Rulebook En.Pdf
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Rulebook_EN_V11.9.indd 1 28/09/2021 15:20:52 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 Encounter.................................6 Characteristics..........................23 Maintenance Phase..........................11 Special Thanks.................................27 • 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 • 4 x Rulebooks 2 Rulebook_EN_V11.9.indd 2 28/09/2021 15:20:55 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. 19-20) 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 Rulebook_EN_V11.9.indd 3 28/09/2021 15:20:56 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 Encounters. The last one will always be a confrontation, which will match the players against a Boss or an Elite. This will depend on the round being played. Each room is identified by a color and its symbol. I II III IV In order to achieve a higher degree of randomization, the Dungeon Book contains 6 different versions of each Encounter with different set ups and number of enemies. At the beginning of each Encounter, a Numbered Dice will be rolled. The result indicates the version of the encounter about to be played. Next, the player will have to open the book at the corresponding page. 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 Rulebook_EN_V11.9.indd 4 28/09/2021 15:20:57 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 encounter 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 Rulebook_EN_V11.9.indd 5 28/09/2021 15:20:57 Before starting the encounter, 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 player can perform two actions. These can consist of one movement followed by one attack, or in the other hand, two consecutive movements. The order does not matter and it is not necessary to do both. Be- fore carrying out the attack, the Hero may choose to use a Skill. Range The Dungeon Book is divided by squares to help the player calculate each character’s range, movement, reach and line of sight. 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 either ally or enemy.. 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 starts the encounter, he will start his turn on this square. Heroes can attack from the starting square and move out of it before the end of their turn. 6 Rulebook_EN_V11.9.indd 6 28/09/2021 15:20:57 Line of Sight To determine whether a character has line of sight, 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 either ally or enemy. Movement Characters can move horizontally or vertically up to the maximum indicated by their movement, never diagonally. Note: Although a player may find himself at the end of a turn with spare movement points, a character will NOT be able to: 1. Move 2. Attack 3. Continue moving. This would lead to a turn with 3 separated actions, so- mething which is not allowed. Attack The attacker’s target must be within their Weapon or Spell Range. In addition, to assault from a distance, the characters must have vision of their target. The target cannot be attacked through characters, either allies or enemies, 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 Rulebook_EN_V11.9.indd 7 28/09/2021 15:20:58 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. Strike (two sides of the dice) Apply hand-to-hand damage only and finish the attack.