Sky Beyond the Darkness: “City Hunter” Mode

In the core Sky Beyond the Darkness solo game, the goal is to survive a certain number of Events and escape the city. “City Hunter” is an alternative homebrew game mode I came up with in the same setting, where you are not trying to leave the city but rather searching it for someone or something.

What Are Your Searching For?

Before starting play, roll 1D6 to find your goal to “win” (i.e. finish the adventure):

1 = You were beaten and left for dead (start Moderately Injured). You must recover and then find the 1D6 people responsible. 2 = Someone you loved was killed. Now you must track down and kill the 1D6 people responsible.

3 = Someone you love has been kidnapped. You must find 1D6 Clues in order to find their location and try to rescue them. 4 = Something valuable of yours was stolen. Decide what it was. You must find 1D6 Clues to track down the item… and the thief.

5 = Someone has hired you to find something of value to them. Roll on the Search Table to find out what it is. If it is a common item (food, painkillers, etc.), they want you to find 1D20+5 of those items. 6 = Someone has hired you to find someone they care about. Roll again: 1-4 they are missing; 5-6 they have been kidnapped. Regardless, it will take 1D6 Clues to find their whereabouts.

Finding Your Target(s)

When you are searching for a person or stolen valuables, whenever an Event occurs, roll 1D6. On a roll of 6, someone involved in the Event is important to your quest in a relevant way.

Example #1: You are looking for 3 people who tried to kill you and roll “Someone asks you to rob a passerby” then either the person who asks you or the person they want to rob is one of the 3 people you are looking for!

Example #2: You are trying to find 4 clues to the location of a kidnapped loved one and roll “ You find a seriously injured person“. This injured person provides 1 Clue.

The Final Clue

When looking for Clues, the last Clue you find is actually the location of person you are searching for.

Example #1: You are trying to find a stolen valuable possession and roll “ You find a person trapped in a collapsed hiding place“. This person will have your possession and is likely the thief that stole it.

Vengeance is Yours

When looking for killers to avenge yourself or a loved one, it is up to you what you do once you find them. Killing them will cost Nature as normal, but will also reward you with 1 bonus Resilience. Whether you spare them or not, they are still “crossed off your list”.

Just Rewards

When hired to find a person or items, completing the job earns you the reward of your pick of any three items off the Search Tables.

Sky Beyond the Darkness: Alternate Search Tables

These are revised the search tables I made for Sky Beyond the Darkness, to give myself more item options and to better go with my homebrew rule additions (such as the need to eat and sleep). I am sharing them in case others find them useful.

Use these with the search procedures outlined in the core SBTD rules, but replace the original Search Tables with the ones below.

