KEY KONQUEST!




INTRODUCTION
Fantasy board game for 2-6 players by Jason Newell.

MAP & CARDS
Click here for files.

THE STORY
Another boring day at the Heroes Guildhall. There's only so much pointless 
killing, 
looting and dringking one can do before it becomes boring. What's the solution? 
Find 
a reason to kill, loot and debauch! So you have decided to quest for the 
legendary 
Keys of Fate which will open the Door of Fate in the Tower of Fate (are we 
sensing a 
theme here?), which holds the wondrous Sceptre of... you guessed it, FATE! With 
this 
Sceptre you will be able to rule the kingdom, which will stave off the boredom 
for a 
while at least. Unfortunately, some of your "workmates" have had the same idea 
(talk 
about coincidence), so it is a race against each other to find the keys and 
rule your 
own destiny... or at least kill a few hours in the most violent ways possible.

COMPONENTS
The map board (a hexmap of the continent)
2 six sided dice
20 card Hero Deck
28 card Spell Deck
25 card Artifact Deck
44 card Dungeon Deck
50 card Equipment Deck
15 card Villain Deck
12 card Quest Deck
114 card Adventure Deck
60 Hit tokens
60 Experience tokens
60 Gold tokens
20 tokens for each statistic.
A playing piece for each player.

WINNING
There are six magical keys in the artifact deck. In order to win the game,
a player must find at least four out of the six keys and are on the Tower
of Fate space at the beginning of the turn. If they acieve this, they have 
unlocked the power of the tower and win the game.

STATISTICS
All Heroes, monsters and villains have six statistics:
Muscle: 	a measure of physical power
Whack: 		ability and skill at arms
Magic:		mystical power
Guts:		strength of heart
Sneak:		stealth and subterfuge
Luck:		plain fortune

Heroes, villains and some monsters also have Hits. These represent how much 
damage a they can take before they are killed.

STARTING THE GAME
Each player is dealt 1 hero from the hero deck, the rest of the deck becomes 
the henchman deck. They then take the listed number of hit tokens, 1 gold 
token, and any listed equipment or spells from the respective decks. Each 
player then takes it in turn to place their hero on any of the Town spaces, 
1 hero per space.
Each player then draws 1 card from the quest deck, determining the dungeon 
they must reach to have their first quest.
Then the game begins.

THE TURN
The turn is divided into four segments:

Initiative
Draw Quests
Movement
Encounter

INITIATIVE
Each player rolls 1 dice and adds their Luck value. This determines in which 
order the players carry out their actions in the other two segments. It 
proceeds 
in descending order, rolling a dice to determine any ties.

DRAW QUESTS
each player may draw a Quest card if they do not possess one.

MOVEMENT
In descending order, players move their pieces around the board. They roll 1 
dice to determine the number of hex spaces they can move. they can move into 
any adjacent hex, and do not have to move their full allowance. Each space has 
a different move value, depending on what is in it:

SPACE		SYMBOL			VALUE
Plains		None			1
Forest		Trees			2
Mountains	Black mountains		2
Swamp		Weeds and marsh		2
Snow		White mountains		2
Desert		Cacti			1
River/Lake	Has a river or lake 	1
		within its borders
Town		House			1
Dungeon		X and a name		1

the value is the number of allowance points it takes to enter that space. If 
you don't have sufficient points remaining, you cannot enter the space.
You may move into and/or through a space occupied by another player.

ENCOUNTER
This segment is divided into four phases: Territory, Questing, Battle, and 
Resolution.
Each player resolves the encounter segment in initiative order. 

TERRITORY PHASE
Unless a player choses to encounter another player in the same space, they must 
roll 1 dice on the specific territory table to see what they must do.

PLAINS
1-3	Draw an Adventure card
4-6	Nothing happens

FOREST
1	Lost. Miss next turn
2-4	Draw an Adventure card
5-6	Nothing happens

MOUNTAINS
1	Landslide. Lose 1 Hit or miss next turn
2-4	Draw an Adventure card
5-6	Nothing happens

SWAMP
1	Gasses. Lose 1 Hit
2	Bog. Miss next turn
3-5	Draw an Adventure card
6	Nothing happens

RIVER/LAKE
1	Flooding. Miss next turn
2-4	Draw an Adventure card
5-6 	Nothing happens

SNOW
1	Blizzard. Lose 1 Hit AND miss next turn
2	Heavy snows. Miss next turn
3-5	Draw an Adventure card
6	Nothing happens

DESERT
1	Scorching heat. Lose 1 Hit
2	Slavers. Lose 1 henchman
3-5	Draw an Adventure card
6	Nothing happens

Dungeon spaces are dealt with in the Questing phase.
Towns are dealt with in the Resolution phase.

