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At the beginning of the game each player will pick a Hero card. These stats are your starting stats.
Benefits of Leveling
When you kill a monster your character gains XP equaled to the Monsters Max BP. For example, if the
monster starts with BP = 2 then when you kill the monster you gain XP +2. You may spend this XP to
buy upgrades for your character in the future. Below is a cost chart for each upgrade.
+1 to Discipline 10 XP
+1 Spell 20 XP
+1 Skill 20 XP
+1 to Stat 30 XP
Alternate Rules
Another option when making your character is to distribute your own base stat points. Distribute 14
stats between Attack, Defend, Body Points, and Mind. This makes your character your own. Just write
in the new stats in the blank spaces under each stat.
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A: Flavor Text
B: Each hero has a unique Trait.
C: Each stat has a base amount which is in each colored circle. If these stats change write it in the
empty space next to the colored circles.
D: Each Discipline listed here may be leveled up three times. When you start the game, you may
gain three levels in your disciplines distributing the points however you like.
E: This section is used to track your current Health and Mana.
F: This is your hero’s path.
G: This is your hero’s race.
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A: List each skill your hero knows here.
B: List each spell your hero knows here.
C: List each item your hero has in their possession here.
D: The amount of gold your hero has.
E: The amount of XP your hero has currently.
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Spells and Skills
You may only have a total of four Spells or Skills at one time. If you purchase a fifth Spell or Skill, you
need to unlearn an old one.
Spells
Spells are powerful and consume Mana. Mana is a limited resource and must be used sparingly.
Skills
Skills are like spells but instead of having a Mana Cost they have a cooldown cost. Cooldown is the
number of turns the player must wait before they are able to use that skill again. For Example. If the
player uses a skill with a Cool Down of 3. That means the player will have to wait for three turns to
use that skill again.
A: Spell Name
B: The is the Base Spell effect.
C: If you have any points in Mental, you may roll your Mental Discipline level to attempt to modify
the spell.
D: If you have any points in Acrobatics, you may roll your Acrobatics Discipline level to attempt to
modify the spell.
E: If you have any points in Brawn, you may roll your Brawn Discipline level to attempt to modify
the spell.
F: If you have any points in Luck, you may roll your Luck Discipline level to attempt to modify the
spell.
G: If you have any points in Faith, you may roll your Faith Discipline level to attempt to modify the
spell.
H: If you have any points in Ritual, you may roll your Ritual Discipline level to attempt to modify the
spell.
I: Mind Stat Requirement to learn and cast this spell.
J: Base Mana cost to cast this spell.
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A: Skill Name
B: The is the Base Skill effect.
C: If you have any points in Mental, you may roll your Mental Discipline level to attempt to modify
the skill.
D: If you have any points in Acrobatics, you may roll your Acrobatics Discipline level to attempt to
modify the skill.
E: If you have any points in Brawn, you may roll your Brawn Discipline level to attempt to modify
the skill.
F: If you have any points in Luck, you may roll your Luck Discipline level to attempt to modify the
skill.
G: If you have any points in Faith, you may roll your Faith Discipline level to attempt to modify the
skill.
H: If you have any points in Ritual, you may roll your Ritual Discipline level to attempt to modify the
skill.
I: This shows the number of turns this skill needs to cool down after being used.
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Discipline
Each character has six different disciplines they can use to modify Spells and Skills. Disciplines may
also be used for different types of skill checks and obstacles found in the dungeon. You have a
maximum of three points in each discipline.
Mental
The Mental discipline embodies the player’s ability to comprehend and analyze any situation.
Acrobatics
Acrobatics is the level of skill the player must manipulate their body. Players with a high level of
acrobatics have nimble fingers and are good at avoiding traps and obstacles.
Brawn
Brawn is the player’s ability to overwhelm their opponents with brute strength.
Luck
Luck is just as it sounds. Lucky players have a good chance of finding success that may turn the tide of
battle. Though this may also lead them to ruin if they are not careful.
Faith
Faith embodies the character’s beliefs in a higher power. To pull strength from entities beyond
themselves.
Ritual
Ritual is the character’s ability to decipher the world around them. The player can figure out how the
world is made and is able to turn those natural forces to their favor using the power within the world
itself.
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Monster Stat blocks
Fire Elemental
Water Elemental
Earth Elemental
Knockback
Immunity: Earth and Physical
6 6 4 8 1 Attacks
Weakness: Water
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Mechanical Golem
Wood Golem
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Giant Wolf
Movement Attack Dice Defend Dice Body Points Mind Points Special Notes
9 6 3 5 1 Gang: Wolves
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Special Thank You Message:
We extend our heartfelt gratitude to Pedro Zalba for his exceptional artistic talent and dedication in
bringing Megaquest to life. Pedro's creative vision and expertise have enriched every aspect of our
project, from the captivating illustrations to the vibrant designs. Your contributions have truly
elevated our game to new heights. Thank you, Pedro!
We would also like to express our sincere appreciation to Lekshmi for her outstanding artistic
contributions to Megaquest. Lekshmi's meticulous attention to detail and artistic flair have added a
unique charm to our game's visuals. Thank you, Lekshmi, for your exceptional work!
Special thanks to Nikhil Kumar for creating the stunning cover art for Megaquest. Nikhil's creativity
and skill have beautifully captured the essence of our game, enticing players from the moment they
lay eyes on it.
Your dedication and talent have played a significant role in making our board game a reality. We are
truly grateful for your invaluable contributions.
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