Alternate Search Tables

  • 0. Junk (you can always roll for junk at any location)
    1 – Brick or large rock 
    2 – Old papers suitable for kindling
    3 – Tattered rags (ripped clothes, old sheets, etc.)
    4 – Sharp metal or glass (can be made into a shiv)
    5 – Wood or metal that can be made into a Club
    6 – Empty glass bottle
  • 1. Abandoned house
    1 – Canned food (0.3kg; roll 1D6: 1 dog food, 2 vegetables, 3 fruit, 4 soup/stew, 5 beans/spaghetti, 6 meat/fish)
    2 – Light/fire source (roll 1D6: 1-3 2D6 matches, 4 lighter, 5 1D6 candles, 6 lantern (1kg; roll 1D6: odd = oil; even = propane ))
    3 – Clothes
    5 – Bedding (roll 1D6: 1-3 towel (0.2kg), 4-5 blanket (2kg), 6 sleeping bag (1.5kg))
    5 – Container (roll 1D6: 1 duffel bag, 2-3 thermos bottle (0.5kg), 4-5 empty water bottle (0.2kg), 6 backpack)
    6 – Fuel (roll 1D6: 1 camp stove fuel canister (0.3kg), 2 half-full propane cylinder (6kg), 3 full propane cylinder (10kg), 4-5 half-gallon of gasoline (4kg), 6 gallon of gasoline (6kg))
  • 2. Retail store
    1 – Clothes
    2 – Books or toys (roll 1D6: 1-2 toy (0.3kg), 3-6 book (0.2kg))
    3 – Snack food (roll 1D6: 1-3 chocolate or candy, 4-5 bag of salted snacks, 6 box of biscuits (0.2kg))
    4 – Bedding (roll 1D6: 1-3 towel (0.2kg), 4-5 blanket (2kg), 6 sleeping bag (1.5kg))
    5 – Camping (roll 1D6: 1 lighter, 2 2D6 candles, 3 fishing rod (1.2kg), 4 canteen (0.2kg), 5 vacuum flask (0.5kg), 6 camp stove (3kg))
    6 – Sports (roll 1D6: 1 ball (0.2kg), 2-3 bat or stick (1kg; treat as club), 4 armor (5kg; -1 INJ), 5 bow/crossbow (3kg) and 2D6 arrows, 6 hunting rifle (5kg) and 2D6 bullets)
  • 3. Market, restaurant or cafe
    1 – Snack food (roll 1D6: 1-3 chocolate or candy, 4-5 bag of salted snacks, 6 box of biscuits (0.2kg))
    2 – Canned food (0.3kg) (roll 1D6: 1 dog food, 2 vegetables, 3 fruit, 4 soup, 5 beans/spaghetti, 6 meat/fish)
    3 – Dry food (roll 1D6: 1-2 box of cereal (0.2kg), 3 flour (1kg), 4 sugar (1kg), 5 dry pasta (0.5kg) 6 rice (1kg))
    4 – Hygiene (roll 1D6: 1 toilet paper (0.2kg), 2 bar of soap, 3 toothbrush, 4 toothpaste, 5 bleach (1kg), 6 disinfectant (1kg))
    5 – Small bottled drink (0.5kg); roll 1D6: 1-2 soda, 3-5 water, 6 = alcohol)
    5 – Large bottled drink (1.5kg); roll 1D6: 1-2 soda, 3-5 water, 6 = alcohol)
  • 4. Pharmacy, clinic or hospital
    1 – Hygiene (roll 1D6: 1 toilet paper (0.2kg), 2 bar of soap, 3 toothbrush, 4 toothpaste, 5 bleach (1kg), 6 disinfectant (1kg))
    2 – Over-the-counter medicine (roll 1D6: 1-2 vitamins, 3 cold and flu tablets, 4 antihistamine tablets, 5-6 painkiller tablets)
    3 – First aid item (roll 1D6: 1-3 bandage/dressing, 4 splint, 5 antiseptic (0.3kg), 6 first aid kit (0.5kg))
    4 – Prescription medicine (roll 1D6: 1-3 strong painkillers, 4 antidepressants, 5 sleeping pills, 6 antibiotics)
    5 – Specialist medicine (roll 1D6: 1-2 insulin injection, 3-4 heart/blood pressure tablets, 5-6 Epinephrine injection)
    6 – Hospital item (roll 1D6: 1 surgical instruments (0.4kg), 2 oxygen tank (5kg), 3 serum bag (0.3kg), 4-5 manual pulmonary resuscitator, 6 field medic kit (1.5kg))
  • 5. Tool store
    1 – Building supplies (roll 1D6: 1-2 bag of nails (0.2kg), 3 box of screws (0.2kg), 4 spool of wire (0.2kg), 5 tube of superglue)
    2 – Small tool (roll 1D6: 1 hammer (1kg), 2-3 screwdriver (0.3kg), 4 pliers (0.2kg), 5 chisel (0.4kg), 6 saw (0.5kg))
    3 – Large tool (roll 1D6: 1-2 shovel (3kg), 3 rake (2kg), 4 hoe (2kg), 5 pick (4kg), 6 axe (3kg))
    4 – Rope (2kg)
    5 – Blade tool (roll 1D6: 1-2 box-cutter, 3 multitool, 4 hunting knife (0.4kg), 5 hatchet (1kg), 6 machete (1.5kg)).
    6 – B&E tool (roll 1D6: 1-2 wire cutters (0.2kg), 3 hacksaw (0.8kg), 4 bolt cutters (5kg), 5 crowbar (5kg), 6 sledgehammer (6kg))
  • 6. Police department or abandoned military checkpoint
    1 – Police item (roll 1D6: 1-3 handcuffs (0.8kg), 4-5 baton (1kg, treat as club), 6 gas mask (1kg))
    2 – Emergency item (roll 1D6: 1-4 2D6 flares (0.2kg each), 5-6 First Aid Kit (0.5kg)
    4 – Ammunition (roll 1D6: 1-3 4D6 handgun bullets, 4-5 3D6 shotgun shells, 6 5D6 rifle bullets)
    5 – Weapon (roll 1D6: 1-3 pistol (2kg) and 2D6 bullets, 4-5 shotgun (5kg) and 1D6 shells, 6 = assault rifle (6kg) and 3D6 bullets)
    6 – Armor (roll 1D6: 1-2 riot helmet (2kg; -1 INJ), 3-4 riot armor (8kg; -2 INJ), 5-6 bulletproof vest (2kg; -2 INJ))