Once the roll has been made, apply the effects. Drawwn monsters are dealt with 
in the battle phase, events are resolved immediately, and all other cards are 
dealt with in the Resolution phase.

QUESTING PHASE
If a player ends their movement on the dungeon listed on their Quest card, they 
must, in this phase, draw a Dungeon card. They now count as Questing. A 
questing 
hero must, each turn in the Questing phase, draw a Dungeon card. If this card 
is 
a Confront Villain, they must fight them in the battle phase and, if 
successful, 
take an artifact card. Once this occurs, the hero is no longer questing, 
discard 
Quest card and hero may no longer draw dungeon cards until they reach the 
listed 
dungeon for their new quest. If they lose to the villain, the hero takes damage 
and is ejected from the dungeon, discard quest card. Cards are resolved as 
follows:
Monsters and villains are fought in the battle phase, events and hazards are 
resolved immediately, all others are resolved in the resolution phase.

Hazards
Compare the hero's relevant stat, plus any modifiers for equipment, spells or 
events to the listed requirement for the hazard. If the total is equal or 
greater, 
the hero passes without ill effect. If it is lower, apply the listed effects. 
Some 
Hazards have a special descriptor: Trap, Lock, or Passage. There are some cards 
and abilities that can affect such hazards if they have the corresponding 
descriptor.

Players only draw 1 dungeon card in this phase.

BATTLE PHASE
A player fighting a monster, villain or other hero, conducts battle in this 
phase.
Battle is fought in the following sequence:
Roll for Stat
Battle Rolls
Resolve Fight

Roll For Stat
roll 1 dice to determine which stat will be used for the battle:
1	Muscle
2	Whack
3	Magic
4	Guts
5	Sneak
6	Luck

Battle Rolls
Roll a dice for the hero and the opponent.
The Hero adds the roll to their relevant stat, plus any modifiers for 
equipment, 
spells or other effects.
The opponent does the same.
A limit of three items can be used in a battle, only one of these can be a 
weapon, 
and only one can be armour.
The highest score winning the battle.

Some monster and villains may recieve additional modifiers

Modifier		Bonus
Terrain Bonus		If the monster has a listed terrain, they recieve a +1 to 
			their score when battling in that terrain.
Dweller			+1 to score if encountered in a dungeon
Deadly			Causes 2 Hits if victorious.
Tough			Monster has 2 hits
Spellcaster		May draw 1 spell card and apply its effects immediately if 
			applicable.

Resolve Fight
If a monster loses a fight, it is destroyed, and the hero gains the listed 
experience 
and 1 Gold token. Take that many experience tokens. A player may never have 
more 
than 10 such tokens.
If a villain loses a fight, it loses 1 hit, and if this is enought to kill 
them, 
then the hero takes 5 experience and an Artifact card. If not, they must repeat 
the 
battle phase until the villain is dead.
If a hero loses, they lose 1 hit and the battle is over.
If a hero defeats another hero, they may elect to take an item or gold from 
them 
instead of making them lose a Hit.
In any event, once a battle is over, discard the monster or villain.

RESOLUTION PHASE
All cards that have not been are resolved in this phase. Apply relevant effects.
Heroes may, if they are on a Town space, visit the town. Here they may do one 
of 
the following:

Hire Henchman: they may draw 1 random henchman card at the cost of 5 Gold tokens
Buy Spells: Hero may draw spell cards at a cost of 2 gold each.
Heal: May heal hits at a cost of 1 gold each.
Buy Equipment: Hero may buy any pieces of equipment in the equipment deck at 
the 
		cost listed on the card.
Train: A hero may hand in 10 experience tokens to gain an increase in one of 
their 
		stats. Take a relevant token as a reminder. A stat may not be 
		increased more than three times.
Carousing: roll a dice
		1: Beaten up. Lose 1 Hit
		2: Drunken Stupor. Miss next turn
		3: Fun Night Out. Enjoyable, but nothing happens.
		4: Gamble. Roll again; 1-3 lose 1 gold, 4-6, gain 1 gold.
		5: Yoink! Draw 1 Equipment card.
		6: You're My Best Friend! Draw 1 henchman.

