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5 If your >6 you win.


If not, you must open the door: Roll all hero . The results you need to
get are 4/5/6. If you roll a given value, put the on the side. You can
9 re-roll 1 by discarding 1 (any number of times). Change the value
on +/- 1 by spending or losing (any number of times).
+3 TWO PLAYERS MODE: If the sum of of both players is >9 you win.
If not, you must open the door. Roll all hero . The results you need to
get are 5/5/6/6. The rest is unchanged.
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4 3-5 3 1 1
5 5-7 4 2 1
6 / 8 5 3 3
8 6 3 5
1 - 8 7 5 3
2 - 7-8 8 5 5
3 - 9 9 6 6
4
5 / DEEP
6+ / SPACE
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Cris Kowalski PLASMA GUN - Before the fight - Activate 2 dice with a total value
of at least 8 and defeat the enemy. You gain 1 XP.
Soldier

0 1 2 3 4 5 6 7 8 9 10

0 1 2 3 4 5 7 8 9 10

0 1 2 3 4 5 7 8 9 10

0 1 2 3 0 1 2 3 4 0 1 2 3 4 5

/ / / /- / 3

Setup 7 Optional: Choose one com-


panion.
1 Place the adventure page START - The first location that your hero will enter.
8 Check the adventure details
for the adventure you are
sheet to see if there are any ENEMY - enemy fight. Certain fight - some monsters have a fixed level
about to play in the middle of
additional setup instructions
the play area. (without rolling adventure die). This is a value X under the enemy icon
and carry them out if necessary.
2 Place the adventure details - corresponding to the value in the table.
sheet for the current adven-
ture somewhere close by.
Round structure TRAP ACTION - Activate an action die of any value. No other effect.
1 Movement phase - you must
3 Place adventure die to the move.
left side of the adventure page. POISONED FOOD - Activate an action die of any value. Lose 1 food or lose 1 HP.
2 Ambush phase - resolve
4 Roll action dice, you may combat if there’s an enemy at
then re-roll up to two of them. HUNT ACTION - Activate an action die of any value (add any modifiers) and check
location.
After that place them in the the result on the hunting table based on the value of the action die you activated.
3 Action phase - perform
prepared dice area below. QUEST ACTION - Activate an action die of any value. Roll the adventure die and
5 Place the 6 stats markers on
the appropriate spaces accord-
check the result on the quest table based on the value of the adventure die.
ing to the starting values: SEARCH ACTION - Activate an action die of any value (add any modifiers)
Attack: 2 XP: 0 and check the result on the search table based on the value of the action die
Defence: 2 Crystal: 0 you activated. If the result fits more than one reward, choose one of them.
HP: 4 Food: 1 CRYSTAL - Activate an action die of any value. You get 1 crystal.
6 Place your hero figure next to
the adventure page, just to the TELEPORT - Move to the next location. You do not activate an action die to
left of the first location. perform this action.
TWO PLAYERS MODE: You can perform this action only when the second
player is in this location. After this action, your turn ends.
MEDKIT - Activate an action die of any value. Gain 1 HP.

ARMORED CARGO - Activate 2 dice. Sum up their results and perform a


search action with this value.
CAN’T REST - You can’t rest in this location.
TWO PLAYERS - This action is not locked out in a 2-player mode.
TRICKY PASSAGE - During movement phase, if you start in a location with
this icon, you must activate an action die with value X.

- Gain 1 Food - Exchange

- Gain 1 HP - Re-roll a single die in the prepared


dice area
- Gain 1 XP
- Prepare 1 die
- Gain 1 Crystal
- Prepare 1 die and set it to any

DEEP - Increase your Defense by 1 value

SPACE - Increase your Attack by 1.

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