Sky Beyond the Darkness: NPC Generator Tables

I made these tables for use when playing Sky Beyond the Darkness to generate random NPCs (enemies, those in need, etc.) but thought others might find them useful. They could also be used for other RPGs too (except for stats). Feel free to only roll for the things you need (for example, you might not need to know what weapons a friendly NPC is carrying) or ignore things that don’t make sense.

NPC Generation Tables

  • Age (roll 1D6):
    1 = child
    2 = teenager
    3 = young adult
    4 = middle-aged adult
    5 = older adult
    6 = elderly
  • Gender (roll 1D6):
    1-4 = male
    5-6 = female
  • Stats (roll 1D6):
    1 = Vigor 3, Trauma 1, Cunning 1
    2 = Vigor 2, Trauma 2, Cunning 1
    3 = Vigor 2, Trauma 1, Cunning 2
    4 = Vigor 1, Trauma 3, Cunning 1
    5 = Vigor 1, Trauma 2, Cunning 2
    6 = Vigor 1, Trauma 1, Cunning 3
  • Injury State (roll 1D6):
    1-4 = Uninjured
    5 = Lightly Injured
    6 = Moderately Injured
  • Close Combat Weapon (roll 1D20):
    1-4 = No Close Combat Weapon
    5-9 = Knife/Shiv
    10-14 = Club
    15-18 = Machete/Sword/Hatchet
    19-20 = Axe/Sledgehammer
  •  Ranged Weapon (roll 1D20):
    1-6 = No Ranged Weapon
    7-9 = Pistol (3D6 bullets)
    10-11 = Revolver (2D6 bullets)
    12-13 = Shotgun (2D6 shells)
    14 = Sawn-Off (1D6 shells)
    15-17 = Hunting Rifle (2D6+1 bullets)
    18 = Bow/Crossbow (1D6 arrows)
    19 = Submachiengun (2D20+3 bullets)
    20 = roll 1D6: 1-4 = Assault Rifle (2D20+6 bullets), 5 = Machinegun (2D20+10 bullets), 6 = Flamethrower (1D6 gasoline)
    Note: do not roll for ammo until combat is initiated.
  • Explosives (roll 1D6):
    1-4 = No Grenades
    5 = 1D6 Grenades/Homemade Bombs/Molotovs
    6 = 1D6+2 Grenades/Homemade Bombs/Molotovs
  • Appearance (roll 1D20):
    1 = little more than rags
    2-5 = tattered casual clothes (jeans, t-shirt, dress, etc.)
    6 = tank top and shorts or tracksuit pants
    7 = dirty overalls
    8 = heavily patched business suit
    9 = puffy jacket and tracksuit pants
    10 = hoodie and cargo pants
    11 = lots of exposed skin and tattoos
    12 = leather jacket and jeans
    13 = biker leathers and wild hair
    14 = fur coat and dyed hair
    15 = long dark coat and sunglasses
    16 = old work uniform
    17 = hooded long robes
    18 = makeshift armor (hockey mask/baseball protector/football pads/etc.); -1 to all Injury rolls*
    19 = military uniform
    20 = military uniform and body armor (bulletproof vest/plate carrier); -2 to all Injury rolls*
    * When using my homebrew injury rules, found here.