At the end of the last player's resolution phase, play returns to the 
Initiative segment, 
and if a player has 4 keys and is on the tower of fate, then the game is over 
and they 
win. Otherwise play continues as normal.

HENCHMEN
Henchmen are drawn from the remaining Hero Cards. They function like a hero, 
except their 
stats cannot be increased and they only have 1 hit. They may not carry any 
equipment of 
their own, but they increase a hero's carrying capacity by 1.
A hero may substitute a henchman for themself in battle, who may use any 
equipment the 
hero posesses, and may apply any modifiers listed on their hero card. Only 1 
experience 
is gained from a henchman fight, regardless of the normal value, and henchmen 
may never 
fight villains. If they lose, then discard the henchman.
If the hero is called upon to lose a Hit due to a territory roll or a hazard, 
they may 
elect to lose a henchman instead.
SWpells owned by a henchman may be used by the hero as normal, but they may not 
gain 
additional spells for the henchman (with the exception of the wizard, who may 
draw his 
spell as normal).

EQUIPMENT AND CARRYING CAPACITY
Equipment cards give heros the listed bonus(es) to the stat(s) on the card. 
They may 
combine any number of cards that they are carrying in this way.
Heroes may only carry 6 items, and may only use 1 weapon and 1 armour card at a 
time, 
but any number of other cards. They may carry as many artifacts as they like, 
unless 
that artifact is a weapon or armour, where it takes up an equipment space as 
normal.
Items and artifacts may be dropped at any time. Place them in their respective 
discard piles.

SPELLS
A player may have spells only if their Magic score is sufficient for them to do 
so.You 
must have a Magic value of at least 3 to be able to have spells, and you may 
have a number 
of spell cards equal to half your magic value, rounding down.
Spell cards list when a spell may be cast. Spells cast in battle stay in effect 
until 
the end of the battle. Spells are discarded after use.


CARD LISTS

ADVENTURE DECK
Monsters		#	Muscle	Whack	Magic	Guts	Sneak	Luck	Special
Goblin			3	1	1	2	1	4	3	-
Troll			2	5	4	1	3	1	2	-
Cretin			2	4	2	1	3	1	1	-
Man Eating Mushroom	2	2	3	3	2	3	3	Deadly
Banditos		2	2	2	2	2	2	2	-
Punk Centaur		2	3	4	1	3	2	3	Plains
Donkey Riders		1	3	3	2	3	3	2	Plains
Crazed Lemming		3	2	2	2	2	2	2	-
Guh-noll		2	3	4	1	1	2	1	Plains
Ogre			2	6	3	1	3	1	2	Mountains
Giant With No Shoes	1	7	2	2	5	2	2	Tough, Mountains
Unimpressed Dragon	1	5	4	4	3	3	3	Tough, Spellcaster, Deadly
Bog Octopus		1	6	2	3	3	4	2	Swamp, Water
Big Damn Leech		1	2	2	2	3	4	3	Swamp
Eyeballer		1	3	3	6	3	3	3	Spellcaster, Dweller
Malodourous Barbarian	2	4	3	1	5	1	2	Snow
Frothing Loony		1	2	7	1	4	1	1	Deadly
Skellington		2	1	2	3	3	2	1	Dweller
Dancin' Zombie		2	4	1	1	3	1	2	Dweller
Chibi Spider		1	2	5	1	1	5	2	Dweller
Killer Cactus		1	1	2	3	2	6	2	Desert
Bored Mammoth		1	6	3	1	4	1	4	Snow, Tough
Banjo Devil		1	2	4	5	1	3	2	-
Dopey Lizard		1	4	1	1	2	2	6	Mountains
Big Fat Demon		1	5	4	6	2	1	2	Tough, Spellcaster
Cheese Devil		1	2	2	3	2	4	3	-
Gorlab			1	5	4	5	4	1	1	Tough, Deadly, Dweller
Killer Hippy		1	1	1	3	4	2	5	Forest
Chubby Pixie		2	1	1	4	1	1	4	Forest
Gun Bunny		2	1	4	1	2	2	2	Deadly
Brain Muncher		1	2	2	6	1	3	6	Dweller
Kung Fu Monkey		1	2	4	2	2	3	3	-
Pi-Rats			2	2	3	1	2	4	4	Water

