Here we explain the basic rules for the game.

Moving

Searching and Exploring

Doing Battle

The use of doors

Rooms and chambers

Traps and secret doors

Treasures

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Game Rules

Introduction:
The rules of Infinite Quest the Game are easy to learn. The basic rules are very simple, but can be made more difficult at a later stage (when Games master and players gain a few levels). The more advanced Rules will be explained in the Advanced Section. (We are still working on this). I will now explain the Basic Rules step by step.

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).

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Explanation of the stages in a Players' Turn.

1: Moving

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.


When the player, (for example) has only rolled a score of 6 or 7, he can only walk to the door or just behind it. This means he blocks the door for other players. If this is the case, you'd better move to space 5, and end your moving phase there. It is allowed to move past another player (with his permission) in a corridor, but not when he is standing in front, or behind a door.

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2: Searching and exploring:


When you have used all your Moving points, this ends your Moving stage. Now you may Search for treasure or explore for hidden doors or traps. This is called the Searching and Exploring stage. At the beginning of this stage, you tell the Games master, what you would like to look for. Treasure, concealed doors, or hidden traps. You may only do one of these three options. So tell the Games master you want to look for treasure and so on. You can only apply the Searching and exploring stage, if there are no monsters in the room or corridor you are in. If there is no treasure, concealed door or hidden trap to be found, the Games master will tell you so. If this is the case, you may take a Gaming card from the stockpile. Read the instruction on the card, and do whatever is noted on this card. This normally ends your turn. Sometimes a roaming monster is noted on this card and he jumps up next to you or behind you and attacks you immediately. Then you have landed in a three stage turn.

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3: Doing Battle:


When you Attack or are being attacked by a monster, you have to roll the Battle dice. The amount of Battle dice you may roll, is noted on your Character sheet under Battle profile. If you attack, with a sword for instance, you look under Attack Close Range. The number noted here, represents the number of Battle dice you may roll to attack. You must roll Skulls to do damage. So if you may roll 3 battle dice, you must try to roll 3 Skulls to do 3 points of damage to a monster.

  Skull on Battledice
  White Shield on BattleDice
  Black Shield on Battledice

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.

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Example: (See picture)
The player starts his turn with throwing his 'moving dice' (noted on the Character sheet under 'Moving'. The player (a Fighter) rolls his 2 dice and adds his extra score. The player has rolled 6 with his dice and may add 4 on  his extra score, so he can move 10 spaces on the Gaming board. He moves 6 places until he arrives at the door. The Games master asks him, if he wants to open the door to enter the room behind it. The player answers "yes" and the GM places an open door symbol on the place where the door was. The GM decorates the room and puts all things in place (including monsters). The player enters the room, and sees a massive Orc standing in front of a treasure chest. He walks toward the Orc (4 spaces) and puts his Figurine adjacent to the Orc figurine. He now declares he wishes to attack the Orc with his Sword (2-handed) He may now roll his Battle dice (in this case 3 battle dice) and rolls 2 skull symbols and 1 shield. In theory the player does 2 life points damage to the Orc (which is a level 1 Orc with 1 Life point, so in this case he would be dead). But the Orc may defend himself and rolls his 2 battle dice. He rolls 1 skull and 1 white shield, so he can't defend his damage and dies). Now the player can search the room (or the chest).

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Now we will explain the other basic rules which you will need to play the Game.

4: Doors

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!!

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5: Rooms and Chambers

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).

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6: Traps and secret Doors

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.
Example: your character has a percentage of 40% to succeed (Thief, level 1 score). You need a 100% or more to make the test successful. Now you roll a score of 50%. Adding this to the 40% noted on your Character sheet, you come to a score of 90%, so you have failed the test. The Games master tells you, that you did not find any traps. THIS DOES NOT MEAN THAT THERE AREN'T ANY TRAPS INSIDE THE ROOM, ONLY THAT YOU DIDN'T FIND THEM.
The same goes for secret doors. If you want to look for concealed (or secret) doors, you move your character to a square next to the wall you want to search, and tell the Games master you want to search it. Do the % test and look if you can roll a score of 100%. When the test is successful, the Games master will reveal all traps (or secret doors, depending on what you were looking for) in that room on the Gaming board.

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7: Hidden Treasure

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.
When there are bookcases or treasure chests inside the room you have to search them individually by moving your character adjacent to the object you want to search. But if there's no treasure inside you do not take a treasure card.

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