Sky Beyond the Darkness: Hunger and Sleep Rules

I added the following homebrew rules to my last solo playthrough of Sky Beyond the Darkness and really liked how it increased the feel of “survival” and limited resources. It also let me regain lost Resilience (allowing me to survive longer) and made food items have an actual game effect where they previously didn’t (so finding them while searching felt much more rewarding). The need for food also encourages me to search more often (thus risking making noise and attracting unwanted attention).

For better control over game time flow, I divided each day into four Time Periods: Morning, Afternoon, Evening and Night. For each Time Period of every day, roll 1D6 to see if an Event occurs.

    Time is…                          Event on roll of…
    Morning                          5-6
    Afternoon                       4-6
    Evening                            5-6
    Night                                   6

If an Event occurs, roll on the Encounter Table (as per the core rules).

If no Event occurs, you can pick an Activity for that Time Period from the list below:
– Eat a meal (if you have food)
– Sleep
– Search your current location (roll up to 3 times on the Search Table in the official rules)
– Move to a new location

Eating and sleeping allows you to regain Resilience, while failing to eat or rest causes you to lose Resilience.

If you do not eat for a whole day, you lose 1 Resilience at the start of the next day. If you eat at least one meal (or two snacks), you lose no Resilience. If you eat two or more meals, you gain 1 Resilience at the start of the next day.

If you do not spend at least one Time Period in a day sleeping, you lose 1 Resilience at the start of the next day.

Sky Beyond the Darkness: Weapons and Healing Items

Some example weapons and healing item stats I created for Sky Beyond the Darkness, for use with my homebrew combat and injury rules.


HIT = add/subtract this from your rolls to hit someone.
INJ = add/subtract this from rolls on the Injury Table when hit by this weapon.
CAP = maximum ammunition capacity; how many attacks you can make with this weapon before reloading.
AMMO = type of ammunition the weapon uses.
NOTE = special notes about this weapon.

For simplicity’s sake, ammo types are “generic types” rather than specific calibres, but feel free to substitute greater firearm detail if you desire that level of realism.

Knife (or shiv): HIT 0, INJ 0.

Club (baseball bat, pipe, 2×4, etc.): HIT +1, INJ 0.

Machete/Sword/Hatchet: HIT 0, INJ -1.

Axe/Sledgehammer: HIT -1, INJ -2.

Pistol: HIT 0, INJ 0, CAP 12, AMMO Handgun Bullets.

Revolver: HIT 0, INJ -1, CAP 6, AMMO Handgun Bullets.

Submachinegun: HIT 1, INJ 0, CAP 20, AMMO Handgun Bullets, NOTE Fires 4 bullets per attack.

Shotgun: HIT 1, INJ -1, CAP 6, AMMO Shotgun Shells.

Sawn-Off: HIT 2, INJ -2, CAP 2, AMMO Shotgun Shells.

Hunting Rifle: HIT 2, INJ -2, CAP 6, AMMO Rifle Bullets, NOTE +3 to hit if ambushing.

Assault Rifle: HIT 2, INJ -1, CAP 30, AMMO Rifle Bullets, NOTE Fires 3 bullets per attack.

Machinegun:  HIT 1, INJ -1, CAP 10, AMMO Rifle Bullets, NOTE Fires 6 bullets per attack.

 Flamethrower: HIT -3, INJ -2, CAP 8, AMMO Gasoline.

Grenade/Bomb/Molotov: HIT -1, INJ -1, NOTE Use Vigor to attack since thrown.