Events			#	Effect
Thieves			2	Lose 1 item
Disillusioned		2	Lose 1 Henchman
Robbed!			1	Lose all gold
Thunderstorm		1	All players move 1 next turn
Anti-Hero Protesters	1	Player must move instantly to a town
Wandering Villain	2	Player must draw a Villain card and Battle them in the 
Battle phase

Other Cards
Loot			6	Take 1 random Equipment card
Hidden Cache		3	Take 2 random equipment cards
Swag			12	Take 1 gold
Treasure		6	Take 2 gold
Hoard			2	Take 3 gold
Lost			3	Miss next turn
Traders			3	You may buy items this turn as if you were in a town
Mercenary Camp		2	You may hire henchmen this turn as if you were in a town
Sorcerer		2	Gain 1 spell
Real Old Wizard		1	Gain your full allowance of spells
Healer			2	Heal all damage you have suffered
You Rock!		4	Gain +1 to a future Battle roll. Keep this card until you choose 
to use it.
You Suck!		4	-1 to your next battle roll. Keep this card until your next battle 
as a reminder
Rescue			1	Draw 1 random free henchman
Artifact		3	Take 1 artifact card


EQUIPMENT DECK
Item			#	Cost	Type	Bonuses
Bommyknocker		2	2	Weapon	+2 Muscle, +1 Whack
Sword			3	2	Weapon	+2 Whack, +1 Muscle
Stabbin' Knife		3	2	Weapon	+2 Sneak, +1 Whack
Big Ol' Cleaver		1	3	Weapon	+2 Muscle, +2 Guts
Prissy Wand		2	1	Weapon	+2 Magic
Lucky Charm		2	2	Object	+2 Luck, +1 Magic
Rope			3	2	Object	+2 Sneak, +1 Luck. Discard Rope to pass a Passage Hazard.
Flashlight		3	1	Object	+2 Guts
Leather Jacket		2	2	Armour	+2 Muscle, +1 Sneak
Chainmail Dressingown	2	2	Armour	+2 Muscle, +1 Guts
Tin Siut		1	4	Armour	+2 Muscle, +2 Guts, +1 Luck
Slingshot		3	2	Weapon	+2 Sneak, +1 Luck
Bow			2	2	Weapon	+2 Whack, +1 Sneak
Potato Peeler		2	1	Weapon	+2 Whack
Shield			2	1	Armour	+2 Guts
Soda			3	1	Object	+2 Luck. Portects you from Intense Heat
Furry Jacket		2	2	Object	+2 Guts, +1 Luck. Protects you from Blizzard
Cloak			3	1	Object	+2 Sneak
Spellbook		1	3	Object	+2 Magic, +2 Luck
Crowbar			3	1	Object	+2 Sneak. Discard Crowbar to pass any Trap or Lock Hazard.
Potion of Healing	2	2	Object	Heal to full Hits. Discard after use
Potion of Might		1	3	Object	+3 to Muscle for 1 turn. Discard after use
Potion of Skill		1	3	Object	+3 to Whack for 1 turn. Discard after use
Potion of Bravery	1	3	Object	+3 to Guts for 1 turn. Discard after use
Wizard Stick		2	2	Weapon	+2 Magic, +1 Whack


DUNGEON DECK
Hazards			#	Value		Fail
Mushies			1	Magic 3+	Aaargh! Poisonous spores! Take 1 Hit damage
Freaky Totem Pole	1	Magic 4+	Cursed. Just my luck. Miss next turn
Funny Glyphy Writing	1	Magic 5+	Damn, rune trap. Roll a 5-6 to continue.
Trapped Ghost Dude	1	Magic 6+	Should not have let him out. Take 2 Hits damage
Rapid Water		1	Muscle 3+	Glub! Miss next turn. Passage
Portcullis		1	Muscle 4+	My hernia! Roll 4-6 to continue. Lock
Big Stone Door		1	Muscle 5+	Can't move it. Miss next 2 turns. Lock
Collapse		1	Muscle 6+	Ouch... Take 2 Hits damage. Trap
Spear Trap		1	Whack 3+	Thunk! Take 1 hit damage. Trap
Hole Full o' Snakes	1	Whack 4+	Owie owie owie! Take 1 hit damage
Clockwork Guardian	1	Whack5+		Pummelled. Take 2 Hits damage
Extensive Battle Scene	1	Whack 6+	Should have used a stuntman. Take 2 Hits 
damage.
Dark, Dark Tunnel	1	Guts 3+		Too scary. Miss next turn
Poisoned Well?		1	Guts 4+		Yup, poisoned! Take 1 hit damage
Spooky Tomb of Death!	1	Guts 5+		Chock full of traps! Take 2 hits damage. Trap
Boiling Hot Magma	1	Guts 6+		You should watch where you are going! Take 2 hits 
damage. Passage
Talkative Stone Head	1	Sneak 3+	Misdirected. Stupid Head. Miss next turn
Poison Dart		1	Sneak 4+	Zot! Take 1 hit damage. Trap
Sleeping Beast		1	Sneak 5+ 	Set off alarm clock. Take 2 hits damage
Maze			1	sneak6+		Which way was it? Roll a 5-6 to continue. Passage
Collapsed Bridge	1	Luck 3+		No, you can't walk on thin air. Take 1 hit damage. 
Passage
Hidden Path		1	Luck 4+		Leads to dead end. Miss next turn
Riddle Door		1	Luck 5+		No, its not "to get to the other side". Miss next 2 
turns. Lock
Game Show of the Damned	1	Luck 6+		What is the population of Guadeloupe? Roll a 
6 to continue?

