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Hero: A Game Of Adventure In The Catacombs box art
1980 Ranked #20,826

Hero: A Game Of Adventure In The Catacombs

This fantasy maze adventure has players build a hero, avoid traps, defeat monsters, gather gold, and reach the labyrinth’s end. Strength in one trait requires weakness elsewhere, while each player also controls monsters in an opponent’s maze.

Adventure Fantasy Grid Movement Square Grid

Players

2-3

Play time

60-120 min

Age

12+

Complexity

2.4/5

Rating

5.75

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

The publisher's description: Hero is a wild, no holds barred man-to-man (or beast) game on two levels. Players control their own Hero in their portion of the maze as well as monsters in their opponents portion.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The publisher's description: Hero is a wild, no holds barred man-to-man (or beast) game on two levels. Players control their own Hero in their portion of the maze as well as monsters in their opponents portion. Each Hero is composed of several categories: Intelligence, Physical Appearance, Class, Strength, Luck, Hits, and Weapons Proficiency. Each of these must be determined by the player from a fixed number of points. To make a Hero super-strong will mean that some other category must suffer (super-strong and a lackwit?). Monsters include such loathesome creatures as trolls, ogres, zombies, goblins, lycanthropes, men, and the horribly alluring succubus. Each has an offensive potential as well as a defensive capability based on the type of creature vs. the Hero's weapon and how mightily he wields it. Your Hero must avoid traps, slaughter monsters, gather gold, and make it to the end of the labyrinth to win the hand of the stunning, voluptuous daughter of the most powerful wizard in the land. If the Hero does not there are always other challenges, unless he has become a Dead Hero. Components: Thin album box 3 panel folder (Yaquinto catalog), Space Gamer Magazine advertising flyer. Thick album box Yaquinto price sheet dated "Feb 1 1982", rules booklet marked "Second Printing, March 1981". Both editions 12 page rules booklet, card with 3 perforated hero set-up sheets, 2 plastic ziplock bags. Summary Counter Manifest: 52 3/8" counters, 130 1/2" counters (9 white, 1 blank, and 3 identical sets of 40 colored red, blue, or green.)

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–3
Best with
2–3
Play time
60–120 min
Age
12+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

1
Michael J. Matheny

Artists

1
John Hagen

Publishers

1
Yaquinto

Linked items

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