Bow/Crossbow: HIT 0, INJ 0, CAP 1, AMMO Arrows (roll 1D6 to recover arrow after firing; even roll = it can be reused)

Healing Items

Dressings or Painkillers (or other relevant medications): worth 1 Resilience point when healing.

First Aid Kit: worth 2 Resilience points when healing.

Field Medic Kit: worth 3 Resilience points when healing.

Access to hospital surgery or physician’s office: worth 4 Resilience points when healing.

Sky Beyond the Darkness: Opposed Tasks, Combat and Injury Rules

Sky Beyond the Darkness (available here) is a cool solo RPG set in a post apocalyptic world where there is no electricity and survivors are scraping by to stay alive amid the ruins of Cathedral City.

It’s a fun and immersive game with a focus on narrative, however after playing a few adventures, I found the lack of a combat system tended to make for less of a “game” experience than I was hoping for, and having all challenges be based on my own stats vs a single set difficulty rather than against NPCs of various skill levels felt a bit bland, so I came up with the following simple homebrew opposed task and combat system rules. Hopefully they are minimal enough that they fit the spirit of the game! I’d love to hear what other players thought.

Opposed Challenges

When you attempt to do something opposing an NPC (for example, lying convincingly or sneak past someone), roll D20 equal to your relevant attribute. Also roll the NPC’s relevant attribute. Whoever rolls the highest on a single die “wins”.

Example #1: You try to sneak past an NPC sniper. You roll your Vigor (physical/dexterity task). They roll their Trauma (mental/perceptual task). If you roll the highest roll, you sneak past successfully. If they roll higher, you are spotted.

Example #2: You try to charm a hostile NPC into trusting you. You both roll your Cunning (intellect/charisma task). If you roll higher, they trust you. If they roll higher, they don’t.


Combat is divided into simple Rounds. In each Round, you and your opponent(s) perform an action such as attacking, reloading, retreating, attempting to negotiate, etc.

Initiative – the order in which combatants take action in a Round – is based on the Vigor attribute; highest to lowest determines action order. The exception is if combat is a surprise ambush, in which case the ambusher always gets to act first.

To perform an attack or defend against one, characters simply roll a Combat Challenge – an Opposed Challenge, as explained above – using the relevant Attributes.

Close combat uses Vigor to both attack and defend. Ranged combat uses Trauma to attack and Vigor to defend (dodge/take cover).

If the attacker wins the Combat Challenge (rolls highest), they hit the defender. If the defender wins (rolls highest), they are not hit.

Anyone hit by an attack rolls on the Injury Table below:

    1-6 = crippling or mortal wound
    7-12 = severe wound
    13-17 = moderate wound
    18-20 = light wound.

You may spend Resilience as normal when rolling on the Failure table to determine injury.

Whenever an opponent is wounded, they must pass a Trauma Challenge. If they fail, they panic and try to flee or surrender.

If someone needs to reload a weapon, they cannot attack that Round while doing so (but defend normally).

Combat Modifiers

In an ambush where the  defenders are caught unaware, all ambushing characters get +2 to their Combat Challenge rolls for their first attack, while ambushed defenders are -1 to all Combat Challenge rolls in that same Round.

When fighting multiple opponents at once, reduce the outnumbered party’s Combat Challenge rolls by 1 for every opponent you are outnumbered by.

Using Weapons

Weapons typically have modifiers to hit (add or subtract this to Combat Challenge rolls when attacking).

Weapons also sometimes have modifiers to damage (add or subtract from Injury Table rolls when hit with this weapon).

Example #1: a Knife is HIT 0 and INJ 0. You add nothing when using this weapon to attack and roll normally for Failure when hit with this weapon.

Example #2: a Revolver is Hit 0 and INJ -1 You add nothing when using this weapon to shoot but subtract 1 from Failure rolls when hit by this weapon.

Example #3: a Shotgun is HIT +1 and INJ -2. You add +2 to your rolls to shoot someone with this weapon, and subtract 2 from Failure rolls when hit by this weapon.

See here for some common example weapons.