Other cards		#	Effect
Adventure card		10	Draw an Adventure Card
Confront Villain	10	Draw a Villain card to fight this turn


ARTIFACT DECK
Artifact		#	Effect
Key Of Cheese		1	One of the six Keys of Fate
Skeleton Key		1	One of the six Keys of Fate
Tree Key		1	One of the six Keys of Fate
Really, Really Big Key	1	One of the six Keys of Fate
Bendy Key		1	One of the six Keys of Fate
Fuzzy Key		1	One of the six Keys of Fate
Sword of Burnyness	1	+2 Whack, +2 Magic. Weapon
Sword of Freezyness	1	+2 Whack, +2 Magic. Weapon
Shield of Klankyness	1	+2 Muscle, +2 Guts, +2 Luck. Armour
Amulet of Niceness	3	+1 to all stats.
Bow of Shootyness	1	+2 Whack, +2 Sneak. Weapon
The Sword of F'tang	1	+4 Whack. Weapon
Magic Ninja Outfit	1	+4 Sneak. Armour
Boomstick		1	+4 Magic. Weapon
The Scary Face Helmet	1	+4 Guts. Armour
Sledgehammer of Pow!	1	+4 Muscle. Weapon
Lucky Codpiece		1	+4 Luck. Armour
Ring of Magicalness	1	You always have at least 1 spell. When you cast your last 
spell, draw another.
The Flying Tricycle	2	You may add 1 to your movement roll.
Charm of Protectyness	3	The charm will negate 3 Hits you suffer. Once three 
hits are reached, discard the charm.


SPELL DECK
Spell			#	Effect
Passwall		2	Pass any Lock Hazard
Horrible Burning Death	2	Kill 1 Monster, not Villain, instantly, regardless of 
Hits.
Bampf!			2	Move to a Town
That's Better		4	Restore Hits to full
Denied!			2	Counter any 1 spell just cast. Denied cannot be countered
Charge Up		1	Double any stat for this turn
Machoness		1	Double Muscle stat for this turn
Mad Mojo		1	Double Magic stat for this turn
You Ain't Seen Me	1	Double Sneak stat for this turn
Smacky-Choppy		1	Double Whack stat for this turn
Smarmy Bastard		1	Double Luck stat for this turn
Bigger Than Them	1	Double Guts stat for this turn
Loopy Time		1	Player may take another turn at the end of the Resolution Phase
Distract		2	Avoid 1 battle
Whoosh!			2 	Ignore terrain restrictions this turn or pass a passage Hazard.
Lookout!		2	Look at next card in any deck or pass a Trap Hazard
Filch			1	Take 1 Equipment or Artifact card from another player


