HeroQuest Review (2021)

Throwback Ameritrash takes you back to the 90’s… including mechanics.

Zargon returns to terrorize the high fantasy realm, so you must hop in a dungeon with fellow heroes, to defeat him! Featuring some asymmetry, progression across a campaign, and a TON of minis, this classic Ameritrash game is for 2-5 players, ranging from 1-3 hours.

Video published August 23rd, 2023

What HeroQuest?

This is the 2021 version of Heroquest from Hasbro Pulse, sent to us by them, but this review is not sponsored. We also have the Mage in the Mirror and Rise of the Dread Moon expansion wea re briefly covering!

Big note:

Zargon is told to remake dungeons if the heroes lose, and in the expansion rulebooks, it says that Zargon is the ultimate authority for rules. As such, HeroQuest is meant to be approached very casually and loosely, and is not your traditional 1 vs. all asymmetric game. Zargon is meant to create the best experience for everyone.

This review is going to be a little bit different than our usual campaign games.

How much HeroQuest?

We’ve played 14 HeroQuest quests collectively across the years, if we throw in all the expansions here with our previous enjoyment of the 1989 Heroquest (which had the same exact rules). 3 scenarios of Magein the mirror, and 1 printout scenario of Rise of the Dread Moon were played. We also played with the new app which will be reviewed.


Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!

Component PROS

  • Minis are incredibly fantastic in build and design

    • Heroes, furniture, and monsters all look great

    • Little rats and skulls to place around furniture

    • Doors are proper molds instead of 89’s cardboard

  • Included inserts in each box fits everything well

  • Art is same 90’s style but has some facelifts for heroes and monsters

  • Dice are engraved now and hard plastic

  • Zargon screen is same as before in being durable and informative

Learning PROS - SO easy to start playing for a 1 vs. all game

  • Zargon has so much information readily shown in front of him, he just moves monsters and attacks

    • Flavor text takes care of the world setup

  • Heroes can just grab a hero, move by rolling dice, attack by rolling dice

    • Great player aids

  • Setup is so easy because make dungeon as play, takes maybe 1 min for a full group to start

GAMEPLAY PROS — Dungeons

  • Dungeon board is a bunch of empty rooms that is infinitely customizable for how simple it is

    • New furniture, secret doors, monsters, traps behind every door

    • Players open up the world by walking around and exploring, dungeons feel unique and new

  • Infinite possibilities if make own quests

  • Quest design has some variance

    • e.g. Hunt down evil Orc Warlords or Gargoyles

    • e.g. Find prisoners and escort to safety

    • e.g. Mess with starting equipment

Gameplay PROS — Spells & Asymmetry

  • Team has 12 spells need to carefully manage with nice variety

    • e.g. putting monsters to sleep for debuff

    • e.g. huge ranged attack with genie

    • e.g. buff ally to WALK through walls and scout ahead (crazy cheese move)

  • Wizard has 9 spells, elf has 3, need to position accordingly

  • Barbarian is physically the strongest, Dwarf needs to utilize free trap disarm

Gameplay Pros - Efficient World Building

  • Treasure possible in every room

    • e.g. strange potions, healing plants, gold

  • Rare artifacts for crazy abilities feel like would be hidden in dungeon

    • e.g. Wand of magic to cast 2 different spells on a turn

    • e.g. Elven Boots for elf to run faster

    • e.g. Armor so light doesn’t slow down movement

Gameplay Pros - Etc. Teamwork

  • Comes together very well to quickly feel like you’re in a dungeon with friends

    • Need to put heroes’ strengths together in how to navigate dungeon

  • Between scenarios decide what equipment to get from the armory deck, can pool together money

 

Rules/Clarity Cons

  • Explanation of ‘anytime’ for some items not explained

  • Resolving treasures is confusing, with “return card to bottom of the deck” versus not returning

  • Potions jank to write down, not enough space, should have been explained better

  • Equipment needed to be reworded into armory

  • Expansion cards not marked

Gameplay Cons - Randomness not handled well for 2023 standards

  • Rolling to move on 2D6 is range of 2-12

    • We house ruled it to move flat 8

  • Combat is only rolling the same D6, no re-roll possibility

  • Need at least 3-4 players for more chances of rolling

  • Suggest giving heroes re-rolls based off of mind points (not for wizard though)

  • Treasure deck being 30-40% bad event cards is buzzkill

    • Wandering monster can just kill heroes and destroy pacing of dungeon

    • Discouraging heroes from looting is not good for dungeon crawler

      Gameplay Cons - Rules as Written very clunky

  • Rolling to move

    • Should just teleport heroes sometimes (like video game fast travel)

