HeroQuest is finally back after 30 years! JOY & HAPPINESS IN MY SISTER!
My first love! The game that launched my passion for fantasy, science fiction, and wargaming—basically, the Crank Wargame adventure !
Needless to say, I'm going crazy, but bad news, for the moment the campaign is only available for the United States, Canada and a few others.
Nothing for Europe and therefore for...
HeroQuest Dungeon Crawler has just been officially announced by Hasbro, and big plans are in place to bring this game back to full strength.
All aboard the nostalgia train, FULL ...
It turns out that one of the very first, and probably the first battle mat model I made was a 120cm Hero Quest DUNGEON , and you will find it HERE
Hasbro Pulse has announced that big plans are underway to bring back HeroQuest.
We saw a mysterious clock slowly ticking down last week for HeroQuest, but news has finally broken that HeroQuest is being redeveloped with new figures, new quests, and more!
It's here: there
I leave you with this whole series of photos and the campaign that I tried to translate:
What you get for participating in this HERO QUEST campaign!
The Heroic Edition includes the core HeroQuest game system (with 71 highly detailed character and furniture miniatures) plus 4 bonus hero miniatures and 1 exclusive miniature available only during the HasLab campaign.
Heroes of the HeroQuest 2020 box
Bonus Heroes from the new Hero Quest box
The Heroic Tier features fan-favorite Sir Ragnar. This miniature version of the character will only be available during this campaign!
The Monsters
The sets
Again the heroes and their map :)
Pledge now to redeem the Heroic Tier offer, which includes the base game (with 71 highly detailed character and furniture miniatures) plus 4 bonus hero miniatures and 1 exclusive Sir Ragnar miniature available only during the HasLab campaign.
The Mythic version
The Mythic Tier includes the Heroic Tier offering (including 71 highly detailed character and furniture miniatures, plus 4 bonus hero miniatures and 1 exclusive miniature available only during the HasLab campaign), plus 2 game expansions, 2 other exclusive miniatures, and all available unlocks.
With these two extensions:
RETURN OF THE WITCH LORD
The Witch Lord lives! His foul sorcery has protected him from the power of the Mind Blade. You must act quickly if you want to stop him from raising a legion of undead.
KELLAR'S KEEP

Will you dare to delve into the depths of Kellar's Keep? Crawling with sinister monsters and menacing goblins... are you brave enough to make the journey? The first HeroQuest expansion offers more miniatures for your collection as well as 10 epic new adventures to test the power of your heroes!
Pledge now to redeem the Mythic Tier offer, which includes the Heroic Tier (including 71 highly detailed character and furniture miniatures, plus 4 bonus hero miniatures and 1 exclusive miniature available only during the HasLab campaign), plus 2 game expansions, 2 other exclusive miniatures, and all available unlocks.*
GUEST DESIGNERS
TEOS ABADIA
In designing The Spirit Queen's Torment, I was inspired to create a narrative that would be exciting for players, creating interesting locations and unexpected situations. Just as importantly, I wanted the narrative to feel compelling as a story. I hope players will be captivated by the mystery of the Spirit Queen and how the tale ends. Finally, I wanted to help create the feeling of a larger world, with ancient orc kingdoms that once mastered magic, and give a new voice and perspective to the orcs as allies and heroes.
STEPHEN BAKER
Have you ever had the opportunity to reconnect with your younger self?
I got the chance. Hasbro recently asked if I'd be interested in designing a bonus quest book to accompany the HeroQuest relaunch. That's awesome! I hadn't written a HeroQuest adventure in over 28 years. Memories from the beginning of my career came flooding back. I pictured myself sitting at my old desk. I thought about the R&D team and all the great people I worked with. How things have changed. There were only a few computers in the department, and prototypes were put together using black-and-white photocopies, markers, and glue. I tried to remember how I worked back then. What was my design process? What went through my mind when I literally put pen to paper? I thought about it and smiled. Nothing has really changed. I start by imagining how I want players to feel. I imagine a game in progress and wonder what moment will make that game a memory forever. Of course, I wanted to write a new HeroQuest adventure! It was going to be fun. I'll be taking over from my younger self. I can once again work on a game I care about. It was going to be just like the good old days. Although I like to think that the passing years have given me a few more tricks up my sleeve.
NIKKI DAWES
When I was asked to create the druid character, I knew I wanted to start with a succulent. They are hardy, drought-resistant plants, which I felt would suit a strong, battle-ready character. I also wanted to keep a lot of rounded shapes in the overall design to contrast with the other characters. I included this in the way her hair wraps around the succulent headdress, the rounded shapes of the braid itself, the curved lines of her body markings, and her lithe body shape. I also wanted her clothing to be simple and allow her to move quickly, so I based her leather top and bottoms on athletic wear (with some leaf embellishments).
SHAUNA NAKASONE
The basic idea is that wizards are rarely presented as scary/intimidating and we want to play with that with the wizard archetype. I wanted her to have a somewhat regal demeanor, giving her layers of tailored clothing in mixed materials (treated leather, voluptuous taffeta, and a thick velvet skirt at the base. The wrapping around her torso and waist was to give her a punch of color and allow her to have a garment that serves the same purpose as a cape, while keeping the silhouette fitted (you can also see it from all angles in the 3D figure). The demonic influence is manifested by the crystallization of the right eye socket and arm. To me, the crystal growth is a bit creepy/unfamiliar, a bit otherworldly. It grows and can be invasive, something that is usually associated with organic materials (mushrooms, plants, flesh) and seems both random and orderly (I also like that it is translucent and can play with the height and glow coming from it or passing through it). The black double-pupil eyes on the face and top of the hand that I wanted to obtain, although it is not a coincidence, but that they come from the will of an entity. The color of the crystal/magic is intended to convey a message of otherness, power, as well as a bit of sickness that comes from being uniformly yellow/green. As for the background, I wanted a space that resembles a castle or fortress, architectural touches that suggest a lich or other powerful sorcerer, something that could be a target for our sorcerer. The idea of demonic influence