Battle Quest
Battle Quest
Battle Quest
Adventure Game
Manuel Corpas (Order #42476677)
Battle Quest
Editor
Bryan Francis
Cover Art
UKG Publishing
Internal Art
Cerberus Illustration, Steve Robertson
PRE-GAME
Before the game can begin you must first choose an
adventurer and outfit him for the dangers ahead.
All players first roll a D6. The highest scoring player gets
to choose his adventurer first (if scores are tied, roll off
again to see who gets first pick).
There are four adventurers to choose from, each with Once you have chosen your adventurer, move on to
their own special rule and description. They are the buying equipment.
Warrior, the Mage, the Thief and the Treasure Hunter.
Warrior
Mage
The thief is adept at, well, stealing things. He is capable of getting into places where others don’t want him to be and have
specifically designed locks or doors to keep people out of!
Treasure Hunter
During a player’s turn follow these steps. If you choose to stay, move on to the next step to resolve
the Encounter.
1. Roll for Encounter.
2. Decide if you will stay or flee. If you flee, lose 1 Life If you choose to flee, you lose 1 Life Point and your turn
Point and end your turn. ends.
3. Resolve Encounter.
4. If successful, roll for Treasure. RESOLVE THE ENCOUNTER
5. End your turn.
If you choose to stay instead of flee it is time to now
resolve the Encounter.
REST
Your adventurer can have a bit of a rest if you wish. This
involves him sitting down, eating a bit of food and maybe
even getting in a bit of a nap (adventurers are used to
sleeping in cold, damp, dangerous conditions!).
DRAGON
If you decide to do this, you must skip your turn.
However, your adventurer regains 1 Life Point. LIFE POINTS DEFENCE
6 6+
RETURN TO TOWN
Returning to town is a time-consuming yet sometimes Every time the dragon attacks you, you lose 1 Life
necessary thing to do. Point automatically from it’s fiery breath.
When you return to town you must spend one of your The dragon will ignore the effects of a spell on a D6
turns getting to the town, one turn in town, and one turn roll of 5+.
returning to the adventure before you can roll for any
more Encounters.
2 1ST ROLL
ORC GOBLIN
1-2, 4: TRAP
You trip a hidden wire, which in turn triggers a hidden 3-4, 2: GIANT BAT
crossbow to fire an arrow at you! A high-pitched screech from above you causes you to look
up. From out of the darkness a large bat, it’s red eyes
Roll a D6. If the roll equals or beats your Defence, lose 1 glinting, attacks you.
Life Point.
GIANT BAT
1-2, 5: SKELETON
LIFE POINTS DEFENCE
The bony, skeletal remains of a humanoid creature,
probably a human, moves towards you. It is armed with a 1 4+
rusty sword and wears a rusty helm.
SKELETON
1-2, 6: ZOMBIE
A low moaning noise alerts you to the presence of a
zombie, an animated, rotting body. It lurches towards you,
swiping at the air with its claw-like fingernails.
ZOMBIE
5-6, 1: KOBOLD
A hunched back humanoid, the size of a small child,
appears suddenly in front of you. It is hideously ugly with
scale-like skin. It produces a small dagger and attacks
without warning.
KOBOLD
2 4+ Unless you can ignore locked doors, you must miss your
next turn.
5-6, 4: LOST
You must have taken a right turn when you should have MINOTAUR
gone left, or missed a secret door somewhere because you
are now thoroughly lost. LIFE POINTS DEFENCE
MINOR ARTIFACTS
MAJOR ARTIFACTS
1 Sword of Arcane Might Weapon; +1 to beat enemy’s Defence, enemy loses D3 Life Points
2 Armour of Fate Ignore a hit on a D6 roll of 5+; increase Defence by +1
3 Talisman of Warding Ignore one hit. One use only.
4 Tome of Magic Contains 3 spells. Roll D6: 1-2= Fire Spell, 3= Lightning Spell; 4= Healing
Spell; 5= Invisibility Spell; 6= Death Spell
5 Power Ring +2 to use spells
6 Divining Rod Double all gold coins found.
Battle Quest: The Dark Woods expands the game by taking it out of the dungeons and into the wilderness. It expands the
number of adventurers available by including the Elf and others, and provides new encounters and treasure for you to
experience!
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