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INTRODUCTION
Warp Quest is an abstract game system that depicts goal driven scenarios.
Each player controls a collection of Units who are attempting to be the first to reach
an objective and bring it back to the start.
The scenarios that use the Warp Quest engine will hold the details.
THE BOARD
• The board is a single winding path of connected spaces with a Start Space and an
End Space. The path should be 30 Spaces long.
• The First Space represents the start.
• Spaces 2-15 represents travel through the first scenario module.
• Spaces 16-29 represents travel through the second scenario module.
• The End Space is the final destination where the Objective is found.
THE DECKS
• There are 2 decks for each scenario:
• The Module 1 Deck and the Module 2 Deck
• Each deck has one of each card in its card list.
THE UNITS
• Each player controls a group of units called a Party. The scenarios will detail
the make up of the units in the party, their attribute and starting dispositions.
TURN SEQUENCE
• Players take turns.
• Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge Phase
MOVE PHASE
• Roll 1D6. Move that number of spaces towards the end space.
• You automatically stop when you enter the end space.
• If you are the first to land on the end space your party acquires the Objective.
• Once a party has acquired the Objective then all other players may move their
parties in either direction on the path.
• The party with the Objective must move towards the start space.
• The first party with the Objective to reach the start space wins the game.
DRAW PHASE
• If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.
• If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.
• If you land on an opponent’s party do not draw a card.
• If a deck ever runs out, shuffle its discard and draw from it.
• Cards are of 2 types: Challenge cards & Aid cards.
• Place Aid cards in your hand.
• Challenge cards are encounters your party faces immediately in Challenge Phase.
CHALLENGE PHASE
• Each challenge card lists one or more skills.
• Roll 1D6 and add the number of those skill levels present in your party.
• If the skill listed is X2 then add twice the number of that skill level in your
party.
• Discard Aid cards to gain skill levels in the skill indicated on the card.
• This is the Skill Roll.
• Next roll 2D6. This is the Challenge Roll.
• If the Challenge Roll is less than or equal to the Skill Roll you win the
challenge.
• If the Challenge Roll is greater than the Skill Roll you fail the challenge.
• The adventure card may say what happens if you win or lose the challenge.
• If the card does not give directions and you lose the challenge, one of your party
members is killed or lost.
o One random non-leader party member is killed. The Leader is always the last
to go.
Yes, the odds are almost always against the party. They need a lot of luck to make it
back. As an optional rule to make life easier for the party roll 1D10 instead of 1D6
for the Skill Roll.
DIFFICULTY MODIFIER
• Abbreviated DM.
• This is a property of individual Challenge cards.
• The DM is added to the Challenge Roll.
Method Once
• Take the list of card and give each card a number starting with 1 and going down
the list sequentially assigning a number. This has already been done for the games
in this document.
• Make simple paper markers for each number.
• Put those markers in a cup, this is your deck. If the game calls for two or more
decks simple use two or more cups and two or more sets of numeric markers.
• When you are asked to draw a card shake the cup that represents your deck and pick
a marker out of the cup without looking.
• When you are told to discard put that marker into another cup, this becomes your
discard pile.
• If the game calls for you to reshuffle the discard pile and use that as your deck,
simply empty your discard cup into your deck cup.
With this mechanism you can have the random distribution of the deck, one instance of
every card or more if needed, and you don’t need the printed card since you simply index
the card list with the numbers in your "hand".
1 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 38 39 40
41 42 43 44 45 46 47 48 49 50
51 52 53 54 55 56 57 58 59 60
61 62 63 64 65 66 67 68 69 70
71 72 73 74 75 76 77 78 79 80
81 82 83 84 85 86 87 88 89 90
91 92 93 94 95 96 97 98 99 100
Method Two
Make a list of all challenge cards with excel, or whatever spreadsheet you prefer, and
randomize the list. Then print it out.
Now, when you face a challenge, roll 1d10. If you get 7, you face the seventh challenge
on the list. When you have dealt with the challenge, mark it used. When you face
another challenge, roll the 1d10 again. If you get a 10, then you face the 10th
UNMARKED challenge on the list.
Just make sure, that there are 10 more challenges in the list than there are spaces on
the game board.
The challenges that top the list happen more often than those at the bottom of the list.
This property can be used without randomizing by the game designer.
WAR OVER THE REICH
INTRODUCTION
Each player controls a Flight of 300 British (Halifax,
Wellington, Mosquito, and Lancaster) Bombers on a Night Raid
to bomb targets in Nazi Germany.
