Campaign PhasesFate Points Assignment
Campaign Cards, Usurers and TestamentSpending Crowns
Henchmen: Payments and Structures
Henchmen and Followers, Sergeants, Captains, Wardancers, TrollslayersApprentices
Mercenaries DeathHeroes in the Guild, Travel CardsCity Cards
Evil Guilds

Each Quest can be completed during one or more Expedition: an Expedition starts when the Heroes enter the stairs down introducing to the Dungeon and ends when the last member of the party returns up using the starting stairs or any other stairs going up from the first level of the Dungeon. The Heroes can leave individually the Dungeon retiring from the actual Expedition: in this case they do not receive any Fate Point gained by the rest of the group during the Expedition itself. The time between the Expeditions follows the rules of the Campaign: the set of events happening in the time the Heroes are out of the Dungeons. We have already indicated as the final objective of the game is to improve Guilds wealth and power, the Guild is the set of Heroes, followers and henchmen that compose the advenduting group of a player: the time of the Campaign is dedicated to the improvement and the organization of the Guild, in its struggle to be the richest and most powerful.

Once an Expedition ends, the following phases follow:

- The GM discards all his Dungeon Cards remaining; if with this Expedition the party completed the Quest it is "resetted" and can be played only from a different Guild party. If the Quest has not been completed the Dungeon stands exactly as the Heroes left it leaving, ready to be continued by the party itself, while a different party from a different Guild entering the Dungeon will generate it from scratch.

- If the Heroes completed the Quest with the Expedition the gain a certain number of Fate Points, on the basis of the number of Expeditions done to complete the Quest. These Fate Points never get over the Fate Points Skill of the Heroes in the moment they started the Expedition:

1-2 Expeditions: 2 FP, 2-3 Expeditions: 1 FP; 4+ Expeditions: No FP.

- The Heroes, if from different Guilds, share the gold Crowns as they prefer. If the Heroes disagree on sharing the treasure they can roll a dice or even fight each other to determinate how the treasure has to be assigned. In the case they have to fight each other they place a 5x5 room placing each faction involved on one of the 4 wall, mercenaries and henchmen do not partecipate to this fight, while Followers do. At this point the Priests, if present, make discard the 25% of the Party treasure: this cant be avoided, even if the Priest has to leave the Guild.

- Heroes pay their henchman and followers and all the mercenaries of the Guild that didnt partecipate to the Expedition with the relative payment (see later for details about their payment): the henchmen and followers that partecipated to the Expedition have already been paid at the start of the Expedition itself. The henchmen that do not receive their payment at this point, leave immediately the Guild. If the Heroes have gold Crowns on an Usurer (see later), each of them pay a 5 gold Crown fee now.

- Each Hero of the Guild pays for his Cost of Life: this cost is 10 gold Crowns + 10 gold Crowns for each Fate Point owned in that moment by the Hero. This cost has priority over all the other following payments and costs: if the Hero cant afford his Cost of Life he is eliminated, if he's the last Hero in the Guild than the Guild itself is eliminated. The Heroes that did not partecipate in the last Expedition do not pay any Cost of Life.

- Each Guild picks a Campaign Card applying the effects. These cards indicate the events happening between the Expeditions and have  general effect on the entire Guild.


The following are the standard Campaign Cards in the Vassal engine, further cards can be added with dedicated addon packs. Note that there are 8 "No Event" cards in the basic deck.


- Usurers and Testaments: the Heroes can carry with them a great amount of Gold Crowns, based on their Strenght Skill: at the end of the Expeditions they have to find a place to keep their not spent crowns. They can keep the crowns inside the Guild: it has no cost and no tax has to be paid, but there is always the possibility to be robbed by thieves losing all the wealth gathered! As an alternative, the Heroes can give their crowns to an Usurer, that will keep them for the cost of 5 gold Crowns each Expedition. In this case Heroes have to pay a little tax and, in the case of the death of the holder Hero, it's not easy to recover the crowns. The gold Crowns kept in the Guild can be used by any member of the Guild, but the ones kept by an Usurer can be taken only by the Holder (the Hero depositing the crowns): if the holder dies only the entitled Heir can take them, if the Holder indicated him in a Testament. In the case that both the Holder and Heir die during an Expedition, the crown deposited on an Usurer are lost. Each time the Holder wants to indicate or change an Heir with a Testament (only one can be indicated) he has to pay 20 crowns, including the first indication of the Heir. Each Hero has an individual account with the Usurer.