Character Injury

All characters (player and NPCs) have six Injury States: 0 = Unhurt, 1 = Lightly Wounded, 2 = Moderately Wounded, 3 = Severely Wounded, 4 = Mortally Wounded, 5 = Dead.

Injury levels are cumulative; i.e. if you are Moderately Wounded (2) and get Moderately Wounded (2) again, you are now Mortally Wounded.

 For each Injury State, reduce all Challenge rolls by 1 die, with a minimum of 1 die.

Example #1: You are Severely Wounded (3). If you need to roll for a Vigor Challenge and your Vigor is 3, you roll just 1 die.

Example #2: You are Lightly Wounded (1). If you need to roll for a Cunning Challenge and your Cunning is 4, you roll 3 dice.

Crippling Injuries

Whenever a character becomes Morally Wounded, roll 1D6; on a 6, the wound is also Crippling. This might be a lost eye, partial deafness, lung damage, a lost finger, a damaged limb, etc. Regardless of the specific injury, the result is a permanent reduction in one of the character’s Attributes. Roll 1D6 again: 1-2 means Vigor is reduced by 1, 3-4 means Trauma is reduced by 1, 5-6 means Cunning is reduced by 1. Even if wounds are completely healed, a Crippling Injury effect can never be removed.

Healing Injuries

In between encounters, you can spend Resilience equal to your current Injury State to decrease it by 1.

Healing items can be used in lieu of Resilience points to heal if you pass a successful Cunning Challenge.  Attempting to use a healing item and failing the Challenge uses up the item without effect, but you may still spend Resilience to heal if you wish.

Remember that Injury State reduces your dice rolls, including when rolling a Cunning Challenge to use healing items!

Example #1: You are Moderately Wounded; it would cost 2 Resilience to reduce that to Lightly Wounded, or 1 Resilience plus Dressing/Painkillers, or no Resilience if you use a First Aid Kit or Field Medic Kit.

Example #2: You are Lightly Wounded; it would cost 1 Resilience or any healing item to reduce that to Unhurt.

See here for some basic healing items and their Resilience values.

HeroQuest – hQuestBuilder Homebrew Icons

The hQuestBuilder web app by squidgem0nster is a very cool way to quickly create maps and quests for HeroQuest that I’ve been honored to help out with and would highly recommend as a more simple alternative to using a fully-fledged quest maker program like the amazing HeroScribe, particularly if you want to make something on the go using a mobile device.

A recent update allows you to use your own user-created single-tile icons for custom monsters, traps, etc. The main limitation to this is that you have to point to an image already hosted online somewhere (i.e. you can’t just add a local image from your hard drive); this is especially problematic as while png files work fine,i you really should use svg (vector) format icons for quality that matches the existing ones.

Below are links you can use to access the custom icons I’ve made for HeroQuest mapping (see here for an example) in the hQuestBuilder web app. Simple copy and paste any URL below into the popup box when you click a “+” sign under “Homebrew” in the web app to be able to use that icon in your map Make sure you use a URL pointing to an SVG image and not the preview images on this page!

Homebrew Icons:

Acid Fog Trap:
Magic Statue Trap:
Poison Gas Trap:

Acid Fog Trap:
Magic Statue Trap:
Poison Gas Trap:

Acid Fog Trap:
Magic Statue Trap:
Poison Gas Trap:

For further support with hQuestBuilder , please contact squidgem0nster.

HeroQuest: New Traps

New Trap Types

The following traps are adaptations of ones found as “one-offs” in a several official quests, either old expansions that have yet to be reprinted or published in books or magazines such as White Dwarf.

Each appeared in one published quest each, but I felt they were interesting enough that they would be fun to re-use. I’ve kept them mostly as originally designed except for slight tweaks to make them “universal”; that is, so you can use them when creating custom quests by placing them as either chest traps (activating only when a chest is opened/searched) or “trigger space” traps (like spear traps, pit traps and falling blocks, where they activate once a certain space is entered).

Poison Gas Traps

Adapted from ‘The Halls of Durrag-Dol’, published in White Dwarf #134.

