INTRODUCTION Scenario for Warp Quest. Click here for the Warp Quest Core Rules. Based on the Movie Hidalgo. Horse Race across the Arabian Desert. Each player (Pawn) represents a Rider & Horse. DISCLAIMER Hidalgo is a copyrighted Property. This is merely a Fan Site. THE SCENARIO The map spaces represent distance and time. There is only one Module (card list). The track is 50 spaces long. The first player to reach the end wins the race. RIDER ATTRIBUTES Each rider starts with: Endurance = 10 Horse (Pick Breed) 6 rolls on the Attribute Table: ATTRIBUTE TABLE 1D6: Attribute: 1 Endurance +2 2 Fighting +2 3 Survival +2 4 Will +2 5 Speed +1 6 Agility +2 SPEED Add your Speed Bonus to your Movement Roll. HORSE BREED Pick a Breed: Hot Blood Desert Horse (Arabian, Barb): Survival +2 Cold Blood Racing Horse (Thoroughbred): Speed +1 Warm Blood Mixed Breed (Anglo-Arab, Mustang): Endurance +2 CHALLENGES If you fail a Survival or Fighting challenge you lose 1D3 Endurance and miss your next turn. If you are ever reduced to zero Endurance you automatically lose. FIGHTING If you land on an opponents pawn there will be a fight. Both players roll 1D6 & add their Fighting Bonus. The lower total loses the Challenge. CARD LIST NOTATION FC = Fighting Challenge SC = Survival Challenge WC = Will Challenge AC = Agility Challenge CARD LIST Name: Challenge: Bandits FC x2 Nomads FC Arab Tribesmen FC x2 DM+1 Bedouins FC X2 DM+2 Berber Tribesmen FC DM+1 Ambush FC DM+2 Trap FC Scorpion FC or AC Poison Asp FC & AC Quicksand AC DM+1 Heat SC x2 Ocean of Fire SC x2 Sharp Rocks AC DM+2 Endless Dunes WC & AC Desert SC & AC & WC Injury SC & AC DM+1 Shifting Sands SC or AC Madness WC x2 Lost SC & WC Exhaustion WC x2 DM+1 Sun Stroke SC DM+2 Sand Storm SC Lameness WC or AC Chafing Tack WC DM+1 Horsemanship AC Dehydration SC DM+2 Sun Poisoning SC DM+1 Mirage WC Sun Burn SC DM+1 Gun Aid: Fight +2 Spear Aid: Fight +1 or Agility +1 Pistol Aid: Fight +2 Revolver Aid: Fight +3 Tulwar Aid: Fight +2 Lasso Aid: Agility +2 Camel Butter Aid: Survival +2 Dates Aid: Survival +2 Locust Swarm Aid: Survival +1 (Food) Water Conservation Aid: Survival +3 Waterskin Aid: Survival +2 Fitness Aid: Survival +1 or Agility +1 or Will +1 Canteen Aid: Survival +1 Willpower Aid: Will +3 First Aid Restore 3 lost Endurance Checkpoint Restore 4 lost Endurance Oasis Restore 3 lost Endurance Well Restore 2 lost Endurance Rifle Aid: Survival +1 or Fight +2 Courage Aid: Survival +1 or Will +1 Hawk Aid: Survival +1 or Fight +1 Knife Aid: Survival +1 or Fight +1 Fellow Rider Aid: Any +1 Equestrian Skill Aid: Agility +2 or Fight +1 LINKS Hidalgo Frank Hopkins ********************* INTRODUCTION Warp Quest is an abstract game system that depicts goal driven scenarios. Each player controls a collection of Units who are attempting to be the first to reach an objective and bring it back to the start. The units could be a party of adventuring archeologists hoping to recover a lost artifact, a squadron of bombers attempting to hit a military target and return home, a band of samurai seeking to vanquish marauding bandits or a company of mixed creatures seeking to destroy a piece of evil ornamental jewelry that has the nasty habit of trying to control the minds of all free creatures. The scenarios that use the Warp Quest engine will hold the details. DICE & PIECES · Six and ten sided dice are needed. · Each player has a pawn to represent his or her group of Units (adventuring party, fleet, etc.) on the board. · Use a small trinket to represent the Objective. · There is only one Objective. THE BOARD · The board is a single winding path of connected spaces with a Start Space and an End Space. The path should be 30 Spaces long. · The First Space represents the start. · Spaces 2-15 represents travel through the first scenario module. · Spaces 16-29 represents travel through the second scenario module. · The End Space is the final destination where the Objective is found. THE DECKS · There are 2 decks for each scenario: · The Module 1 Deck and the Module 2 Deck. · Each deck has one of each card in its card list. · There may also be an Aid deck. THE UNITS · Each player controls a group of units called a Party. The scenarios will detail the make up of the units in the party, their attributes (Skills, Traits) and starting dispositions. TURN SEQUENCE · Players take turns. · Each turn consists of 3 phases: 1. Move Phase 2. Draw Phase 3. Challenge Phase MOVE PHASE · Roll 1D6. Move your pawn that number of spaces towards the end space. · You automatically stop when you enter the end space. · If you are the first to land on the end space your party acquires the Objective. · Once a party has acquired the Objective then all other players may move their parties in either direction on the path. · The party with the Objective must move towards the start space. · The first pawn with the Objective to reach the start space wins the game. DRAW PHASE · If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck. · If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck. · If you land on an opponent’s party do not draw a card. · If a deck ever runs out, shuffle its discard and draw from it. · Cards are of 2 types: Challenge cards & Aid cards. · Place Aid cards in your hand. · Challenge cards are encounters your party faces immediately in Challenge Phase. CHALLENGE PHASE Each challenge card lists one or more skills. Your party will have to make a skill check vs each skill listed. (The same skill may be listed twice or more, requiring that many skill checks) A Skill check consists of a Skill roll and Challenge Roll: Roll 1D10. This is the Skill roll. Add the skill bonuses of your party members to the roll. You may discard Aid cards for further bonuses to the skill roll. Next roll 1D10. This is the Challenge roll. Some Challenges have a DM (Difficulty Modifier). Add the DM to the Challenge Roll. If the challenge roll is less than or equal to the skill roll you win the Skill check. If the challenge roll is greater than the skill roll you fail the Challenge. If you win all the Skill Checks, you win the Challenge. The adventure card may say what happens if you win or lose the Challenge. If the card does not give directions, then roll on the following table: If you lose the challenge: Roll 1D6: (Challenge Loss Table) 1-4 Go back 1D6 spaces 5-6 Lose 1 Unit (Man, Ship, Hit Point, etc., depending on the Scenario) If you Win the challenge gain 1 Experience Token. You may spend an Experience Token to let you reroll a Move Roll or a Skill Roll. MOVING ONTO AN OPPONENTS PAWN · If you land on an opponent’s pawn there will be a fight. · The current player rolls on the Skill List Table to determine which skill will decide the confrontation. · Both players make Skill Rolls. In case of a tie nothing happens. · The loser rolls on the Challenge Loss Table. · The winner takes the Artifact from the loser if the loser was in possession of the Artifact.

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