- Training: At this point the Hero can invest his money to build Guild Structures, to train his followers or to train the Hero miself: only Heroes that partecipated to the last Expedition can be trained. He can buy equipment, learn spells and new skills. Improving an Hero Skill costs 150 C for the first advancement, 300 for the second, 500 for the third. Increasing Wounds costs 200, 300 and 500 for the three improvements, increasing Fate Points costs 300, 400 and 500. The cost of the Spells and Reagents is indicated on the Spell Cards, as the equipment is indicated on Equipment Cards. The training of Followers, when allowed, is the same of the Heroes training. After each Expedition a Mage can learn only a single spell, as Priests can learn only a single Prayer: learning a spell indicates a Training point spent. Learning a new Skill Card costs always 200 C, up to the maximum number of Skill Cards allowed for the Hero (usually 3, except some classes). Any of these advancements, except learning new Spells and Prayers, costs a Training point, the maximum Training points an Hero can spend are 10 for Humans and 8 for all the other races, 5 for the Dwarves.

Training Costs:

- Skill Stats: 150 / 300 / 500
- Wounds:  200 / 300 / 500
- Fate Points max: 300 / 400 / 500
- Skill Card: 200

- Healer: between the Expeditions an Hero can visit an Healer to cure his wounds, to cure mutilated arms and legs and even to be restored to life in the case he was knocked out during the Expedition. Healing all the wounds received by the Hero costs 15 C, to cure a mutilated arm or leg costs 100 C, being restored to life costs 120 C but in this process the Hero lose permanently a random Skill point determined by a dice:

1: WS, 2: RS, 3: ST, 4: TH, 5: SP, 6: CO, 7: IN, 8-9: FP, 10-12: Wounds.

If one of these skill, except WS and RS, goes to 0 after the process, the restoration to life is unsuccesfull, the Healer doesnt have to be paid and the Hero is lost forever. If WS or RS goes to 0 the Hero is restored with that point, negative points on WS and RS mean always 0.

Heroes can buy from the Healer the following potions, indicated in the Potion Cards, with the following cost: Potion of Healing 50 C, Potion of Minor Heal 20 C, Restoration Potion 120 C.


- The Hero decides if he wants to hire henchmen, and determinates if he was able to attact Followers and Adepts deciding if hiring them or not. He verifies if the Guild has sufficient structures to host followers if they will not partecipate to the Expedition: if no structure is available and the followers will not partecipate to the Expedition they will leave the Guild. Basically there are sort of "permanent" henchmen (see later) that can be stored in the Guild, but it has to provide structures able to host them when they do not partecipate in Expeditions. A great and powerful Guild has structures able to store a reserve of followers.

The GM or the group of Guilds partecipating to the Campaign game mode in AHQ3.0 can determinate a predefined way to assign Quests and Dungeons: using a fantasy map of the region in which the Campaign is played they can use addon decks to draw locations, plots, quests in dungeons, forests, caves, abandoned mines and tombs etc. Each place can be determined by a combination of tileset card and objective or quest card, the Heroes then choose which location they want to face first and so on. Even cards for Villages and Towns can be created with dedicated addons and the Guilds can choose the Town where they want to settle themselves. Further details can be introduce in the proper section: at the start the game can be played even with just the Objective Cards drawn random.


The maximum number of henchmen and followers that a party can bring in an Expedition is always two, but this number can be lowered if the Quest indicates otherwise (a Quest can indicate the maximum number of characters that can play it). An henchman following the Hero has to be payed before the Expedition he's going to partecipate with the payment he deserves; henchmen and followers that do not partecipate in the Expedition have to be paid too for resting in the Guild. To let followers and henchmen staying in the Guild without partecipating directly to the Expedition, the Guild needs one or more Barracks structure: each Barrack can host up to 4 henchmen and followers, its building costs 500 C. A Guild can have more than a single Barrack. These are the Structures Cards for the Guilds, indicanting the improvements that can be purchased for a Guild, their cost and the modifications applied. Other extra Guild structures can be introduced by dedicated addon packs.


Mercenaries are paid warriors acting just for money. The Hero can hire and bring in Expedition or host in the Guild as many mercenaries as he wants, till he has money and till he brings with him just two of them in an Expedition. The most common type of Mercenary is the Henchman: he has to be paid 25 C to be hired and sent to the Expedition, before he goes to the Dungeon;  if the Henchman survives the following expeditions has to be payed just 15 C. To put an Henchman to rest in the Guild costs 5 C. Henchman does not carry gold crowns during the Expedition, doesnt drink potions or use different equipment than their own, they can just fight, open doors and explore passages. These limitations apply to the more skilled mercenaries too (the Sergeants).

