Enter the dungeons with a team of adventurers but know that only one can escape with the hidden Relic. Finding the Relic will not be easy and you will first need to collect Runes and Treasure to gain the requisite knowledge and power.
There are 4 attributes:
Power (the amount of damage dice ‘DD’ rolled in combat – added to a weapon's DD)
Hit Points (the amount of damage that can be taken before death occurs)
Heal (the amount of Hit Points that can be recuperated in a turn of healing)
Cunning (the rough measure of ability to avoid damage and traps)
Power: 1 (2)
Cunning: 6 (7)
Bow: 2 DD flat (does not use Power). +1 to cunning when assigning damage taken.
Power: 2 (3)
Axe: 1 DD
Power: 1 (6)
Magic: 5 DD
Power: 3 (4)
Sword: 1 DD
Power: 0 (0)
Dagger: 0 DD
Halfling speed: +1 to movement rolls
Small stature: the Halfling may not use any weapons other than Relics and his dagger. May ignore the first point of damage dealt in each round of combat.
Reformed Ork (special)
Power: 4 (5)
Axe: 1 DD
Not obligated to help others
Limit one special Hero per game and only as the 5th player in a game.
This game should have at least 12 6-sided dice to be used for combat and 10 10-sided dice to keep track of HPs and APs and to roll on the Event tables. To use a die as a counter, turn it so the current value is face up.
Players all start on the dungeon entrance space. Place a 10-sided die on each Hero card to track HP and give each Hero his starting weapon card.
Players take turns in sequence. On a player’s turn the player may either:
If the player Heals, he recovers one HP for every Heal point in his Attribute.
If the player Moves, he rolls a 6-sided die and may move up to that many squares in either direction. After moving, a player must roll an Event corresponding to the ring of the dungeon he is in.
There are two event tables, one for Heroes in the outer ring of the dungeon, another for Heroes in the inner ring. Consult the tables at the end of the rules.
Events come in two varieties:
There are three types of trap: Single, Square and Area. Single traps affect only the Hero whose turn it is. Square traps also affect any Heroes sharing the same square with the Hero whose turn it is. Area traps also affect any Heroes in both adjacent squares as well.
To see if your Hero is hurt by a trap, compare his Cunning with the Trap Value. If the Cunning is greater than the Trap Value, the Hero is not affected. If he is affected, he takes a number of damage points equal to the Trap Damage. Traps marked ‘No AP’ directly damage HP even if the player is wearing Armor.
Combat begins when a player rolls a monster Event.
Whichever Hero’s turn it is must fight as well as any heroes sharing his square or in either adjacent square.
How to fight:
Roll one six sided die for each DD (damage dice). Be sure to add Power and Weapon Power. Do this for all of the Heroes involved in the combat. A character may not use his Power in combat if he does not have a proper weapon (that means you, elf).
For ever 5 or 6 that is rolled, a damage point is inflicted. Deduct the damage points from the target’s HP. Do the same thing for the monster against the Heroes. For multiple Heroes, take the total amount of damage dealt by the monster and deal it out one point at a time to the Heroes, starting with the Hero with the lowest Cunning and working your way up. If there are any Cunning ties, determine who comes first with a roll-off (lowest roller is it). If there is more damage than Heroes, start over again in the same order until all damage has been dealt.
Killing the monster:
If the monster runs out of HP, the Heroes win and each Hero still participating draws one treasure card if they are on the outer ring and two treasure cards if they are on the inner ring. See Treasure Cards for more details.
Continuing the fight:
If the monster does not run out of HP just yet, another round of combat is fought. At this point any of the Heroes participating may opt to leave the combat. A dead Hero must leave the combat. If all Heroes leave the combat, the combat ends, the monster escapes and no treasure is awarded.
Player vs. Player Combat
The Hero carrying the Relic counts as a monster towards all of the other Heroes (and he is; the power is already consuming and corrupting his body!).
- The Relic-holding Hero no longer needs to assist other Heroes against monsters (and vice-versa).
- Adjacent heroes are compelled to aid each other in combat against the Relic-carrying Hero just as they would against monsters.
- No-one may not back out of Hero vs. Hero combat; this combat continues until one side is dead!
If a Hero’s move places him into a Player vs. Player combat situation (i.e. on the same square as another Hero where one of the Heroes holds the Relic) he does not roll an Event (the player vs. player combat counts as an Event). Otherwise, players must still roll an Event in the usual manner even after the Relic has been recovered.
If a Hero is killed, he must spend one Rune for every HP he lost to return himself to 1 HP. Therefore if his HP dropped to 0 he would spend 1 Rune, but if his HP dropped to -2 he would spend 3 Runes. If a Hero does not have enough Runes, he loses all of his equipment (it is put into the discard pile and he starts over at the dungeon entrance. If the player is killed by another player he may not spend Runes to survive – he is dead and out of the game.
