VALERIAN QUEST






INTRODUCTION
Scenario for WarpQuest.
Based on the Valerian movie. 
Each player represents their own version of 
The Spatio-Temporal Agent team of Valerian and Laureline. 

DISCLAIMER
Valerian is a copyrighted, licensed property. 
This is merely a fan site. 

THE SCENARIO
There is only one Module.
The track is 50 spaces long.
The last space represents the conclusion of the quest.

VICTORY 
The first player to reach the last space wins the game.

TEAM ATTRIBUTES
Each Team has the following traits: 
Hits (10)
All Others (+0)
Roll 10 times on the Attribute Table to see what Bonuses you get.

ATTRIBUTE TABLE
1D6	Trait		Bonus
1	Hits		+1
2	Combat	 	+1
3	Stealth        	+1
4	Negotiations	+1
5	Piloting	+1
6	Agility		+1

HITS
If you are reduced to zero Hits you must go back to start. 
(In a solo game, you lose)

LANDING ON ANOTHER TEAM
If land on an opposing players pawn, you may steal a random Aid card, or 
send them back 1D6 spaces. 

FIGHT & PILOTING CHALLENGES
If you lose a Combat or Pilot Challenge you Lose 1D6 Hits. 

NEGOTIATIONS CHALLENGE
If you succeed in a Negotiations Challenge, you move forwards 1D6 spaces and 
Do not have to draw a card. 

AGILITY & STEALTH CHALLENGES
If you fail an Agility or Stealth Challenge, you move backwards 1D6 spaces and 
Draw a card. 

ALTERNATE CHALLENGES
Note that some challenge cards give alternate results for success or failure. 


CARD LIST
Name:				Notes:
Submarine Chase			Pilot Challenge
Invisible Gun			Aid: Stealth +2 or Combat +2
Information Brokers		Negotiations Challenge
Bubbles				Aid: Stealth +3
Ship Pursuit			Pilot Challenge (If fail go back 1D6)
Infiltrate Primitives		Stealth Challenge Difficulty +2
Tribal Warriors			Combat Challenge
Converter Critter		Aid: Negotiations +3
Overcome Guards			Combat Challenge
Kill Droids			Combat Challenge Difficulty +2
Alien Brothel			Stealth Challenge
Gun to the Head			Aid: Negotiations +2 or Combat +2
Pursuit on Foot			Agility Challenge 
Power Suits			Aid: Agility +3
Zero-G Maneuver			Agility Challenge Difficulty +1
Evade Rampaging Beast		Agility Challenge Difficulty +2
Dogfight			Pilot Challenge Difficulty +1
Bribery				Aid: Negotiations +3 
Disobey Orders			Stealth or Agility Challenge
Security Council		Negotiations Challenge Difficulty +1
Noble Savages			Negotiations Challenge 
Ship AI				Aid: Piloting +3
Meet Contact			Aid: Stealth +2 or Combat +2
Escape Vehicle			Aid: Pilot +2 or Agility +2
Interdimensional Caper		Stealth Challenge Difficulty +1
Energy Discs			Aid: Agility +3
Traitorous Commander		Negotiations Challenge (If fail go back 1D6)
Bazaar Shootout			Combat Challenge (If fail go back 1D6)
Alien Commando Raid		Combat Challenge Difficulty +3
Medkit				Discard to Negate loss of 3 Hits
Oxygenator			Discard to Negate loss of 3 Hits
Insect Bot			Discard to Negate loss of 3 Hits
Mind Control Dart		Aid: Combat +2 or Stealth +2
Psychic Squid			Negotiations Challenge (Cannot use Aid cards)
Infiltration Team		Aid: Stealth +3
Alien Pimp			Negotiations Challenge
Valerian			Aid: Any +2
Laureline			Aid: Any +2





*********************

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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