Followers are a different type of Mercenaries: each time the Hero gains a Fate Point during his adventures he has the possibility to hire a Follower attracted by his fame: the Followers are Henchmen whose only difference is the pay: he has to be paid 15 C to be hired and sent to the Expedition, before he goes to the Dungeon;  if the Follower survives the following expeditions has to be payed just 10 C. To put a Follower to rest in the Guild costs 5 C.. An Hero is not forced to hire a Follower when he attracts him, but he has to wait to gain another Fate Point to be able to attract one more; the Follower has to follow the Hero in the first Expedition after his hiring, then he can be stored in the Guild and his payment will still be of 30 C (halved, when resting). Mercenaries and Followers cant be trained and improved.


Sergeants are warriors more experienced and skilled offering their services only to Heroes with a sufficient fame. Any Hero can hire a Sergeant, but that Hero has to be gained at least 3 Fate Points during his adventures: from that moment he will be able to hire both Henchmen and Sergeants. Sergeants costs 40 C to be hired for their first expedition, if they survive the will cost 20 C for each expedition, the cost to put them at rest is 10 C. Sergeants can be improved in their skills too, with the same cost of the Heroes, with the payment of course done by their owner; they can improve each Skill maximum with a +2 and receive an overall 5 Trainings.


Captains are very expert and trained warriors, almost Heroes for their Skills. They offer their services only to Human Warrior Heroes (just Warriors, no other class) and cant be hired as simple henchmen: a Captain will offer his services to an Human Warrior in the moment he has gained during his adventures 4 Fate Points: if the Hero refuses to hire the attracted Captain he can attract another one only after gaining 2 more Fate Points. A Captain hire cost is 50 C , if they survive the first expedtion the next will cost 25 C, to put  a Captain at rest in the Guild costs 15 C. His skills can be improved as for the Heroes, with the cost on charge for the owner: they can improve each skill up to +2 and can receive up to 5 total Trainings. An Hero cant have more than a Captain at his services.


Wardancers are a special type of acrobatic elven warriors: check the Wardancer class for their description. A Wardancer will offer his services to an Elven Hero (except Priests and Mages) in the moment he has gained during his adventures 4 Fate Points: if the Hero refuses to hire the attracted Wardancer he can attract another one only after gaining 2 more Fate Points. A Wardancer hiring cost is 50 C , if they survive the first expedtion the next will cost 25 C, to put  a Captain at rest in the Guild costs 15 C. His skills can be improved as for the Heroes, with the cost on charge for the owner: they can improve each skill up to +2 and can receive up to 5 total Trainings. An Hero cant have more than a Wardancer at his services. Wardancers apply different rules for fighting: they can wear only leather armors and has to choose a starting Skill card from the following:



Trollslayers are a special type of dwarven warriors: check the Trollslayer class for their description. A Trollslayer will offer his services to a Dwarf Hero (including Priests, but no Mage) in the moment he has gained during his adventures 4 Fate Points: if the Hero refuses to hire the attracted Trollslayer he can attract another one only after gaining 2 more Fate Points. Hiring a Trollslayer costs 50 C, if he survives the first expedition his cost will be of 25 C each expedition, but he cant be left at rest in the Guild: he always has to go with the Hero in the Expedition or he will leave the Guild. His skills can be improved as for the Heroes, with the cost on charge for the owner: they can improve each skill up to +2 and can receive up to 5 total Trainings. An Hero cant have more than a Trollslayer at his services. Trollslayer applies the same fight skills of the class described in the Heroes section and start with the Berserk Skill Card.