Module 1 represents the flight to the Target Zone.
Module 2 represents the combat over the Target Zone.
The Objective is the halfway point of the Mission when the
Bombers must turn back.
FUEL SURPLUS
Every time you fail a Navigation test reduce your Fuel Surplus by one point.
You may voluntarily use up a Fuel Surplus point to ‘Search for Targets’: Instead of
Moving forwards in Movement Phase, move your pawn (Bomber Group) backwards.
If your Fuel Surplus = 0 you must immediately turn back and head for home.
If your Fuel = 0 and you fail a Navigation test you lose 1D6 Bombers.
(They run out of fuel)
ALTITUDE
There are three Altitudes: Low, Medium, and High.
Start the game at Medium altitude.
Instead of moving forward during Movement phase, use up a Fuel Surplus point and
change your Altitude to any other height.
If you are at low altitude Navigation and Bombing tests are DM –1.
If you are at low altitude Flak and EW tests are DM +1.
If you are at high altitude Navigation and Bombing tests are DM +1.
If you are at high altitude Flak and EW tests are DM -1.
BOMBING TARGETS
When you bomb a target, 50 of your bombers will drop their bombs.
Add your Bombing Stat to ‘Bombing test’ Skill rolls.
If you pass the test, the target is destroyed: keep the target card in your possession.
If you fail the test, the target card remains in play in that space.
The next Bomber group to land on the space may try to bomb the target.
A Bomber drops all of its bombs at once. Those bombers cannot attack again.
ELECTRONIC WARFARE
Add your Electronic Warfare Stat to ‘EW test’ Skill rolls.
If you pass an EW test nothing happens.
If you fail an EW test, draw another card.
If it is a Flak or Fighter card, the card attacks with a DM +1.
If the drawn card is not Flak or Fighter, discard it: nothing happens.
VISUAL SIGHTING
If you pass a Visual Sighting test nothing happens.
If you fail a VS test, draw another card.
If it is a Flak or Fighter card, the card attacks with a DM +1.
If the drawn card is not Flak or Fighter, discard it: nothing happens.
SCORING
Get 10 Victory Points (VP) for every target you ‘destroy’.
(The Decoy Target earns no VP, but you must bomb it.)
Get 1 VP for every enemy fighter you destroy.
Lose 1 VP for every bomber you lost.
Lose 5 VP if you run out of Surplus Fuel.
SAME SPACE
If your pawn lands on an opponents pawn, nothing happens, there is no conflict, and do not draw a
card.
CARD TYPES
T = Target
N = Navigation
F = Flak
I = Fighter
E = Electronic Warfare
V = Visual Sighting
A = Aid
# = Amount of that card in the Deck.
INTRODUCTION
Each player controls a party of adventuring
archeologists and treasure hunters trying to be the
first to get some, relic, artifact, or treasure and
brings it back.
THE PARTY
• Each party consists of 6 members: 1 Leader, 3
companions, and 2 lesser companions.
• Companions may actually represent a group of
individuals.
• The Leader has 5 skills. Companions have 3 skills each. Lesser companions have 1
skill.
Skill List Table
1D10 Skill Notes
1 Combat +1 Unarmed, Guns, Blades, Tactics
2 Strength +1 Muscle, Will, Courage
3 Agility +1 Reflexes, Swiftness
4 Sailing +1 Swimming, Diving, Boating, Navigation, Boat
Building
5 Survival +1 Hunting, Hiking, Outdoor skills,
Mountaineering, Guide
6 Mechanics +1 Repairs, Construction, Physics, Engineering
7 Linguistics +1 Languages, Archeology, History, Cartography
8 Personality +1 Leadership, Charisma, Wit, Charm, Diplomacy
9 Science +1 Naturalist, Medicine, Geology, Chemistry,
Psychology
10 Pick any one
skill
Artifact Variant
• Instead of Killing a member in case of a Challenge
failure one member is Wounded: a Wounded member loose
one of his skills. One Wounded member that is newly
wounded is killed
• At the end of an adventure one member can gain one
extra skill: with this option you can create some
Campaign games where surviving members will improve.
This rule applies to all the teams, not only the
winning one.
• New Aid Card First Aid: remove the Wounded status from
one member.
LOST CONTINENT OF ATLANTIS
INTRODUCTION
• Module 1 represents Deep Sea travel by Submarine.
• Module 2 represents Exploration of the Lost Continent using Diving Suits.
• The Objective is the Pearl Trident of Atlantis.