  • Searching for traps and secret doors should be 1 action

  • Heroes should be able to go in any order they want

  • Heroes can confine enemies to choke-points for repetitive combat victory

  • Zargon turns are dry

    • Just move monsters and attack

    • Cannot open doors, spawn more units, or do any goal

    • Dread spells are in later scenarios, more exception rather than rule

Gameplay Cons - Mage in the Mirror Expansion approach

  • Solo campaign for 1 elf for 3 altered dungeons is not good idea

    • No allies to help you attack

    • Miss any attack roll -> going to get bashed by monsters

  • Unclear how to many items you should start campaign with, just says “for experienced players”

Gameplay Cons - App is not a good idea

  • Not usable on a laptop, have to use tablet/phone

  • Have to keep touching screen to move character which is fiddly

  • Repeating dungeons gives you the same exact trap and monster spawns

  • No undo button

  • No way to easily restart a quest

  • No log history

  • Buggy regarding interactions and line of sight

Recommender Score

We have a 30+ year old game, that doesn’t really have too much merit in 2023… rules as written. Rules not as written, well you can kind of go to town if you’re a good enough Zargon, but its so hard for us to evaluate that because every scenario is gonna be completely different to how the quest depicts it. You could make up anything!

The fact that specific scenario flavor text and interactions are actually quite minimal at about 2-4 entries, and the mechanics so threadbare, many Zargons will just WANT to come up with little narrative blurbs as they play, especially since there’s so little for Zargon to do on turn. If we had to guess why there’s so little in each quest has such little reading, it’d be to not intimidate wet-behind-the-ears Zargons with upkeep.

To be honest, we were initially planning on getting deeper into the campaigns, but we were very quickly like, why? What’s the point in reviewing that? Who is really gonna benefit from such a comprehensive look into mechanics over hours and hours of gameplay? So we didn’t delve into the expansion purchase-able mercenaries, or werewolf mechanic, or new dread spells.

HeroQuest already suggests you to grow out of its obsolete mechanics: there’s no branching story points like there is in modern campaign games, and the balance with so many artifacts and equipment will likely get wack as you accumulate more and more throughout the campaign while the monsters mostly just get more stats. The massive re-print hype comes from a chance to re-live the game your parents might have thrown away as you got older. You can go back to being a kid, making up your own rules, and remember being mind blown by the furniture, dungeon layouts, and some vs. all mechanics in the 90s.

Heroquest was first to the campaign dungeon crawler market with a flashy, self-explanatory cover, and its party game-like accessibility did wonders to cement itself as nostalgia.

Has anyone ever actually finished all 14 scenarios of the base game with only the stock rules? Maybe some… from a long time ago? But the more interesting find was the the BIG database of free HeroQuest assets, whether it be fan made scenarios, print and play cards, or just the old quest books you can just play. With that, you can really see the profound pull the HeroQuest charm that stays in people’s hearts, and there’s replayability galore.

Now after doing more research online, I came across the article that INSISTS HeroQuest is a kids game. Sure, that claim makes sense with the mechanics, but HeroQuest is listed as 14+, likely because there’s blood mentioned somewhere I can’t remember.

This got me thinking: approaching it like a family game may be the best approach- great for parents to play as Zargon, and the kids can work together to tromp through the dungeon. Dad or mom Zargon can change up difficulty as the kids mess up, and then the kids can be enraptured by the awesome components and not have to worry about roleplaying to get the fantasy experience.

If you are REALLY into the classic high fantasy theme, have a willingness to Calvin-ball the rules, and don’t mind threadbare dice rolling, sure, go TRY HeroQuest- and you’ll likely quickly see why the vibe of the game is held in such high regard. Buying it, on the other hand, is a rough ask at over $130, so we would only recommend that in the niche situation where you already have a bunch of house rules lined up, here are some worth trying out:

  • Make direction you’re facing actually matter

  • Rolling doubles for movement gives you an extra turn/action

  • Healing only possible on your turn

  • Allow selling of items for 50/25% of original value

  • Dying heroes just get revived end of scenario

Idk just make up whatever is fun for you!


A great game, for it’s time. With some Zargon and houseruling creativity, it can be a timeless experience— but rules as written is completely obsolete.


 

Recommender Score

Daniel’s Personal Score

Ashton’s Personal Score

 

Want more analysis? Watch the Video Review! 

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