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Points
Body Points
Body Points may increase above the number with which you began, but they may not be restored to a number higher than you have had in the past.
Mind Points
Mind Points may increase above the number with which you began, but they may not be restored to a number higher than you have had in the past.
Soul Points
Each character begins with 5 Soul Points. Undead monsters may attack your Soul (instead of your Body). They roll as many dice as are shown in the Monster tables. They score against you with skulls and you defend with as many dice as you have Soul Points. For every skull that goes undefended, you will lose 1 Soul Point. If you are reduced to 0 Soul Points, you will die.
Evil Points
Each character begins with 0 Evil Points. Fimirs, Orcs and Goblins may attack your Evil. They must roll as many combat dice as they have dice in attack. They score against you with skulls and you must cancel these out with skulls of your own. To do this you must roll a number of combat dice depending on your Evil Points based on the following table:
Evil Points |
Dice Rolled |
0 |
5 |
1 |
4 |
2 |
3 |
3 |
2 |
4 |
1 |
For every skull that you fail to cancel out, you will gain 1 Evil Point. If you reach 5 then your character will now be controlled by Morcar. If you sink below 0 Evil Points then -1 will be equal to 6 in defence, -2 equal to 7 and so on.
Jape Points
Jape Points are a measure of morale and general jollity. Characters do not begin with any Jape Points. They may be gained by killing monsters without your maximum attack e.g. attacking with the Broadsword when you hold the Battle Axe. You will gain 1 Jape Point every time you do this. You will also gain a Jape Point if you kill a monster with a potion or spell or if you gain them through morale boosting potions that you, yourself drink, e.g. Potion of Performance, Potion of Necrophilia. This positive energy and confidence will allow monsters to be despatched more quickly. You may use Jape Points to kill monsters anywhere on the board. To see how many are required for a particular monster, see the Jape Point table. Space Crusade monsters may not be killed by Jape Points.
Attacking
If you are the only character player and control only 1 figure, then you may only be attacked by 1 monster regardless of how many are present. If more than 1 figure controlled by a player other than Morcar, then all the monsters that are able to do so may attack. Likewise, if only 1 monster is on the board, then only 1 figure controlled by someone other than the Morcar player may make an attack. The Death Mist does not count as a monster in this situation.
Monsters
Monsters are divided into 4 grades: A, BB, B and C. A Grade monsters are those which must be killed in order to complete the Quest. BB Grade monsters (e.g. Manticore, Demon) are the most powerful of the listed monsters. B Grade monsters (e.g. Wizards, Ogres) are less powerful whilst C Grade monsters (e.g. Skeleton, Chaos Warrior) are the weakest. Occaisionally Wizards, or even Ogres may have higher than usual statistics. If a monster has more than 20 Stern Points, (see Jape Point Table) then it is to be classed as BB Grade. Any monster, with at least 3 Mind Points may be made a Magician by Morcar. Magicians may cast 1 spell from those moster spells listed in the spells section.
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Equipment
There are a number of new rules concerning equipment. The Tool Kit may only be used to remove certain traps (as indicated in the Traps Table). Spells that remove equipment from adventurers are not effectual on Infinity Gems and the Infinity Gauntlet due to their magic properties.
Quest Articles
Quest Articles work in the same way as Quest Treasures, but are named thus, due to the title ‘Treasure’, being inappropriate
Potions
Only one of a type of potion that increases any statistic by a multiple (eg. Heroic Brew, Potion of Speed) may be used per turn. If you sink below or above the level of any type of points that would result in death or domination, and you have potions that may avert this, you may use them e.g. if you lose 50 Body Points in one turn, you may drink 13 Potions of Healing to counteract this. Any potions that are used on others, must be thrown over them, meaning that they must be in your line of sight. Holy Water may only kill Skeletons, including Archers, Chieftains and Lords, Zombies and Mummies.
Traps
Most traps are assumed to work just once, unless specified otherwise. Teleport Traps work any number of times unless specified otherwise. Traps hidden in furniture may not be found by searching.
Spells
Spells may only be acquired/bought by characters able to use them: the Elf and the Wizard at the start of the quest, although the Barbarian and Dwarf, or others, may be enabled to use them during the game.
Water Features
There are two water features: the Well and the Chasm. They work in the same way, although the Chasm will usual span a whole room. You may extract water from them, using the Bucket and the Rope and cross them using the Rope and Grappling Hook. The water may be used to put out fires, or to drink. You may dive in if you have a Potion of Diving Ability or jump in, in which case you must roll 3 combat dice and lose 1 Body Point for every skull rolled. You must wear the Life Jacket in order to swim unless you have a Potion of Swimming Ability and either a Potion of Climbing Ability or the Rope and Grappling Hook to escape. Each square counts as one space; as usual.
Fireplaces
You may step into the centre square of a Fireplace. You may pass through the centre of a Fireplace if there is a way through on the other side. If the fire is alight (see Bucket/Rope) you will lose 3 Body Points for every turn you are in the fire.
Portcullises
You must roll a 6 to open a Portullis which will remain open for the remainder of the quest.
Neutral Characters
There are a number of neutral characters who are not classified as being affiliated with either Morcar or the hero characters. Shopkeepers stand adjacent to Tables from which they sell potions. If attacked they are attacked, they will die automatically, causing all the potions being sold to evaporate. Trainer Wizards (see Room of Betterment) are not affected by being attacked.
Employees
Henchmen may not use equipment, potions etc. unless they specify so or if they have drunk a relevant potion. They may carry such items and give them to a character or Knight if he/she is adjacent to him/her. They may have equipment bought for them
Knights and Mounted Knights may be hired in the same way as henchmen (see the Employee Table for the amounts). All Knights may open doors. They can collect or be given Gold which they may spend on equipment from the Knights’ Equipment Tables. They may not use potions, equipment etc. unless it is specified for them or they have a relevant potion. They may also search Furniture. There are 15 Knights and 3 Mounted Knights. The first names listed are the Knight’s actual names, whilst the names in brackets may be their nicknames or allow them to be distinguished more easily:
Knights:
Sir Alfred (The Black Knight)
Sir Gawain (The Blue Knight)
Sir Arthur (The Golden Knight)
Sir Egbert (The White Knight)
Sir Ethelred (The Yellow Knight)
Sir Albert (Red Cloak)
Sir Lancelot (Green Cloak)
Sir Robin (Blue Cloak)
Sir John (White Wing)
Sir Matthew (White Cross)
Sir Robert (Golden Eagle)
Sir William (Black Axe)
Sir Henry (Skull Horn)
Sir Humphrey (Morning Star)
Sir Michael (War Hammer)
Mounted Knight:
Sir Ethelwulf the Enforcer (Red Cross)
Sir Wilbur (Golden Knight)
Sir Harold (Black Shield)
You may also hire a Gladiator. You may hire him at any time and he will appear on a square adjacent to you. He will, however, be confined to the room or corridor in which he first appeared and will die when all the monsters that were in that room when he originally appeared have died.
New Rules Monster/Employees Jape Point Table Equipment Quest Treasures/Articles Potions Rooms Spells Traps Prayers Character Sheet Board Links