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Boardquest: Tales of Liria

Boardquest: Tales of Liria Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Game Setup
    • Preparation Steps
    • Spotlight: Choosing Your Faction
    • Map Assembly
    • Sample 2-Player Setup
  • Gameplay
    • Winning & Losing the Game
    • Game Round
    • Player Turns
    • Monster Turns
  • Game Mechanics
    • Character Actions
    • Monster Actions
    • Battle Mechanics
      • Combat Type & Range
      • Attack & Defense
      • Critical Hit & Critical Miss
      • Damage
      • Defeat
  • Map & Terrain
    • Terrain Types
    • Movement
    • Treasure & Monster Tiles
    • Map Holes
  • Forts
    • Conquering Forts
    • Movement
    • Bonus
    • Limitations
  • Recruitment, Upgrades, and Hero Progression
    • Hero Progression
    • Unit Recruitment
    • Unit Upgrades
  • Items
    • Carrying & Equipping Items
    • Item Actions
    • Acquiring Items
    • Buying & Selling Items
  • Skills & Abilities
    • Active & Passive Abilities
    • Skills
    • Casting Skills
  • Status Effects
    • Applying Status Effects
    • Stacking Status Effects
    • Neutralizing Status Effects
    • Summary
  • 2+ Player Rules
    • Free for All (3 & 4 Players)
    • 2 vs 2 (4 Players)
  • Campaign Rules
    • New Rules
    • Game Round
    • Difficulty
    • Setup
    • Sample Solo Setup
    • Automa
      • Attack Preference
      • Initiative Value
      • Abilities Management
      • Movement
    • Focus Rules
  • Game Mods
    • Time Limitations
    • Game Master
    • Negotiations
    • Market Hall
    • Luckless
    • Fog of War
    • Closed Hand
    • Tower Defense
    • Reincarnation
    • High Income
    • Mercenaries
    • Sanctuary Forts
    • Clone Wars
  • Sample Battle Scenario
    • Round 1
    • Round 2
    • Round 3
  • Glossary & Symbols
  • Quick Reference
    • Setup
    • Game Round
    • Players Turn
    • Monsters Turn
    • Status Effects
    • Winning Conditions

Game Components

Faction elements (per faction):

  • 1 Hero Board
  • 1 Hero Standee
  • 3 Unit Boards
  • 3 Unit Standees
  • 2 Dice
  • 1 Progress Board
  • 1 XP Marker
  • 1 Income Marker
  • 7 Forts
  • 12 Skill Cards (Core and Advanced)
  • 3 Upgrade Tokens (set total: 12)

Other components:

  • 16 Map Pieces
  • 20 Monster Cards
  • 20 Monster Standees
  • 12 Treasure Chest Tokens
  • 39 Status Effect Tokens
  • 45 Gold Coins
  • 30 Damage Tokens
  • 58 Item Cards
  • 6 Helper Cards

(Set totals: 4 Hero Boards, 4 Hero Standees, 12 Unit Boards, 12 Unit Standees, 8 Dice, 4 Progress Boards, 4 XP Markers, 4 Income Markers, 12 Upgrade Tokens, 28 Forts, 48 Skill Cards.)

Game Setup

Prior to every session of Boardquest you will be asked to prepare the map and organize the game elements.

Preparation Steps

Follow these steps to prepare the game and assemble the required components:

  1. Shuffle all Map Pieces. To build the map you will need 4 pieces per Player. Set aside the required number of pieces, face down.
    • Example: You will need 8 Map Pieces for 2 Players.
  2. Set aside all game elements:
    • the Gold Coins
    • the Damage tokens
    • the Status Effect tokens
    • the Item Cards deck, shuffled & facing down
    • the Monster Cards deck, shuffled & facing down
    • the Monster miniatures
    • Treasure Chest tokens
    • Upgrade tokens
  3. Each Player chooses a faction from Humans, Elves, Orcs, and Demons. Once decided, each Player should receive their faction's elements:
    • the dice (2)
    • the Hero standee and Hero Board
    • the Progress Board, XP and Income markers. Place the XP marker on 0 and the Income marker on 6 on the Progress Board.
    • the Unit Boards (3) and their standees
    • the Forts (7)
    • the Skill Cards (12): those need some extra prep. First separate out the Core and Advanced Skills. Shuffle the Core cards and place them nearby: these are your Starting Deck. Then shuffle the advanced cards and set them aside: this is your Leveling Deck.
  4. Each Player receives 10 Gold Coins.

