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Quest: A New Age
DescriptionIn Quest: A New Age, the purpose of the game is to take your Adventuring Party into each Dungeon and attempt to complete your assigned Quest Objective. This can be done as a Solo player or with any number of players controlling and arguing over the party members. (I have run one of my D&D groups through it with 8 people as the party) Goblin Kingdom - 71/120 60% Goblin King Dead Marshes - 58/90 63% Lord of the Undead Demonic Rift - 35/63 54% Balor Ruby Mountain - 31/64 49% Ancient Red Dragon Forsaken City - 25/51 50% King of the Streets Nature's Abundance 23/50 46% Ancient Treant Dangerous Seas - 21/47 38% Captain Davy Jones Tomb Kingdom - 17/50 34% Tomb King We are planning on a total of 10 adventures to become available in the future. Game-play: In Quest: A New Age there are Abilities, Upgrades, and four stat Values -- Accuracy, Armor, Life, and Damage. Abilities differ for each Hero and Creature according to their assigned value in the game, (e.g. a Goblin Recruit has no abilities and is worth 1 point value, while a Goblin Captain has a value of 3 and grants abilities to other Goblins). 5 levels of Upgrade are available to each Hero and are earned in the Dungeon as the party delves deeper into the adventure. As you gain XP from Terrain, Trap, and Creature cards, you can spend the XP to make your Heroes stronger. Accuracy is the Hero or Creatures base accuracy which you then combine with a roll of a D20 to attempt to hit. Armor is the Hero or Creatures base defense against attacks. Life is the Hero or Creatures base damage that they can take before dying. Damage is the Hero or Creatres base damage they can inflict against another. Phases of the Game: 1) Quest Deck - Turn over the appropiate amount of cards. Fast Effects happen at this time and can change how many cards are turned over. 2) Effects - Any Effects that are turned over happen at this time. 3) Hero1 - All Heroes have one action per turn, which can be used to either Attack, Heal, Pick Up and item or attempt to Disarm a trap. The Hero may also Hold their action for Hero2 phase. 4) Dungeon - Any surviving Creatures may perform one action at this time. 5) Hero2 - The Heroes that held their action can now act. 6) Events - Events such as traps that have not been disarmed and other Events take place at this time. 7) End of Turn - End of Turn abilities such as Regenerate and Aura's take place at this time. 8) Upgrade - XP that has been collected can now be used to upgrade your Heroes. When a Hero is upgraded they gain full health. Once XP has been spent on a Hero, it cannot be used again. Start the Phases over at this time. The game begins by shuffling your Quest Deck and turning over three cards. As the game progresses and your Heroes are upgraded, you start to turn over more cards to make the Adventure more difficult. The Breakdown is as follows: Game Begins - 3 Cards per turn After Two Hero Upgrades - 4 Cards per turn After Five Hero Upgrades - 5 Cards per turn After Eight Hero Upgrades - 6 Cards per turn After Ten Hero Upgrades - 7 Cards per turn After Twelve Hero Upgrades - 8 cards per turn Rules Questions: We did a short Demo on youtube which is quite boring but you are free to take a look at the mechanics of the game. :) Game DiscussionsAdd CommentYou need to be logged in to comment. Insert Bullet List Please enter at least one item. Item: Item: Item: Item: Item: Insert Numeric List Please enter at least one item. Item: Item: Item: Item: Item: Insert Link Please enter the link of the website Optionally you can add display text Insert Email Please enter the email address Optionally add any display text Insert Image Please enter the link of the image Insert YouTube Video Please enter the link of the video MarketplaceNo listings at the moment. Do you own this game? Click here to list it for sale.
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