The Apprentice will offer his services to a Mage Hero when he have gained 3 Fate Points during his adventures: if the Hero refuses to hire the attracted Apprentice he has to wait to gain 2 more Fate Points to attract another one. In the case of Elven or Dwarf Mage Heroes, they attract an Elf Apprentice (+1IN -1TH) and a Dwarf Apprentice (-1IN +1TH). The cost of an Apprentice is very peculiar: they do not receive any gold Crowns payment, but the cost to bring them in an Expedition is to buy for them the learning of a new Spell at the half of the Spell cost, as they start with no Spell at all (the Hero has to buy for them the needed Reagents too): the Hero needs to buy them a new Spell after each Expedition, even if the Apprentice didnt partecipate to itm if not the Apprentice will leave the Guild. The Hero can buy for Apprentices only Spells that the Mage Hero himself already knows. Apprentices can learn a number of spells equal to his IN Skill. Apprentice Skills can be improved as for the Heroes, together with the learning of a New Spell, up to 5 Trainings, but no Skill of the Apprentice can be greater than the Skill of the Mage Hero. The Apprentice is the only follower that can use a Magical Treasure found during the Explorations, but once that object is given to the Apprentice it belongs to him, and cant be recovered to the Guild. When no more Spells can be learned by the Apprentice he will leave the Guild.


While the death of paid Mercenaries represent for the Guild just an economic lost, the strong relation between an Hero and a Captain, a Wardancer, a Trollslayer and an Apprentice has some implications in the case of their deaths. In this case the Hero failed in his duty to lead his personal disciple and this leads to the permanent lost of a Fate Point: this means that the Hero can reach even negative Fate Point Stat. The number of training an Hero can receive over a negative Fate Point Stat is always 3, so if, for example, the death of a Captain leads a Warrior Hero to -1 FP, he will be able to reach maximum 2 FP with 3 Trainings. When an Hero dies and cant be restored to life, all his personal disciples will leave the Guild. When all the Heroes of a Guild die, the Guild is of course disbanded and eliminated from the game.


Henchman: Hiring 30 C, Expedition as survivor 15 C, Resting C
Follower: Hiring 15 C, Expedition as survivor 10 C, Resting C
Sergeant (unlocked with 2 FP): Hiring 40 C, Expedition as survivor 20 C, Resting 10 C
Captain (unlocked with 3 FP): Hiring 50 C, Expedition as survivor 25 C, Resting 15 C
Wardancer (unlocked with 3 FP): Hiring 50 C, Expedition as survivor 25 C, Resting 15 C
Trollslayer (unlocked with 3 FP): Hiring 50 C, Expedition as survivor 25 C, never Resting
Apprentice: special rules


Usually a Guild starts with a single Hero that has to start gathering wealth to hire Henchmen and to attact Followers, but the rules of a Campaign can indicate that a Guild can start with a Party of 2, 3 or even 4 Heroes. Once the Guild has started its campaign he can spend gold Crowns to hire permanently new Heroes too: the cost of hiring an Hero is 400 C and he has to be created following the rules indicated in the Heroes section. A Guild can host up to 4 Heroes at the same time, to host a greater number of Heroes it has to build a Residence, a sort of Barracks for Heroes: each Residence can host up to 4 more Heroes, its building cost is 500 C and has no maintenance cost.


Each City in the Campaign has its space with 3 Aventure "slots", where 3 different Objective Cards are placed (a Campaign can be "built" too with predefined cards, while the classic dynamic is entirely random): once an Objective Card is completed by a Guild, that Guild cant face it more and the slot stays occupied by that Card till a Campaign Card generates its change. For each Campaign has to be organized a (simple too) map with various cities connected with their relative 3 Adventure slots.

Each Guild chooses the City in which it establishes its base: from its city the Guild can reach with no need for Travel any of the 4 Adventure Slots of the city. If the Guild wants to reach another city connected to the actual, it has to pick a Travel Card, then can reach the Adventures of that city: the party has to return to its base City to recruit Mercenaries and to pick Heroes and Followers (while it can buy Equipment, train and cure in the City in which the party is without having to return to the home City). The Guild can build a new base for the Guild in the new City with the cost of 750 C where it can go back from Expeditions and recruit Mercenaries and local Followers.

To reach a City that is farer the Heroes pick another Travel Card for each travel passage (the passages are calculated from city to city, connected by road, or by the Campaign map in squares, hexagons, regions etc.). Where is not differently indicated, the encounters of the Travel Cards are played in 5x5 areas, fleeing is not allowed and Heroes and creatures are placed on the opposide sides of the area.


To give more deepness to the Campaign mode, in which Heroes travels from city to city searching for quests, there is an extra, optional, Deck: the City Cards Deck. Each time the Heroes reaches a City, more than picking the Adventures Cards of that City, they pick a City Card that can give further details about the settlement. The City Cards are the following:


The Guilds are not necessarily composed only by "positive" Heroes from the races indicated in the main Hero Rules: players have the possibility to found and lead a Guild of evil creatures in opposition to the human, elfs, dwarves and halflings guilds: in this case their bases are in the "wild" zones of the map determined in the game on the campaign map: they can be forests, hills, mountains, swamps etc. The generic indication is that on the game game map there is about a double number of cities compared to the savage zones available for the evil guilds: objective the game should be, in fact, for the Evil Guilds to control all the savage zones of a region.