See the Sample 2-Player Setup on page 5 for the recommended component distribution on a table.

Spotlight: Choosing Your Faction

Humans - Difficulty: Low | Play: Offensive. Humans of Hellos reside in the south of Liria. They have mastered sword, shield, and bow, making them an apt choice for first time commanders. Their commander, Gregor the Mighty, is the most effective when positioned at the forefront of the battlefield.

Orcs - Difficulty: Medium | Play: Mixed. The Orcs of Dogan are a tribal nation. They possess superhuman strength and revere in ancient art of shamanism. Their commander, Bilar, makes for a great warrior and healer. Orcs are born fighters: not only they don't fear blood, they get more powerful when damaged!

Elves - Difficulty: Medium | Play: Defensive. The Elves of Numiria are an ancient race bound to nature by arcane magic. They are skilled at using their surroundings to their advantage. Their commander, Daria Nightshade, uses her powers to protect her people and keep the woods of Numiria safe.

Demons - Difficulty: High | Play: Mixed. The demon faction were - involuntarily - summoned to Liria through a magical portal. Stranded on a strange land, they rely on their cunning leader Raegar to prevail. Raegar manipulates the life and death points of his enemies and foes to gain advantage in battle.

Map Assembly

Every game of Boardquest is fought over a different map, with a unique set of Monsters and its own distribution of Treasure Chests. At the beginning of each session, the Players assemble the map.

Tip: Conquered Forts award you Income and provide your troops with extra Defense.

  1. The Starting Player is decided with a dice roll; highest goes first! The Starting Player will start all subsequent rounds (setup and gameplay).

  2. The Starting Player initiates the map building by putting down the first Map Piece. The piece may be placed anywhere and rotated.

  3. The Players take turns placing the Map Pieces until none are left. All new pieces should:

    • touch each other (by at least two hexagons of at least one adjacent piece), and
    • form a maximum of 4 Map Pieces in a line.

    We recommend creating a square-shaped map. The map may be shifted around to fit a new piece but cannot be rotated as a whole.

  4. The Players take turns placing their Starting Forts. A Starting Fort should be placed on the Map Piece closest to each Player (if more than one meets that condition, choose the preferred location), on a border tile, face up.

  5. Each Player places their Hero on their respective Starting Fort.

  6. The Players take turns placing the neutral Forts. These are your faction Forts, turned face down. Each Player places 3 Forts in total (incl. the Starting Fort). Each Fort must be separated from other Forts by at least 2 tiles, and reside on an unmarked tile (i.e., not occupied by a Monster or Treasure).

  7. The final neutral Fort may belong to any faction. It is placed face down on a tile agreed by the Players, preferably in the middle (if possible). Altogether, there will be 7 Forts in a 2-Player game, 10 in a 3-Player game, and 13 in a 4-Player game.

  8. Place a Treasure Chest token on every tile marked with a Treasure symbol.

  9. Populate the map with Monsters. Locate the tiles marked with a Monster symbol and roll a die to determine the Monster's rarity:

(Illustrations: viable locations for a Starting Fort; sample initial distribution of Forts in a 2-player game.)

