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Quest: A New Age

Quest: A New Age

(Looking for a publisher)
1–620 min10+ yrsCouples
short answer

How do you play Quest: A New Age?

In Quest: A New Age, the purpose of the game is to take your Adventuring Party into each Dungeon and attempt to complete your assigned Quest Objective. This can be done as a Solo player or with any number of players controlling and arguing over the party members.

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Quest: A New Age box art
official art · (Looking for a publisher)

In Quest: A New Age, the purpose of the game is to take your Adventuring Party into each Dungeon and attempt to complete your assigned Quest Objective. This can be done as a Solo player or with any number of players controlling and arguing over the party members. (I have run one of my D&D groups through it with 8 people as the party) Your Adventuring Party is made up of 5 Unique and Specific Classes that must be represented as you begin the game. Each class has a Hero that Begins at Level 1 and can advance up to Level 5 during game play. Most 1st level Heroes need 3xp to advance to level two. 7xp more to advance to level three, 10-15 more to level four, and 18-24 to level five. This depends on the class and individual Hero. Here is a list of the 19 Heroes that we have at this time and what they are at each level. Protection Class: Griff - Journeyman - Fighter - Warrior - Barbarian - Berserker Sonya - Wanderer - Explorer - Questing - Paladin - Angel Olli - Son of Hamfast - Pikeman - Squire - Knight - Crusader Solarion - Footman - Swordsman - Lieutentant - Captain - General Death Class: Selene - Outlaw - Bandit - Thief - Rogue - Shadow Gabriel - Urchin - of the Streets - Minstrel - Bard - Muse Grimm - Outlaw - Bandit - Enforcer - Assassin - Reaper Sabban - Rebel - Renegade - Deciever - Deserter - Betrayer Nature Class: Richard - Farmer - Woodsman - Guide - Scout - Ranger Isseili - the Fey - Forester - Naturalist - Druid - Warden Venr - Awakened - Scavenger - Hungering - Feasting - Vampire Magic Class: Marteel - Novice - Adept - Wizard - Mage - Archmage Callius - Novice - Adept - Cultist - Warlock - Demon Zaphian - Underling - Adept - Sorcerer - Necromancer - Lich Rymar - Stonehead - Preserved - Protected - Encased - Fortified Life Class; Dana - Follower - Acolyte - Healer - Priestess - High Priestess Jesse - Follower - Acolyte - Brother - Preacher - Martyr Sarah - Searching - Enlightened - Forgiving - Redeemed - Guardian Spirit Mary - Acolyte - Cleric - Devoted - Blessed - Saint

The Adventure consists of a 60 card Dungeon, which has one Quest Objective, Terrain, Creatures, Equipment, Effects, Fast Effects, Events, and other Items. There are always two Unigue Tier Creature Cards that can be interchanged after completion of each Tier to make the adventure last longer and become more difficult. The eight Adventures that we have complete are listed below with the amount of games played, completion rate, and Quest Objective. Goblin Kingdom - 71/120 60% Goblin King Dead Marshes - 58/90 63% Lord of the Undead Demonic Rift - 35/63 54% Balor
Ruby Mountain - 31/64 49% Ancient Red Dragon Forsaken City - 25/51 50% King of the Streets Nature's Abundance 23/50 46% Ancient Treant Dangerous Seas - 21/47 38% Captain Davy Jones Tomb Kingdom - 17/50 34% Tomb King We are planning on a total of 10 adventures to become available in the future.

Game-play: In Quest: A New Age there are Abilities, Upgrades, and four stat Values -- Accuracy, Armor, Life, and Damage. Abilities differ for each Hero and Creature according to their assigned value in the game, (e.g. a Goblin Recruit has no abilities and is worth 1 point value, while a Goblin Captain has a value of 3 and grants abilities to other Goblins). 5 levels of Upgrade are available to each Hero and are earned in the Dungeon as the party delves deeper into the adventure. As you gain XP from Terrain, Trap, and Creature cards, you can spend the XP to make your Heroes stronger. Accuracy is the Hero or Creatures base accuracy which you then combine with a roll of a D20 to attempt to hit. Armor is the Hero or Creatures base defense against attacks. Life is the Hero or Creatures base damage that they can take before dying. Damage is the Hero or Creatres base damage they can inflict against another. Phases of the Game:

  1. Quest Deck - Turn over the appropiate amount of cards. Fast Effects happen at this time and can change how many cards are turned over.
  2. Effects - Any Effects that are turned over happen at this time.
  3. Hero1 - All Heroes have one action per turn, which can be used to either Attack, Heal, Pick Up and item or attempt to Disarm a trap. The Hero may also Hold their action for Hero2 phase.
  4. Dungeon - Any surviving Creatures may perform one action at this time.
  5. Hero2 - The Heroes that held their action can now act.
  6. Events - Events such as traps that have not been disarmed and other Events take place at this time.
  7. End of Turn - End of Turn abilities such as Regenerate and Aura's take place at this time.
  8. Upgrade - XP that has been collected can now be used to upgrade your Heroes. When a Hero is upgraded they gain full health. Once XP has been spent on a Hero, it cannot be used again. Start the Phases over at this time. The game begins by shuffling your Quest Deck and turning over three cards. As the game progresses and your Heroes are upgraded, you start to turn over more cards to make the Adventure more difficult. The Breakdown is as follows: Game Begins - 3 Cards per turn After Two Hero Upgrades - 4 Cards per turn After Five Hero Upgrades - 5 Cards per turn After Eight Hero Upgrades - 6 Cards per turn After Ten Hero Upgrades - 7 Cards per turn After Twelve Hero Upgrades - 8 cards per turn Rules Questions:
  9. When Attacking you take the Accuracy and add a D20 roll. That roll must equal or beat the targets Armor. You do not have to roll when Healing or using an Ability unless it is used as an attack.
  10. Melee characters cannot target Ranged characters unless all other Melee opponents are defeated.
  11. Rolls of a 1 are considered an Epic Fail and always miss. Rolls of 20 are considered a Critical Strike and always hit, in addition a Critical causes Double damage to the target.
  12. All XP this is collected goes into a community pool which can be used at the direction of the Party's controller or controller's.
  13. As an overall rule: The Cant's outweigh the Can's

We did a short Demo on youtube which is quite boring but you are free to take a look at the mechanics of the game. :) http://www.youtube.com/user/HiddenKeep#play/all/uploads-all/1/hDXivVltVB4

game anatomy
Vibe
Couples
Language dependence
Some text — easily memorized
🌐 plays without English
Play time
20 min
Players
1–6
Recommended age
10+ yrs
from Trișache · verified

Frequently asked questions

Q1How much does Quest: A New Age cost?
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Q2Where can I buy Quest: A New Age cheapest?
Check the Prices tab — howtoplay.ro aggregates offers from 7+ Romanian board-game stores and tracks price history.
Q3How do you play Quest: A New Age?
Quest: A New Age is a adventure game, for 1–6 players, taking ~20 minutes, featuring action points. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Quest: A New Age — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q4How many players does Quest: A New Age support?
Quest: A New Age is played by 1–6 players.
Q5How long does a game of Quest: A New Age take?
A game of Quest: A New Age takes about 20 minutes. (The first game doesn't count. It never counts.)
Q6What age is Quest: A New Age for?
Quest: A New Age is recommended from age 10.
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