If two or more Heroes team up to kill the player with the Relic, the fight does not end. The survivors must now fight each other to claim the Relic. The final survivor wins it and unless other Heroes survive elsewhere in the dungeon, he is the winner of the game.
If a Hero is reduced to less than 5 Runes, he may remain in the inner dungeon if he is already there but may not re-enter if he exits.
After defeating a monster, each Hero involved draws one or two treasure cards (2 treasure cards if the monster was fought on the inner circle). A Hero receives no treasure if he died.
Solo Hero bonus:
If the hero defeats a monster with no help whatsoever from the other heroes, he may take one additional treasure card. It’s mine, all mine!
Treasure cards may be traded between Heroes sharing the same square on either player’s turn, even just after a monster has been defeated.
Armor can be found which gives the player Armor Points (AP). AP are like HP that can not be healed. AP are always deducted before HP.
When rolling Damage dice, roll a number of dice equal to the character’s power plus the power of the weapon.
A character may only carry two weapons at a time and may only wield one weapon at a time in combat.
The Warhammer gets an extra power against armored foes. Armored monsters are noted on the Event table. Armored Heroes are any Heroes with AP on them (not including Relics)
These enhance a character’s stats while they are carried. There is no limit to the number of amulets carried by a character. When a Hero gains a HP Amulet, his maximum HP goes up by 1; his current HP also goes up by 1 immediately. Consequently, if a player trades away a HP Amulet, his current HP will drop by 1.
Potions and Enchantments may be held or used at any time. A potion may only be used once and then it is expended. Rage Potions only last for one round of combat. An enchantment bonds with the weapon it is used on and may not be separated. The Cloak of Concealment is a special item that is worn like an amulet and might be of special interest to cunning characters like the Elf or the Wizard. A hero does not have to wear the cloak if he is carrying it.
Each game of Treasure Quest will have a number of Relics according to the following:
2 or 3 player game = 1 Relic
4 or 5 player game = 2 Relics
When 2 Relics are used they both go to the discovering player.
Which Relic(s) are used is unknown until it is recovered. Shuffle the relic deck before play.
Once a Hero has gathered 10 Runes he may claim the Relic. To do so, he must move to the square marked with the cross, once there he immediately draws the Relic card(s) in place of an Event. He then takes an immediate free turn (this turn is a normal turn and may produce an Event although check player vs player combat for more details).
Demon Helm (+1 to all 4 Attributes, plus 3AP that regenerates after every combat)
Souldrainer (2DD sword, dice damage on 4+, 3+ with Rage)
Seer’s Orb (May force two dice re-rolls per round and gain AP equal to Cunning attribute)
Invisibility Ring (+1 HP, ignore 1st point of damage per round of combat from each enemy)
Runes are collected as treasure. Keep your stack of the Rune cards beside your Hero Card. You can never have more than 10 Runes.
The Outer and Inner Rings
The dungeon is comprised of two ring-shaped passageways. Heroes may only move along the outer ring until they have gathered 5 Runes. While a Hero has 5 or more Runes he may gather no more Runes on the outer Ring. He will have to move to the inner Ring to gather more Runes. Any further runes gathered while still on the outer ring are discarded.
A player with 5 runes or more may spend his entire turn of movement to advance inward from the outer ring to the inner ring. Slide the piece directly inward toward the center of the circle; this may result in a choice of two squares, in this case the player may choose which one to enter.
Leaving the inner ring: the inner ring may only be left across the stairwell. Movement in this direction is part of the normal die roll process although the stairwell does not count as a square. Note that Heroes may not fight as a team from across the stairwell.
Note that this rules changes once the relic has been found and players may team up across the stairwell to fight against the relic-holder.
Any player carrying the Relic with at least one square of movement left over when he reaches the dungeon entrance square has escaped and is the winner. A Hero also wins if he has the Relic and all other characters are dead.
To determine an Event, roll a 10 sided die and consult the table corresponding to the ring your Hero is in.
1: Falling Brick Trap: 4, single, 1 damage
2: Boulder Chute Trap: 5, area, 1 damage
3: Insect Swarm Trap: 6, square, 1 damage (no AP)
4: Goblin Scouts: Power-3, HP-2
5: Cave Gnomes: Power-2, HP-3
6: Ork Sentry: Power-4, HP-2
7: Giant Spider: Power-2, HP-5
8: Hoard of Goblins: Power-4, HP-4
9: Giant Rats: Power-5, HP-3
10: Troll: Power-4, HP-5
1: False Relic Trap: 5, single, 2 damage (no AP)
2: Bomb Trap: 6, area, 2 damage
3: Lightning Spell Trap: 7, square, 2 damage (no AP)
4: Troll: Power-4, HP-5
5: Serpent: Power-7, HP-3 (armored)
6: Minotaur: Power-6, HP-8
7: Rot Golem: Power-8, HP-7
8: Stone Golem: Power-4, HP-12 (armored)
9: Chimera: Power-10, HP-6
10: Dragon: Power-10, HP-9 (armored)