This trap may be placed on chests, furniture or empty floor spaces.

When triggered, Zargon places a Poison Gas Trap tile (triggered side up) and says that a foul-smelling vapor fills the room. At the start of each of Zargon’s next three turns, any hero or monster inside the room rolls one combat die. On the roll of a skull, they lose 1 Body Point. This attack cannot be defended against; only heroes or monsters who are specifically immune to poison (or possess Artifacts that grant such protection) do not roll.

  • Monsters that are immune to poison:
    • All undead (Skeleton, Mummy, Zombie, etc.).
    • All Gargoyles (unless otherwise specified).
    • Skaven White Seers (from White Dwarf Magazine #134).
    • All incorporeal beings (e.g. Death Mist from ‘Keller’s Keep’).

This trap can be detected and disarmed as normal. When detected, Zargon places the Poison Gas Trap tile (triggered side down). It may be jumped once discovered.

Acid Fog Traps

Adapted from ‘The Eyes of Chaos’, published in White Dwarf #146.

This trap may be placed on chests, furniture or empty floor spaces.

When triggered, Zargon places a Acid Fog Trap tile (triggered side up) and says that a sickly green fog billows from a hidden vent. At the same time, all the doors (including secret doors) to the room in which the trap was triggered seal shut. To exit the room, a hero must break down the doors; to do this, they must attack and destroy a door with either a normal attack or spell. All doors have 3 Body Points.

At the start of Zargon’s turn, each hero or monster in a room where an Acidic Fog trap has been sprung automatically suffers 1 Body Point of damage. This cannot be defended against; only heroes or monsters who are specifically immune to acid (or possess Artifacts that grant such protection) take no damage.

  • Monsters that are immune to acid:
    • Venim the dragon (from ‘The Crypt of Perpetual Darkness’).
    • All incorporeal beings (e.g. Death Mist from ‘Keller’s Keep’).

This trap can be detected and disarmed as normal. When detected, Zargon places the Acid Fog Trap tile (triggered side down). It may be jumped once discovered.

Magical Statue Traps

Adapted from the ‘Against the Ogre Horde’ official European expansion.

Magical Statues are stone sculptures enchanted with Dread magic that shoot fireballs or death rays when encountered. Zargon should place a Magical Statue Trap tile on the gameboard as soon as they are within line of sight of a hero; unlike most other traps, they do not need to be discovered by searching.

On Zargon’s turn, any Magical Statue that can see a hero makes a ranged attack with the strength of 3 combat dice. This can be defended against as normal.

Magical Statues are immune to all spells and ranged attacks (e.g. Crossbow), but can be destroyed through normal close combat attacks. They roll 5 dice in Defense and have 2 Body Points.

Magical Statues are removed from the gameboard once they are destroyed. Magical Statues never move, and cannot be passed through by heroes or monsters alike.

  • If a hero attacking a Magical Statue rolls 2 or more black shields on their Attack dice then their weapon breaks and is lost, even if the roll destroys the statue. Weapons that only roll 1 combat die in Attack (e.g. Dagger or Staff) break on a single black shield. This only affects non-magical weapons and not unique Artifacts (such as Orc’s Bane or the Spirit Blade) which cannot break in this way.

New Trap Tiles

Download Link:

HeroQuest – New Traps (Banjo) [v1.1] [via Mediafire]
HeroQuest – New Traps (Banjo) [v1.1] [via Dropbox]

This download contains the above rules in PDF form, suitable for printing and in a format designed to match the official HQ21 rulebook/questbook style.

The download also includes high quality and printable versions of the trap tiles, and icons for use with the mapping software HeroScripe (which can be downloaded from


v1.1 – Updated to include standalone SVG and PNG format versions of the trap icons, for use in making your own maps using software other than HeroScribe (e.g. InkScape, Photoshop, etc.)

