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Quest: A New Age

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Quest: A New Age

Quest: A New Age

0

Designed by David Lindsay

Published by (Looking for a publisher)

Description

In 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) Your Adventuring Party is made up of 5 Unique and Specific Classes that must be represented as you begin the game. Each class has a Hero that Begins at Level 1 and can advance up to Level 5 during game play. Most 1st level Heroes need 3xp to advance to level two. 7xp more to advance to level three, 10-15 more to level four, and 18-24 to level five. This depends on the class and individual Hero. Here is a list of the 19 Heroes that we have at this time and what they are at each level. Protection Class: Griff - Journeyman - Fighter - Warrior - Barbarian - Berserker Sonya - Wanderer - Explorer - Questing - Paladin - Angel Olli - Son of Hamfast - Pikeman - Squire - Knight - Crusader Solarion - Footman - Swordsman - Lieutentant - Captain - General Death Class: Selene - Outlaw - Bandit - Thief - Rogue - Shadow Gabriel - Urchin - of the Streets - Minstrel - Bard - Muse Grimm - Outlaw - Bandit - Enforcer - Assassin - Reaper Sabban - Rebel - Renegade - Deciever - Deserter - Betrayer Nature Class: Richard - Farmer - Woodsman - Guide - Scout - Ranger Isseili - the Fey - Forester - Naturalist - Druid - Warden Venr - Awakened - Scavenger - Hungering - Feasting - Vampire Magic Class: Marteel - Novice - Adept - Wizard - Mage - Archmage Callius - Novice - Adept - Cultist - Warlock - Demon Zaphian - Underling - Adept - Sorcerer - Necromancer - Lich Rymar - Stonehead - Preserved - Protected - Encased - Fortified Life Class; Dana - Follower - Acolyte - Healer - Priestess - High Priestess Jesse - Follower - Acolyte - Brother - Preacher - Martyr Sarah - Searching - Enlightened - Forgiving - Redeemed - Guardian Spirit Mary - Acolyte - Cleric - Devoted - Blessed - Saint The Adventure consists of a 60 card Dungeon, which has one Quest Objective, Terrain, Creatures, Equipment, Effects, Fast Effects, Events, and other Items. There are always two Unigue Tier Creature Cards that can be interchanged after completion of each Tier to make the adventure last longer and become more difficult. The eight Adventures that we have complete are listed below with the amount of games played, completion rate, and Quest Objective. 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 car

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Game data sourced from BoardGameGeek, used under their API terms.