Hero Updates (2.0)

The hero text below is the 2.0 text from the community Megaquest Update Sheet v1.0 by dodgy101. The sheet gives the corrected text for 14 heroes, and it is the only text source for those 2.0 changes. The superseded v1 wording is not transcribed here. Where the update sheet is cut off, the gap is marked. The sheet gives no 2.0 text for the other heroes, so those are a disclosed gap. The Rogue and Berserker entries below each have a gap of the same kind.

Berserker

  • Trait (2.0): Once per Quest you may activate your anger using it as a [gap: the update sheet's 2.0 text is cut off here] for the next 5 turns or until combat is over.
  • New Item Restrictions: If wearing heavy armor remove the 1d3 movement die from the Berserker trait.

Stonewall

  • Trait (2.0): Three times per quest you may turn your skin to stone giving you +X defend dice where X is equal to your mind stat until the start of your next turn. This may be activated right before a defend roll is made. If an enemy successfully attacks you but you successfully block all damage, gain a Defender Token. You may use 3 Defender Tokens to remove damage from an ally. The Stonewall dwarf takes the damage instead. This may only be used right after the target makes a defend roll and the ally must be within 3 spaces of the Stonewall dwarf.
  • New Item Restrictions: May only gain Defender Tokens if the Stonewall Dwarf is using a shield.

Druid

  • Trait (2.0): Once per quest, you may summon a Giant Wolf if not already summoned within 3 spaces of the Druid. You may use an action to mount the Giant Wolf and use its movement speed instead of rolling for movement. If you decide to stay mounted add +1 Attack to attacks made by the Druid within 1 space of the Druid. While mounted the hero and Giant Wolf cannot move through single doors but may walk through double doors. The Druid may use an action to unmount the wolf. If the Giant Wolf is killed, lower the Druid's BP stat to 1 for the next two turns or until the end of combat. The Druid cannot summon the Giant Wolf until out of combat.
  • New Item Restrictions: If wearing heavy armor, the Druid may not mount the wolf.

Mage

  • Trait (2.0): Three charges per quest: You may spend 1 charge to add one free modification to a spell. If you use all three charges from this trait on one spell, the Mage may add +1 die to all rolls for spells. Each turn the hero loses 1 mana to this trait while this effect is active. The Mage may use an action to end this effect. If the hero has 0 mana take -1 health instead.
  • New Item Restrictions: May only wear heavy armor once body points equal 5 or more.

Rogue

  • Trait (2.0): Three times per quest you may conceal your presence from your [gap: the update sheet's 2.0 text is cut off here; the missing wording is not in any source, and the next words belong to a later sentence] damage of your next attack, skill, or spell the Rogue trait is active. This trait ends when you attack a target and must be used while out of combat.
  • New Item Restriction: If the Rogue is wearing cloth armor or no armor, the Rogue may use its trait four times instead of three.

Engineer

  • Trait (2.0): You may roll a die on any unsearched furniture or disarmed trap. If you roll a shield do the following. Trap: Take the trap and treat it like a spell. Once a trap is used discard it. Furniture: Break the furniture down turning it into a Salvage Token. Once per quest, you may spend three salvage tokens to summon a mechanical golem. You may salvage this golem when destroyed to gain 1 salvage token back.

Researcher

  • Trait (2.0): The Researcher may only use spell [sic, as printed]. Start the game with two spells instead of one. When the Researcher draws a treasure card, and you find gold you may switch a currently known spell with a new spell, shuffling the discarded spell back into the spell deck. If you cast a spell ten times you may learn the spell. Once the spell is learned you cannot swap the spell and may modify that spell once each quest/day for free.
  • New Item Restrictions: May only use wands and staves until body points is equaled to 5 or more. Cannot wear heavy armor.

Thief

  • Trait (2.0): Three times per quest when you search for something draw two treasure cards instead of one. If you find gold at any time while searching, you may gain a Thief token. You may spend 10 Thief tokens to buy an item without spending any gold.
  • New Item Restrictions: May only use daggers and blades.

Commander

  • Trait (2.0): Three times per quest you may bark an order making an ally gain a +3 Movement and gain an extra attack during the turn the command is given or the target skips its next turn. If you use this trait on an unfriendly target, then both the target and the Commander make a mind roll. The one with the most shields wins the roll. If it's a tie the Commander wins the roll. If the Commander loses the mind roll nothing happens but one use of this trait is spent.

Merchant

  • Trait (2.0): While the Merchant is part of the party reveal an extra three items at any shop. When the Merchant draws a treasure card and finds gold, gain a Merchant Token. You may spend three Merchant Tokens to either double the selling price of an item or half the buy price of an item.
  • New Item Restrictions: May not wear heavy armor.

Weaponmaster

  • Trait (2.0): If you slay an enemy that is holding a weapon you gain 1 skill token. You may spend 1 skill token to modify a skill once for free. You may use 3 skill tokens to gain +1 Health. If fully healed, gain temporary health instead. While you have 10 or more skill tokens you gain the following ability; if you successfully damage a target that is holding a weapon, you may knock the weapon out of the target's hand. The weapon is now on the ground and until the target uses an action to pick it back up any player may move to it and spend an action to pick up the weapon keeping it.

Bladeward

  • Trait (2.0): Once per quest, you may choose a weapon equipment card in your inventory to be your Sacred Weapon. You may only have one Sacred Weapon at a time. If you finish a quest with this weapon, you may upgrade the weapon to give you +1 attack while it is your Sacred Weapon. This may only be done three times and when you change weapons remove all +1 Attack counters from the weapon. If you finish three quests with this weapon and it is not an artifact, you may search the artifact deck for a new weapon. Discard the current Sacred Weapon and equip the new artifact weapon. This weapon will be the new Sacred Weapon but will not have any of the +1 Attack counters of the previous weapon.

Shaman

  • Trait (2.0): Two times per quest you may place a totem when casting a spell. Attach the spell to the totem giving the totem the ability to cast the spell. The base mana in the totem is two with one extra for every modification you add to the spell when you attach it to the totem. Once the totem is out of mana it disappears. Totems are only able to cast spells during the Shaman's turn. Each totem has 2 health and a mind stat equal to the Shaman's.

Trophy Hunter

  • Trait (2.0): When an enemy is killed by the Trophy Hunter roll a combat die. If you roll a shield collect a trophy token. If the enemy is a boss, collect a token automatically. You may do one of the following with your trophy tokens. Once per quest, you may spend ten trophy tokens to either discard a piece of equipment or search the artifact deck for an item. You may discard one trophy token to give a target enemy -2 mind and -1 defend until the end of the current combat encounter. This may stack up to three times. You may also sell each trophy token you collect for 100 gold to any shop you come across in the dungeon or in-between quests.

Heroes Without 2.0 Text

The Megaquest Hero Pack has 15 heroes. The update sheet covers 14 of them. The text of the 15th hero's 2.0 Trait, and the full 2.0 text of the remaining hero cards, skills and spells, is not in any source obtained for this transcription. Those cards are a disclosed gap until the creator's 2.0 PDF is available.

  • Trophy Hunter
  • Heroes Without 2.0 Text