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Wizards of Zargon
‘Theadventurecontinues! Wizards of argon isan expansion set used with your original Hero Quest Game System.
‘You must have the Game System in order to play the adventures in this booklet. Wizards of Zazgon introduces two
new elements to the Heroquest game. This add-on pack gives Zargon four Evil Sorcerers, each of whom have their
own new spell cards which will be used against the Heroes, To make sure that the Heroes can put up an effective
resistance against these awesome new spells, the pack introduces Mercenaries—warriors who will join the Heroes on
their Quests forashareof the spoils.
Contents: Plastic Figures: 4 new Evil Sorcerer Figures, 12
‘Mercenary Figures, 24 Weapons; 2¢ new Chaos Spell Cards, 23
new Mercenary Cards, 9 new Wizard & Elf Spell Cards, 8 new
Treasure Cards and a Cardboard Tile Sheet.
Cardboard tile sheet includ
1 Earthquake Tile
4 Breached Wall Tiles
4 Fireburse Tokens
| Magic Reference Chart
3 Magical Barrier pieces (Stone, Fire and Tee)
1 Lightaing Tile
1 Cloak of Shadows Tile
6 Blocked Square Tiles
All cardboard components should be carefully removed from the
cardboard sheet, The plastic figures and weapons should be
removed from their runners. Discard waste cardboard and
plastic, New game components are described at right and on the
following pages.
Note: Some ofthe cardboard tle listed above are two-sided.
‘The front and back may be different.
Note: The new cardboard components are shown here and onthe
following pages. Nex to most components isa matching Quest Map
‘symbol. These symbols sppear on each map to show you where to
place components onthe gameboard
‘These symbols are ls the ext size necded forthe blank “crete
{your own” Quest Map provided in the Game Syxtem Quest Book.
Al you have ro doi photocopy the symbols and ext them out
Cloak of Shadows
This tle is to be used with
one of the new Wizard and
Elf Spells. There is no Quest
‘Map icon for this tle as itis
used randomly during
game play.
Magical Taps
‘Whenever character enters room described in the Quest Notes
as contsning a magical wap, Zargon must refer to the Magic
Reference Chart to see the eet ofthat particular trap.
‘Take the 12 Mercenary figures and clip a weapon to each of them
by slotting the weapon into the hole on the front of each
‘miniature es shown in figure
Carefully push out the card pieces
from the card sheet, ‘Take the 3
‘Magical Barrier pieces and slot each
of them into aplastic base as shown
haere,
‘Magical traps cannot be found by searching. They can only be
disarmed with certain spells specified on the Magic Reference
Chart. Magical traps may only be activated once. As soon as a
‘magical trap has been activated, players can move safely through
that room of corridor.
Fireburst Trap
Fireburst Trap Tile8. Hiting Mercenaries
Adventurers may each hire up to four followers at any time
between Quests, These followers may be from any of the four
types of Mercenaries. To hire a Mercenary, a Hero must pay the
initial Price to Hire which appears on the Mercenary Card. That
‘Mercenary will then stay with and fight for that Hero until he,
the Mercenary, is killed and as long as he is paid 10 Gold Coins at
the end of each Quest. Ifhe is not paid for his services, he will
then Teave and must be paid his full Price to Hire in order to
For each Mercenary a Hero hires, that player should rake one
‘Mercenary igure with the relevant wespon shown oa that
Mercenary Card, He should also take one Mercenary Card for
‘ach ofthe types he has hired. This details the statistics of each
type of Mercenary. (Note: # number of spare Mercenary Cards
have been provided to replace any lost or damaged cards.)
A player whose Hero is killed can choose to continue the Quest
with the Hero's surviving Mercenaries. Ifnot, he must remove
the Mercenaries from the gameboard,
Example:
TThorgrin the Dwarf decides to hire a couple of Mercenaries to aid
‘him on his Quests: one Crossbowmaa to shoot any targets that
they cannot reach on foot and one Halberdier to act as general
extra muscle. This costs Thorgrin 125 Gold Coins before he sets
‘out on the Quest, bur it will also cost him 20 Gold Coins at the
end of each Quest, assuming of course that both his Mercenaries,