Rulebook En.Pdf
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Contents............................................2 Equipment......................................12 Game Summary.................................3 Enemy Behavior (A.I)........................13 Preparation........................................3 Components....................................15 Victory and Defeat.............................3 Heroes.............................................19 Difficulty and Duration........................4 Bosses....................................21 Game Sequence................................5 Elites..................................22 Solve the Encounter...........................6 Characteristics..........................23 Maintenance Phase..........................11 • 8 x Hero Cards • 5 x Boss Cards • 8 x Elite Cards • 53 x Monster Cards • 8 x Hero Round Cards • 68 x Loot Cards • 6 x Epic Loot Cards • 6 x Threat Cards • 8 x Hero Skills Cards • 33 x Boss and Elite Skills Cards • 4 x Character Sheets • 2 x Combat Dice • 1 x Numbered Dice • 76 x Tokens • 212 x Markers • 2 x Dungeon Book • 1 x Rulebook 2 MiniQuest Adventures is a dungeon crawler game for 1 to 4 players in book format in the purest 16-bit video game style. Each game will generate a random dungeon that players must clear in the hopes of reaching and defeating the final Boss. The Heroes will receive rewards, such as weapons or equipment, at the end of each dungeon that they clear. These rewards will help them to defeat the enemies they encounter, and increase their chances of survival against the dungeon bosses. 1. Players choose a Character Sheet color and the Hero that corresponds to the chosen color. 2. Each Hero’s Initial Set (p. 19) is separated from the Loot Cards and the remaining Loot Cards are shuffled to form the Loot deck. 3. Boss, Elite, Monster, Threat, and Epic Loot Cards are shuffled separately and into different decks. 4. The Dungeon Book is placed in the middle of the table. 5. The rounds that the game will have are decided according to the desired difficulty. 6. The youngest player starts with the Leader Token. 7. In the case that there are fewer than four players, each player must assume the control of several Heroes at once. To win the game, players must clear all of the dungeons successfully, and are defeated when they all die on the same level, or if they’ve all received too many Death Markers to continue. A player is completely eliminated after having zero Life points left while having already accumulated three Death Markers, or after obtaining a fourth Death Marker. 3 Before starting, players must decide which game mode to use to complete the game. Each game mode consists of one or more rounds. A round consists of five levels and the last one will always consist of a confrontation with a Boss or Elite, depending on the round they are in. Each room is identified by a color and its symbol. I II III IV To make the game more random, each level has six versions. In each round or game the level may be different. The Numerical Dice will be cast on each level and, depending on the number that comes out, the page corresponding to the version is to be opened. Example: If the players must generate the third level and the result of the dice is a two they will open page III-2. Each time players complete a round, the difficulty level will be increased by un- covering a new Threat Card and applying its new characteristics to all Enemies. Game Modes Quick Adventure Difficult Adventure Highly recommended for the first few A challenge for demanding players. games. Five Rounds - Four Threat Cards. One Round - No Threat Cards. Four Elites and One Final Boss. One Final Boss. Unlock Hero Skills at the end of the Heroes play with active skills from the third round. first level. Nightmare Adventure Adventure Not recommended if you don’t like to For a fun afternoon. suffer. Three Rounds - Two Threat Cards. Seven Rounds - Six Threat Cards. Two Elites and One Final Boss. Five Elites and Two Bosses. “First Unlock Hero Skills at the end of the Boss” on the fifth round, “Second first round. Boss” on the seventh round, the rest of the rounds have Elites. Unlock Hero Skills at the end of the third round. 4 1. Set up. 2. Resolve the encounter in initiative order. 3. Maintenance phase. - SET UP 1. The player with the Leader Token rolls the Numerical Dice and opens the version corresponding to the level that has to be resolved. 2. One Monster Card is uncovered for each marked tile in order, from left to right and top to bottom. 3. In the case of a tile with the Elite symbol, an Elite or Boss Card must be uncovered (depending on the round). 4. Place the Enemy Tokens corresponding to the cards that have come out on the marked tiles, in the same order. The Monster Tokens are numbered to easily identify each enemy in the case that they are the same. 5. The corresponding Life, Defense, and Power Markers are placed on top of both the Hero and the Enemy Cards. 6. Set up the Initiative Queue. Initiative Queue The Hero Turn Cards are placed next to the Monsters in a row in the following order: The first card that is placed in the queue will be the Turn Card of the player who has the Leader Token at that moment. The next will be the first Monster Card that was initially uncovered, i.e., the monster placed in the top left marked tile. The next card will be the one of the player who is next to the one with the Leader Token (clockwise). The process will be repeated between players and Monsters until all the uncovered cards and the Hero Turn Cards are finished. 5 Before starting the match, players may exchange objects from the Bag with Equipment or with each other. If they do not have space, they must discard the remaining cards. The Encounter takes turns according to the Initiative Queue from left to right. On their turn, each character can perform 1 move and 1 attack or 2 moves. The order does not matter and it is not necessary to do both. Before carrying out the attack, the Hero may choose to use a Skill. Range Levels are marked by squares that are used to determine range of movement, reach, and vision between characters. The range is calculated in horizontal or vertical cells, never diagonally. Squares 1. White: common squares. The characters can move freely through these. Players cannot pass through a square occupied by another character. 2. Red: impassable squares. Characters cannot move or have vision through these squares. 3. Yellow: difficult terrain squares. Characters can move through these squares, but each square passed through costs two movement. Characters cannot stop on a yellow square. 4. Green: initial square. When a Hero enters a level, he will start his turn from the green square. No character can stop on this square. Heroes can attack from the starting square and move out of it before the end of their turn. 6 Line of Sight To determine whether a character has line of si- ght, draw a straight line from one of the four corners of the attacker’s square to one of the corners of the target’s square. This must be done without the line touching a corner or going through a red square, or a square occupied by another character. Movement Characters can move horizontally or vertically up to the maximum indicated by their movement, ne- ver diagonally. Heroes may move a second time if they do not attack or have not risen from a knockdown in that same turn. Players with one or more Heavy Equipment Cards may not move twice in a single turn. Attack The attacker’s target must be within their range of movement in order to be attacked. In addition, to assault from a distance, the characters must have vision of their target. The target cannot be attacked through allies even if the Weapon or Spell range allows it. An attack is considered hand-to-hand when carried out with a Range 1 or Range 2 Weapon. An attack is considered to be at a distance when carried out with a Weapon or Spell with a maximum Range of 3 or more. To attack, the attacker rolls two Combat Dice and chooses one. Characters that attack hand-to-hand will cause damage when they get a Strike or Critical Hit result. Characters attacking from a distance cause damage when they get a Shot or Critical Hit result. 7 Spells are considered distance attacks that consume Power. In the case of a beneficial Spell like “Barrier”, an ally or oneself can be chosen as the target, and they are automatically successful. On some occasions there may be a chain of strikes between the attacker and the target. In this case, the chain is broken when one of the two is defeated or the result of the dice does not allow it to be cast again. Example: It is the turn of the player who controls Ralen and they approach an intact Skeleton three squares away. As Ralen can move five squares they place themselves on the square adjacent to the Monster, ending their movement there; they then decide to attack and roll the two Combat Dice, obtaining a Strike result and a Critical Impact result. The player chooses the Critical Hit Dice and applies their weapon damage. Next, they roll a Combat Dice to represent the Critical Impact and get a Shot result. As the weapon they are equipped with is the “Great Sword”, they take advantage of the Accuracy characteristic and roll the Combat Dice again, obtaining the Counterattack result. The player is obliged to accept the new result regardless of the previous one, so the Skele- ton makes a Counterattack by rolling a Combat Dice.