Sample 2-Player Setup

Layout (from the diagram): each Player has an area (Player 1 - Humans, Player 2 - Orcs) holding the Hero Board with 10 Gold on top, the Unit Boards stacked with units set aside, the Progress Board (XP Marker at 0, Income Marker at 6) placed under the Hero Board, the Hand (empty), the Starting Deck face down, the Leveling Deck face down, and the Discard face up. The central area holds the Treasury (Gold Coins), Damage Tokens, Status Effect Tokens, Upgrade Tokens, Monster Cards spread face up, Item Cards stacked face down, and the Shop (empty). On the map, each Starting Fort is face up with the hero on top, neutral Forts are face down, Monster tiles have the Monster on top, and Treasure Chests sit on their marked tiles.

Tip: We recommend placing your Progress Board under your Hero Board. Keep the right-hand side for the Skill Cards and manage your Units on the left.

Tip: Place the Monster cards close to their standee on the map, to easily reference during the game.

Gameplay

Prefer to learn the game as you go? Go to the Sample Battle Scenario on page 25.

Winning & Losing the Game

In order to win, defeat the other Hero(s) or conquer sufficient Forts, using the formula: ((number of Players in a team)*3 + number of teams)

Example: In a 2-Player game, you need to claim 5 Forts to win (2 teams with 1 Player in each), in a 3-Player scenario 6, and in a 4-Player 2vs2 game, 8.

A Player loses the game if they don't hold any Forts. In the case that only one Player remains in the game that Player automatically wins the game.

Game Round

A single round in Boardquest is comprised of the following stages:

  • Player turns
  • Monster turns

This sequence is then repeated until one of the Players satisfies the winning conditions.

Player Turns

The Starting Player opens every round, followed by other Players, clockwise. A single turn is complete once the current Player has used all their actions or passed their turn to the next Player.

Every Player's turn follows a similar structure:

  1. The Player claims Gold equal to their Income. To calculate your Income, use 5 Gold as a base and remove 1 Gold Coin per every recruited Unit, and add 1 for every conquered Fort: Income = 5 + number of forts - number of units

    Example: Initially, your Income is 6: you own one Fort and no Units.

  2. Draw a new Skill Card from the deck to the Player's hand, up to a maximum of 3 cards.

  3. Resolve Positive Status Effects.

  4. Play your actions. Players are free to perform their actions in any order and at any point during their turn.

  5. Resolve Negative Status Effects and apply damage if relevant.

Tip: Character Actions are detailed on page 7. Go to page 8 to read more about Monster Actions. Status Effects can be found on page 17.

Monster Turns

A Monster turn takes place at the end of the round, after all Players finished their turns. Monster actions are resolved in turns as well, however in a random order. You may decide this sequence by rolling a dice. A Monster might move, attack, or do nothing during their turn.

Game Mechanics

Character Actions

During the Player turn, you may perform actions as your Hero and the Units you recruited. There are General Actions, Item Actions, Hero Actions, and Maneuvers in the game. General Actions cover army administration, i.e., recruitment and upgrades. Item Actions are about utilizing Items and managing your inventory. Hero Actions refer to your Hero's Skills. Finally, Maneuvers are the actions performed by your Hero or Units on the board, in essence move or attack. The table below lists the available actions, who can perform them, and the limitations that apply.

There is no cap on the number of General, Item, or Hero Actions allowed per turn: you might recruit as many Units as you wish (and can pay for) and cast multiple Skill Cards as long as your Hero's Mana Points are not depleted. Conversely, only one Maneuver is allowed per character per turn.

When conquering or neutralizing a Fort, forgo all Hero Actions.

TypeActionPerformed byLimitation
GeneralRecruit a UnitPlayerAvailable Gold
GeneralUpgrade a UnitPlayerAvailable Gold
ItemSell an ItemHero and/or Unit(s)-
ItemBuy an ItemHero and/or Unit(s)Available Gold
ItemEquip an ItemHero and/or Unit(s)Cannot equip used Item
ItemUnequip an ItemHero and/or Unit(s)-

Example: In their turn, Orcs perform the following actions:

  1. Bilar recruits Orc Shikari at Level 1 (General Action)
  2. Bilar moves by one tile (Maneuver).
  3. Bilar casts Thunder Grasp on the Lizard Warrior (Hero Action).
  4. Orc Shikari uses Jump Attack and attacks the Lizard Warrior (Maneuver).