HERO DECK
There is only one of each hero card

Hero		Muscle	Whack	Magic	Guts	Sneak	Luck	Hits	Abilities
Warrior		3	3	1	3	2	3	5	+1 to Whack in Battles, Does 2 Hits damage 
									if using a weapon
Wizard		1	2	4	3	3	3	4	May draw 1 spell card if you have none at the 
									start of your turn. Begin the game with a spell
Thief		2	3	1	2	4	3	5	May steal 1 item or artifact from another player 
									in the same space during the Resolution Phase. 
									Must roll less than Sneak to do so.
Bishop		2	3	3	3	2	2	5	May miss their turn to heal 1 Hit. Begin the Game 
									with 1 spell
Minstrel	2	2	2	3	3	4	4	May avoid a Battle by rolling less than their luck.
									May have 3 Henchman.
Archer		1	4	1	3	1	2	5	Start the game with a bow. In Battle, may roll 2 
									dice, taking the highest one, when using a bow
Centaur		3	3	2	3	2	2	5	+1 to move rolls. +1 to Battle rolls in Plains
Barbarian	4	3	1	3	1	2	6	+1 to Battle rolls when using Guts. +1 to Territory
									rolls in Snow. Snow has a Move value of 1 for 
									Barbarian
Nice Troll	5	3	1	3	1	1	6	+2 to Battle rolls when using Muscle.
Goblin Sneak	1	2	3	1	4	4	5	+1 to Battle rolls when using Sneak. +1 to Territory
									rolls in Mountains. Mountains have a Move value of 1
									for Goblin Sneak
Faerie		2	2	4	2	3	3	4	+1 to Battle rolls when using Magic. +1 to Territory
									rolls in Forest. Forests have a Move value of 1 
									for Faerie. Begin the game with 1 spell
Sir Knight	4	3	1	3	2	2	5	Must be beaten in Battle by at least 2, otherwise
									it counts as a draw
Happy Warlord	3	3	1	4	1	3	5	May have 3 Henchmen. Gains +1 to battle rolls for 
									each henchman they possess
Jester		1	3	3	2	3	4	4	+1 to battle rolls when using Luck. May modify any 1
									roll they make by 1 up or down, once per turn.
Uber Amazon	3	4	1	3	1	3	5	May reroll territory rolls.
Swordmeister	3	4	1	2	2	3	5	Start the game with a sword. In Battle, may roll 2 
									dice, taking the highest one, when using a sword
Witchdoctor	1	1	4	3	3	3	5	May add 1 to any stat once per turn until the end 
									of turn if he rolls less than his Magic stat. Begin
									the game with 1 spell.
Werechicken	4	3	1	4	1	2	5	May roll 2 dice in battle, choosing the highest. May 
									not use weapons
Wampire		3	3	3	2	3	1	5	May discard (KILL) a henchman to restore Hits to 
									full. Begin the game with 1 spell
Gladiator	3	4	1	3	2	2	5	May use 2 weapons in a Battle. Is not affected by the 
									Deadly monster ability.


VILLAIN DECK
There is only 1 of each villain Card

Villain				Muscle	Whack	Magic	Guts	Sneak	Luck	Hits	Abilities
Axeface Mousepuncher, Berserker	6	4	2	6	4	3	2	-
Izzy Zap, Sorcerer		2	4	6	4	5	4	1	Spellcaster
Ken the Necromancer		2	3	6	5	6	4	1	Spellcaster
Donk, Troll Bashinator		7	4	3	6	5	5	3	Discard 1 armour due to severe
											denting
Snikkit, Goblin Backstabba	3	4	4	3	6	6	1	-
Hortenz von Pratt		5	5	3	4	4	4	2	-	
Wiggles, Bunny of Doom		5	4	6	3	6	3	1	Roll a dice when killed. On a 4-6,
											Wiggles explodes, causing 2 Hits
											damage.
Schnookums, the Dragon King	8	3	7	6	5	3	3	Spellcaster, Deadly
Big Dennis, Giant Chieftain	8	3	2	6	3	3	2	Deadly
Colin the Corpse Knight		7	5	3	7	6	3	2	-
Mr Slappy			3	3	5	5	5	4	2	Cannot use items against Mr Slappy
Nor'tee Baz-taard, Demon Lord	6	5	7	4	7	4	2	Spellcaster
Pietro, Evil Lord of the Dance	4	5	3	5	6	3	1	Annoying: -1 to hero's Battle roll
Alfie Stabbenmeir, Assassin	4	6	3	3	6	3	2	Roll a dice. Take 1 hit damage before
											the battle on a 5-6
Count Wally, Wampire Lord	5	5	5	5	6	5	2	Wegenerate: roll a dice each time he
											takes damage. on a 5-6 it heals
											instantly


QUEST DECK
One of each card.

W'heel Barrow			
The Bowling Caves		
King Boris' Tomb		
City of the Lost Wallet		
Monkey Castle			
Castle of Sharp Objects		
Bob's Den			
The Tapioca Tower		
Palace of Puns			
Sparkley Spire			
The Ruins of Creepy Stuff	
Crypt of Crawlies	



Copywright, Jason Newell, 2004	







Return to Warpspawn Mainpage