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Forum Home > A Revision of Advanced HeroQuest Reforged > Version 1.7

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Posts: 71

Version 1.7


The whole document has been thoroughly revised and corrected. A detailed list with the updates is included as usual.


After all these years of dedication (some may say obsession) I can say the variant has reached a very decent level of consistency and balance, although some parts may still require more playtesting.


The different game mechanics and elements adapted from other systems and variants are combined with Slev’s rules and our own in order to provide what I believe is a consistent (old-school) dungeon-crawling experience that intends to preserve the essence of Advanced HeroQuest. It also allows purists to simply omit some of the new content for an experience even closer to the original.


Although with V1.7 the core of the variant is now completely defined, I have not even started adding new Campaigns, Equipment, Magic, and Treasure, which would be the next phase of the project. Nevertheless, at this point I can confirm the base system requires no further changes, and those parts I have not yet revamped (but have already worked with) may only need minor compatibility adjustments that do not have an impact on the game itself. In the end, it is an open-ended base system, subject to further additions and modifications by other enthusiasts.


I recommend this variant for Reforged players who are looking for an upgrade. While it is obviously not the easiest game to get into, nor do I think it would appeal to someone who does not already like Reforged, it is not that difficult once the player is familiar with Slev's rules. A little patience and dedication may be very well rewarded.


It has been almost five years since I started with this project, which, by the way, took much more time and effort than expected, including the struggle with grammar. It was simply too much work for a single person, but I am not a quitter. I had to make it work as my legacy and tribute to the original game. I am satisfied with the result so far. It ended up being my most immersive experience with a boardgame ever. Perhaps it is time for me to take a break and come back in a year or so with a fresh pair of eyes.

 As always, any feedback is greatly appreciated.

AHQ-Revamping Squad’s Workshop 

December 1, 2019 at 1:01 AM Flag Quote & Reply

Site Owner
Posts: 71

Version 1.71


The whole document has been revised again. Minor grammar corrections and slight changes of writing style have been made. There is now less capitalization and italicization in the text.


Several new tweaks and adjustments have been made to be consistent with the latest version of Reforged. A detailed list with the updates is included as usual. Any feedback is greatly appreciated.

AHQ-Revamping Squad’s Workshop 

September 12, 2020 at 1:00 AM Flag Quote & Reply

Site Owner
Posts: 71

Version 1.75


The entire text has been revised once again. Besides the usual minor corrections, some simple but significant changes have been implemented:

 Generating the Dungeon

*This variant used to follow the Tobaro’s Bane approach to stairways and quest rooms, which is now abandoned in favor of Slev’s system (I think it provides more varied results). Therefore, Slev’s default rules for stairs and quest rooms now apply, except for the Quest Room Features, which are now optional when the Party Experience is equal or lower than 12.

 Hero Creation

*The starting values of the Heroes’ Core Characteristics have been tweaked as a consequence of the new restriction on Specialization (see Heroic Skills below). In previous versions, this variant allowed unlimited training via Specialization at a cheaper price, so most characteristics started lower than in AHQ in order to give room for advancement. However, now that training is limited (as in the original), if the starting values remain as low as before, then most characters will never be able to reach the higher part of the spectrum. Therefore, in order to bring the starting values closer to what they used to be in the original, they have been increased by one point (excluding Speed which has been reduced by one point). 

*After selecting Paths, Heroes now increase their Weapon Skill, Bow Skill, Toughness, Speed, Bravery, and Intelligence by adding 1D4 points to each one of those characteristics. It is a combination of the original AHQ system with Slev's, intended to preserve the essence of both.

*Bonus Points are now used normally (as in Reforged); one Bonus Point may no longer be used to increase a Core Characteristic more than once. However, two Bonus Points may now be used on the same Core Characteristic if its starting value is four or less.

 Play Sheets

*The GM Play Sheet has been improved, and it is now available as a separate download for more convenience. In an attempt to flatten the learning curve, it now also includes a ready-to-play example with the four original AHQ characters. It may save a daunted newcomer hours of preparations.


Heroic Skills

*Specialization may now be taken only once per Core Characteristic, except Weapon Skill and Bow Skill, which may be increased to the maximum of 12. Also, it now costs 600 Gold Coins for each Core Characteristic point, except Weapon Skill and Bow Skill (which still cost 750 Gold Coins for each point). After some consideration, I decided to preserve the original mechanics as much as possible. I believe limited training goes more in tune with the original feel of the game, and it also makes the Hero-creation process more relevant and varied than before.


A detailed list with the updates is included as usual. Any feedback is greatly appreciated.

AHQ-Revamping Squad’s Workshop 

December 11, 2020 at 1:00 AM Flag Quote & Reply

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