MiniSkull Quests

MiniSkull Quests is a fast-playing, press-your-luck adventure game with some light take-that player interaction.  Send a party of Heroes on a quest to the MiniSkull Mountains to collect Treasure, Artifacts, Weapons, and gain Skills, but be careful of Monsters, Disasters, and other obstacles.  Also, beware your opponents!  They’ll try to disrupt your plans every chance they get!
Components: 179 cards, Custom Dice: 6 d8, 2 d6, and 1 d10 
2-5p | 45m | 8+ 


MiniSkull Quests

Your fellowship of Heroes seeks fortune in the MiniSkull Mountains of the Petite Kingdom. Through a series of quests they’ll gain skills, find valuable equipment, and discover ancient artifacts that will help them along their way, but most importantly, they’ll also find treasure! It’s time to head out and see what rewards and challenges await our fearless heroes!

MiniSkull Quests is a press-your-luck adventure game for 2-5 players. Games will take about 40 minutes. Each player starts with 4 Heroes represented by Hero cards and three basic pieces of Equipment and Skills. A deck of Quest Cards have special abilities that can affect how the current quest or future quests play out as well as a value ranging from 1-3. This number will determine both the Quest's difficulty (the Quest Value) and the gold earned (for end-game scoring) when successfully completing a Quest.

Overview:

MiniSkull Quests plays over the course of multiple rounds until the Quest Deck is depleted (the discards are not reshuffled).  On your turn you will draw cards one-at-a-time from the Quest Deck.  Each card has a value in the top right that determines the Quest Value.  The total Quest Value is the sum of all the cards drawn so far.  Players can choose to stop drawing cards at any time, unless an Event requires more cards to be drawn, and attempt to complete the quest.

Each player starts the game with four Heroes.  Each Hero lets the player roll one custom D8 die.  To complete a Quest the player rolls one D8 for each active Hero.  Then the total value of the dice is compared to the Quest Value.
  • If the dice are greater than the Quest Value the quest is successful and players will collect all the cards in the Quest (the cards' values are now worth points, or Gold, toward end-game scoring).
  • If the dice are less than the Quest Value the quest fails, all cards are discarded, and one Hero perishes (don't worry, there are opportunities to hire new heroes and even reanimate opponents' heroes to work for you).
  • If there is a tie then the Quest is incomplete and only one card is collected from the Quest and no heroes perish.
Different types of cards in the Quest (like Events and Artifacts) will have different effects on the Quest, sometimes requiring you to draw more cards, discard cards, or adjust the Quest Value.  Additionally, each Hero may have one card (Skill, Equipment, or Artifact) equipped that may be used to affect the Quest.  Some Equipment, Skills, and Artifacts let you interact with other players, by using their Heroes, reviving dead Heroes, stealing Treasure, messing with opponents' Quests, and more!

Custom Dice:

MiniSkull Quests uses custom dice to indicate success or failure during quests. 
  • Heroes use custom D8 dice that have sides with values 0-1-1-2-2-3-3-4
  • Sellswords can be hired and use custom D10 dice with sides of 0-1-1-2-2-3-3-4-4-5
  • Reanimated Heroes use custom D6 dice with sides of 0-1-1-2-2-3
MiniSkull Quests can be played with standard dice, with the value on each side divided in half and rounded down (thus a 1 becomes a 0, 4 becomes a 2, 7 becomes a 3, etc.).

Quest Cards:

There are six different types of Quest Cards:

·       Treasure – No Effect, but can be used to hire new Heroes if one perishes.

·       +Event – Events occur immediately when revealed as part of a Quest.

·       qSkill – Equipping the card allows the player to use that ability at any time.  Any individual Skill can only be used once per turn, but multiple different Skills can be used in a turn.

·       Equipment – Equipment must be equipped to a Hero and later stashed to use its ability.

·       %Artifact – An Artifact causes something to happen immediately as part of the quest, but the Artifact can be equipped to a Hero and later discarded to cause its ability to happen again.

·       🕱Curse – A Curse makes it easier to complete a Quest since it is worth negative points.  If you complete a Quest with a Curse you MUST equip the Curse.  On a later turn you may equip something over the Curse to move it to your Stash.  If you equip another Curse you may move the replaced Curse to an opponent’s Stash instead.

Each Quest Card lists the type of card as well as a value from one to three.  This number indicates both the value of the card in Gold, used for end-of-game scoring, and the value the card adds to the Quest Value.

There are also three Starting Cards per player, two Equipment and one Skill.  These work the same as the Quest Cards, but are worth 0 points and are not available in a Quest.

Game End:

The game ends when the Quest Deck is empty (it is not reshuffled) or when one player runs out of Heroes and has no ability (or desire) to revive any.

Players then add up the total Gold they’ve earned (the value in the upper right of each card).  
 
The winner is the player with the most Gold.  

Games generally take about 45 minutes and don't vary in length due to the number of players since the game ends when the deck runs out!



Photos of the Prototype in Action:









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