This concludes the Orcs' turn.

Tip: Use your Skills wisely: some, like Hibernation, will deplete your Hero's actions for the remainder of the turn, so you may want to cast it last!

Monster Actions

Within their turn, Monsters can either move or attack. Some Monsters have an innate Passive Ability or apply a Status Effect if their attack is successful. Monsters do not utilize Items or Skill Cards.

A Monster might move, attack or do nothing during their turn.

A Monster will move, if:

  • There are no opponents in the Monster's range but the Monster has been attacked this turn. It will move 1 tile towards the attacker.

A Monster will attack, if:

  • There is an opponent on an adjacent tile (even if the Monster wasn't attacked this turn), or
  • There is an opponent in Monster's range and the Monster was attacked this round.

If none of these conditions are true, the Monster won't perform any actions.

If multiple enemies are within the Monster's attack range, the Monster decides who to attack according to their Target Preference. Target Preference is marked on the Monster Card, and refers to the base stats of the characters, Item and Skill bonuses ignored. If multiple enemies in range satisfy the condition, the target is decided by a dice roll.

Monsters return to their original spot (marked with a monster symbol) if no opponents are in range and they were not attacked this round.

(Monster Card diagram labels: Target Preference, Rarity, Stats, Status Effect, Range.)

Example: Lizard Warrior has 2 enemies adjacent to him: Archer (Level 1) and Warrior Monk (Level 2). The Monster's Target Preference is set to MAX DFS. In this scenario, the Archer's defense is higher (24) and he will be targeted by the Lizard. If the attack is successful, the Archer will additionally receive the Confusion Status Effect for 1 turn.

Tip: Learn more about the battle mechanics, including Attack, Damage, Defense, and Range in the next section.

Battle Mechanics

There are 5 crucial data points to keep in mind when engaging in a battle: the attack's accuracy, its range, damage dealt by the instigator, and the defense and health points of the target opponent.

Combat Type & Range

For an enemy to be eligible for an attack, they must be within your character's Attack Range. The Attack Range will primarily correspond to your character's maximum range indicator and it may be expanded by an equipped Item. Hero Skills have their own, individual range.

The game differentiates between melee and ranged combat. Melee combat is performed on adjacent tiles. Ranged combat is non-adjacent and must be made in straight lines. Ranged combat is additionally limited by obstacles. Characters cannot shoot through obstacles, i.e., other characters or Forts. Only the Arched Shot Ability lifts those limitations. Additionally, characters cannot perform ranged attacks into, out of, or through Forest, unless granted Far Sight, which unlocks shooting from the Forest.

Unlike ranged combat, Skills may reach anyone within range. Some Skills will target just a single tile, and some will be applied on a group. Always consult the Skill Card to learn more about the attack's behavior.

Example: Orc Shikari (Range 2) may use Thieves Dagger (Range 1) only to perform a melee attack: its bonus will not be applied on non-adjacent tiles!

(Diagrams show Range 1, 2 and 3 for combat, and Range 1 and 2 for Skill / Ability, with legend: attacking character, available target, Fort, Monster, Forest.)

Attack & Defense

For an attack to be successful, the Attack Accuracy (ATK) of the instigator needs to be higher than their target's Defense (DFS).

To calculate the final attack score, use your character's Attack on their current level as a base. Add to it any attack bonuses received by equipped Items or relevant Skill Cards. Then, roll 2 dice and add the result of the roll to the score.

To verify if the attack is successful, compare the score to the target's Defense Points, adjusted by equipped Items.

Shield effects, like Burn or Pushback, are always applied, regardless if the attack was successful.

Example: Orc Warrior, Level 1, attacks a Skeleton Knight. The Orc's base Attack is 20, while the Monster's Defense is at 24. The Orc is equipped with a Longsword, boosting their Attack Accuracy to 22. To hit the skeleton, the Player must roll at least 3 (i.e., to reach 25 Attack). If successful, the Damage caused will add up to 3 (the Orc's base Damage with the Longsword's bonus point).

