| Here we explain the basic rules for the game. |
Click the logo to return to the Portal. Game Rules Introduction: The game is played in turns. The Games master sets up the Gaming Boards and begins his introduction. After he has done his Intro, the player on his left starts his first turn. An Infinite Quest turn consists of two or three stages the players have to follow. If you have 2 or 3 stages in one turn depends on the situation on the Gaming board. Normally a turn is played as followed: First: Moving, Second: Searching and exploring. When there is a monster in the room the turn is played: First: Moving (towards the monster (or running in the opposite direction)), Second: Doing Battle (try to slay the bad guy in the room), Third: Searching and exploring (this can only be done, when there are no more monsters left in the room).
Explanation of the stages in a Players' Turn. Moving your figurine on the Gaming board is done by rolling the dice. The amount of dice you may roll is noted on your character sheet as ..D6, which means .. X a normal 6-sided die. So if you see 2D6 + 2 on your character sheet, noted under move, this means, you must roll 2 normal 6-sided (=D6) dice, and may add 2 (=+2) as a bonus. The amount of dice you may roll and your added bonus, depends on your character. If you have rolled your dice, and added your bonus, it is time to move your figurine on the Gaming board. You may move in any direction you want, as long as you don't walk over the same space twice in one turn. You don't have to move all of your rolled score, so if you want to move only 3 spaces (even if you rolled 11) it's OK. Sometimes it's even better to wait for the other players to arrive. You may only move in a straight line (not diagonal). (See example below ). Here the player is represented by the letter P. He has rolled a score of 10 (including bonus) and moves down the corridor, until he arrives at a door. The Games master asks him, if he wants to enter the room and he does. Now he may move 4 more spaces to end his moving phase. This is an example piece, taken from the original Gaming board. Clicking it will give you a little animation of moving you character.
If you roll a Black or White Shield on your Battle dice, you must count this as a missed attempt. So if you roll 2 Skulls and 1 shield, this counts as an Attack doing 2 points of damage. If you have a launched weapon, like a Bow, Spear or Throwing knife, and you want to attack a Monster, You look on your Character sheet under Attack Distance. For this kind of Attack, you must stand in a straight line, opposite the monster you want to Attack, at a maximum distance of 10 spaces and at least 2 spaces removed. The way you handle the Battle dice, is the same way as under Attack Close, so only rolled Skulls count for doing Damage. If you're being attacked by a Monster, of course you can defend yourself. Look on your Character sheet under Defense Close Range. Roll your noted Battle dice and try to roll the White shields for every Skull (doing Damage to your Hero), the Games master (representing the Monster) has rolled. Every White Shield rolled, defends a Skull doing Damage, so if the Games master has rolled 2 Skulls, you have to roll 2 White Shields to make his Attack useless. If you can't defend the Damage (Skulls) done to you, you subtract the undefended Skulls of your total of Life Points. Defense Distance is handled the same way. Note: The Black Shields on the Battle dice are used by the Games master for defense.
Example: (See picture)
Now we will explain the other basic rules which you will need to play the Game. In the Game, doors are used to close rooms and buildings. Because the players can see everything on the gaming board, the Games master uses door symbols in a corridor, to show the players where the rooms are which they can enter. When a player reaches a door, he tells the Games master he wishes to enter the room behind it. Depending on the adventure the Games master will tell if it is possible to enter this room (sometimes a special key is needed). If the room can be entered the Games master will place an open door symbol, and decorates the room with chests, tables, bookcases, monsters and so on. After this your character can enter the room and do his business. If you haven't used up all your moving points before you came to a door you can use them up inside the room you'll enter now. Beware, don't end your moving phase right behind the door, otherwise you'll block the entrance for other players who can not enter the room!!
If you have reached a door, and stated to the Games master that you wish to enter the room, the Games master will decorate the room with everything written in his script. So he puts his monsters, chests, bookcases and cabinets on the Gaming board in the square that represents a room. After this you can enter the room, and end your moving phase inside it. After your moving phase you can start your exploration phase by telling the Games master what you wish to search for (but only if there are no monsters inside the room).
It's possible, the Games master has hidden
some traps or concealed doors inside the room. In your exploration phase you can
search for these hidden things. You can only search a room or corridor for
treasures once. The objects in a room can be searched individually. If you want
to look for traps, tell the Games master and roll the %dice (=10 sided die). Now
look on your Character sheet what score you need to succeed. If your Character
is a Thief, you have a bigger chance to find secret doors or traps because you
have a bigger percentage score.
Instead of searching for secret doors or
traps, you can also look for hidden Treasure. So if you start your exploration
phase and the room has already been searched for traps and secret doors, you
tell the Games master you want to search the room for Treasure, and he will tell
you if you have found any. If there is no treasure in the room, you take a card
from the stockpile and do whatever is written on it. Copyright by Infinite Quest Productions 2002-2004 © All rights reserved
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