The Savage zones are a sort of "slots" to build the Evil Guilds and have specific rules: City Cards are not applied, it's possible to buy equipment as for the normal citiues, and they have their specific healers; anyway these savage zones can be attacked by a Party (while Evil Guilds parties cant attack Cities): at the moment of its foundation a Guild have to indicate which monstrous race will defend that zone: Orcs, Goblin or Skaven: the Guild itself will be 30 rooms Dungeon defended by that Monster Deck, and the player defending its own Evil Guild from a Party raid will use in a different way the Dungeon Card Character: with each of them he will be able to add one of the Evil Heroes of that Guild, with full stats.

Evil Guilds do not use the Usurer and have to put always their gold Crowns in the Guild: these gold crowns represent the final treasure for a Party attacking the Guild (there is not a final Treasure Card to add). Evil Guilds do not apply thiefs penalizations from the Campaign Cards. If an Evil Guild is destroyed, its Heroes need to have an alternative venue with enough space to move into, or they will be removed: when there are no more Evil Guild venues, it is eliminated and has to restart from zero.

Choosing the Dungeon to explore, the Evil Guild is always the last one to choose: it has the possibility to reach a Dungeon where a "good" Party is going to face it in competitive mode (both sides are GM one of the other). Of course the Evil Heroes have to travel to their destination with the proper Travel Cards. An interesting game mode could be to provide each player with a "Good" Guild and an "Evil" Guild, so that each player is GM for the others on turn trying to limitate the activities of the opponent Guilds.

The races available for the Evil Guilds, in their basic version, are the following with the relative starting stats:

Human: WS 5, RS 5, ST 4, TH 4, SP 5, CO 6, IN 5, W 4, FP 3. Trait: No
Orc: WS 5, RS 4, ST 5, TH 5, SP 4, CO 6, IN 4, W 5, FP 2. Trait: Bloodthirsty
Skaven: WS 5, RS 6, ST 4, TH 4, SP 6, CO 6, IN 6, W 4, FP 2. Trait: Rodent Perception
Goblin: WS 4, RS 6, ST 3, TH 4, SP 6, CO 5, IN 5, W 4, FP 3. Trait: Small
Ogre: WS 5, RS 2, ST 6, TH 6, SP 3, CO 6, IN 3, W 6, FP 2. Trait: Great

New Traits introduced by these races are:


The classes that Evil Heroes can choose from are: Bard, Berserker, Ranger, Rogue, Warrior. Regarding the Mage class it's available specifically for the different races: Humans can choose all the regular Colleges and the Necromantic Magic; Orcs, Ogres and Goblin can choose Chaos College, Shaman Magic, Orcish Magic and Necromantic Magic. Skaven can choose Chaos College, Skaven Magic, Shaman Magic and Necromantic Magic.

The Necromantic, Orcish, Skaven and Shaman Magic use a single reagent for each Magic tipology, costing always 50 Crowns. These races do not have specific priests in the base version, but they can be introduced by dedicated addons. The greater flexibility in the use of their spells should be balanced from the absence of healing priests for these races. Evil Guilds apply a specific rule on Taming Monsters: Monsters tamed by Evil Heroes do not have to keep checking once tamed and brought to the cage, during the expeditions, if in the party there is a member of Tamed Monster race.

The creation of the Heroes of the Evil Guilds works exactly as for the normal Heroes, with the following limitations at the moment of creation:

Orc max 7 SP
Skaven max 7 TH
Goblin max 7 ST
Ogre max 6 SP

The cost for Trainings are the same, with the following limitations: Humans and Goblins can train up to 10 times, Orcs, Skavens and Ogres up to 5 times.

Regarding Henchmen, the Evil Guilds Henchmen apply these replacements: normal Henchman are replaced by Orc Thugs, Sergeants by Orc Marauders, Captains by Marauder (attracted by 3 Fate Points by Human Warriors); Skaven attract Plague Monks after 4 Fate Points, Orcs attract Orc Slaughters after 4 Fate Points. The costs are the same of the regular henchmen, following the detail about Evil Guilds henchmen stats.