INTRODUCTION Scenario for WarpQuest. Click here for the WarpQuest Core Rules. Each player is a Knight of the Round table. THE SCENARIO The map spaces represent distance and time. There is only one Module. The track is 30 spaces long. The “Artifact” is the Holy Grail. The Grail must be obtained and returned. KNIGHT ATTRIBUTES Each Knight has 10 Skills and 10 Quest Points. Roll on the Knightly Attribute Table to see what Skills you get. Each skill corresponds to one type of Challenge Roll. KNIGHTLY ATTRIBUTE TABLE 1D10 Skills: Challenges: 1 Chivalry +2 Lady 2 Valor +2 Monster 3 Ranger +2 Animal & Survival 4 Sorcery +2 Magic 5 Seamanship +2 Sea 6 Wisdom +2 Wit 7 War +2 Men 8 Strength +2 Knight 9 Quest Point +1 - 10 Pick one CHALLENGES If you fail a challenge you lose 1 Quest Point. If you are ever reduced to 0 Quest Points you automatically loose. FIGHTING If you lose a fight with another players Knight you lose a Quest Point and must turn over the Grail if you have it. CARD LIST Name Challenge: Mordred (Battle) Knight, DM +1 Morgan le Fey Magic or Lady, DM +1 Dragon (Battle) Monster, DM +1 Fire Breathing Wyrm (Battle) Monster, DM +1 Black Knight (Battle) Knight Ogre (Battle) Monster Questing Beast Monster or Animal. If you fail go back 1D6 spaces Bandits (Battle) Men Saxon Raiders (Battle) Men Wild Pict Warriors (Battle) Men Brigands (Battle) Men Pirates (Battle) Sea or Men Mad Knight Knight Jester Wits Jousting Tournament (Battle) Knight. If you fail go back 1D6 spaces Melee Tournament (Battle) Knight. If you fail go back 1D6 spaces Knight Errant (Battle) Knight Wolf (Battle) Animal Bear (Battle) Animal Lion (Battle) Animal Boar (Battle) Animal Green Knight Knight or Magic Flooded River Sea or Wits. If you fail go back 1D6 spaces Shipwreck Sea Black Plague Survival Waylaid by Beggars Wits. If you fail go back 1D6 spaces Waylaid by Children Wits. If you fail go back 1D6 spaces Bridge Troll (Battle) Monster Serpent (Battle) Sea or Monster Wood Nymph Magic or Lady Romantic Love Lady. If you fail go back 1D6 spaces Giant (Battle) Monster, DM +1 Tricked by Dwarf Wits. If you fail go back 1D6 spaces Waylaid by Peasants Wits. If you fail go back 1D6 spaces Waylaid by Pilgrims Wits. If you fail go back 1D6 spaces Frigor & Waste Survival Take Vow Wits. If you fail Strength -1 Take Oath Wits. If you fail Wit -1 Evil Hag (Battle) Magic or Monster or Lady Rescue Princess (Battle) Men or Monster Incubus (Battle) Magic or Monster or Lady Visit land of Faerie Magic, DM +1 Griffin (Battle) Monster Queen Maab Magic or Lady, DM +1 Sword Aid: Battle +2 Lance Aid: Knight +2 Shield Aid: Battle +2 Armor Aid: Battle +2 Steed Aid: Non-sea Battle +2 Squire Aid: Battle +2 Men-at-Arms Aid: War +4 Magic Philtre Aid: Chivalry +4 Your Lady's Token Aid: Chivalry +4 Virtue Aid: Chivalry +4 Prayer Aid: Magic +4 Courage Aid: Valor +4 Bravery Aid: Valor +4 Friendly Castle Aid: War +4 Lady of the Lake Aid: Magic +4 Helped by Arthur Aid: Strength +4 or War +4 Helped by Merlyn Aid: Magic +4 Helped by Lancelot Aid: Strength +4 or War +4 Helped by Gwynevere Aid: Chivalry +4 Helped by Gawaine Aid: Battle +2 Helped by Galahad Aid: Battle +2 Helped by Tristam Aid: Battle +2 Helped by Priest Aid: Wit +4 Helped by Hermit Aid: Wit +4 Prophecy Aid: Battle +4 Hospitality Aid: Regain 1 lost Quest Point ********************* 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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