HeroQuest 2021 Icon Pack for HeroScribe (v1.6)

These icons were extracted from the official Hasbro PDF files for the re-release of HeroQuest (hereafter referred to as “HQ21”), and have been converted specifically for use with HeroScribe. The icons themselves remain the copyright of Hasbro Inc. and Avalon Hill, and are only used here in a not-for-profit fan capacity. No challenge is intended for the rights to them.

To install this pack, simply copy the folder “Icons” and all subfolders into your HeroScribe directory. Also, copy either Objects_Default.xml and Objects_Default.html – OR – Objects_AIO.xml and Objects_AIO.html, depending on whether you are using the basic version of HeroScribe or have installed the “All-in-One” pack.

Note that if you have customised your HeroScribe install with a mix of new icons, you will need to edit your Objects.xml and Objects.html files manually, copying and pasting from the versions in this pack. Unless you are comfortable with this, I strongly recommend simply creating a new install of HeroScribe for use with this pack.

All icons are available in the original colours seen in the official HQ21 quest maps, but I have also included alternate versions of the monster and hero icons that match the old 1980’s quest map style (both European and American) for those that want to use the new monsters in classic maps.

I have tried to keep the sizes the same as in the official maps. The only change I made was to resize the “cupboard” icon slightly so it is now the same size as the “bookcase” icon (previously, it was smaller for some reason).

I have also included the icons in their raw, unscaled “SVG” format, should you wish to recolour them, convert them to another format (such as png) or use them in different graphics program.

This is only the first version of this pack. Although all furniture, hero and monsters from the basic set are included, I hope to be able to update it with icons from the expansions, providing Hasbro release PDF versions of those quest books too.

Currently, the main thing missing from this pack is a board layout that accurately matches the HQ21 map version. I have had issues trying to edit board files in HeroScribe but hopefully will be able to solve this for a future release. At worst, I am thinking I will include a board “tile” that would allow the irregular shaped room walls the re-release maps use as opposed to the standard grid anyway. I have included the board in SVG format though, for those that want to try to use it in another program.

Regardless, I hope folks find this pack useful! This took a surprising amount of work, so please consider giving credit if you use them in any major way. Of course, the icons remain the copyright of Hasbro Inc. I just did the conversion work.

HeroScribe HQ21 Icon Pack (v1.6) [via Mediafire]
HeroScribe HQ21 Icon Pack (v1.6) [via Dropbox]

HeroScribe can be downloaded from:

v1.0 – First release.
v1.1 – Added board SVG .
v1.2 – Fixed hero SVG image sizes to match monsters and furniture.
– Fixed door SVG rotation.
– Added icons and SVG images for entrance/exit doors, letter, number, rectangle and arrow map markers.
v1.3 – Changed icon folders for better organization and future upgrade compatibility.
v1.4 – Fixed bug when trying to load non-existant HQ21 board (removed since not working yet).
v1.5 – Added official HQ21 Kellar’s Keep icons.
– Fixed Door In/Out/In-Out arrows to be the correct colour (was the wrong shade of red).
– Changed zorder for Cliff Corridor and all Stairs (original and HQ21 versions) for better map layering.
v1.6 – Added official HQ21 Return of the Witch Lord icons.
– Fixed both the SVG and HeroScribe icon versions of the ROTWL Coffin (the original had missing white sections the artists had forgotten to fill in).
– Created an alternate recolor of Death Mist icon (to match other enemy icon color) and alternate Coffin with Trap icon (shaded like other traps).
– Not yet added: the “Fog” pattern used to mark the tiles a Death Mist can move through (planned to be added in a future update but proved difficult to convert).

Resident Evil 2: Card List

Resident Evil 2: The Boardgame has a lot of expansions, and a lot of cards! In order to keep track of them – and to check for missing components (since I originally got the game via Kickstarter, where such issues are not unheard of) – I painstakingly drew up a list of all the cards that are part of the game, listing them by type, count and expansion.

I hope my hard work comes in handy for other players, either for organising their own sets or looking to purchase any of the now sadly out-of-print expansions second-hand.


Resident Evil 2: The Boardgame – Card List (v1.0)