Critical Hit & Critical Miss

Rolling a 2 is considered a Critical Miss: your attack will fail regardless of the total attack points. Rolling a 12 is considered a Critical Hit: your attack succeeds regardless of the total Attack score, incurring an extra Damage Point. This applies to both combat and skill rolls.

Damage

The Damage (DMG) dealt after a successful attack is specified on the character's card and adjusted by any bonuses awarded by equipped Items or applied Skill Cards. When damage occurs, place a Damage Token on the enemy card to mark the score.

Defeat

If the damage dealt depletes the Health Points (HP) of the attacked character, the character is removed from the game.

A defeated Unit disappears from the game along with their Items. Their Experience Points (XP), corresponding to their current level, are awarded to the Hero of the faction that bested the Unit. Allies cannot be attacked directly, however some Skills might target them in group attacks. If they get defeated in consequence, their XP points are forfeited.

A defeated Monster drops Gold, XP points, and Loot, in amounts specified on their card. The XP and Gold are always collected by the Hero of the instigating faction while the Loot, i.e. the Items, are given to the character who dealt the final blow. As a general rule, a common Monster awards a single Item, an uncommon 2 Items, and a rare 3 Items.

Map & Terrain

Every Map Piece holds 7 hexagonal tiles. A single tile is an abstract representation of approx. 5m2 and can only host a single character at a time. In the game Mountain tiles represent hills, Water tiles ponds and rivers, and Forest tiles - groves.

Terrain Types

Each map tile is of a specific terrain type. The Terrain may influence the movement of a character, their attack ability, or applicable Status Effects.

The following Terrain can be found in the game:

  • Plain (neutral): Default tile. No special effects
  • Water: Reduces Defense by 2. Cancels Burn.
  • Mountain: Adds +1 Attack and +1 Defense.
  • Forest: Characters cannot shoot (use attacks of range of 2 or more) from, into, or through Forest.

Movement

Some general movement rules apply when traversing the map. Characters cannot pass over tiles occupied by enemies, unless their special ability (e.g., Flying) or a Skill Card (e.g., Levitation) lift that restriction. However, characters may move through tiles occupied by their allies.

All tile types other than Plain stop the character's movement. The characters can only walk over them one tile per turn. Flying lifts that limitation.

Example: A character moving from a plain tile, to another type, like Forest or Water, will be required to stop, even if their Movement Points are not depleted this turn.

(Diagram: Movement 2, map traversal.)

Treasure & Monster Tiles

Tiles marked with a treasure chest or a monster icon represent locations where Treasure Chests and Monsters reside. The tiles inherit the characteristics of the underlying terrain. In the beginning of the game, you will place Treasure Chest Tokens and Monster figures atop of these tiles. To collect the Treasure, you must end your movement that turn on the Treasure Tile.

Map Holes

Sometimes even the grandest of map designers will create maps with holes in them! A hole forms when the maps edges between the tiles don't all align. Holes should be ignored in the gameplay: you cannot move onto them; you cannot jump or fly over them; you cannot shoot over them. You cannot push or levitate characters onto them. Finally, you cannot place any tokens or forts on them. See an example of a map hole below.

Example: Misaligned Map Pieces may create holes. Ignore them in the gameplay.

Forts

Forts are critical to the game, as conquering them is one of the roads to victory. Additionally, Forts bring Income (+1 Gold per Fort) and allow you to recruit Units.

Conquering Forts

To conquer a Fort, a character must already stand on the tile hosting the Fort. When claiming a Fort, they forgo both their Maneuver and Hero Actions (in case of a Hero) that turn. Their single action is seizing the Fort.

Tip: Consider sending Units to conquer Forts instead of your Hero to be able to use Skill Cards that turn.

When claiming a Fort, you flip the neutral Fort tile to it's other side, where the faction sign depicted. If it's not your faction, replace it with yours.

A conquered Fort can be claimed by another faction. The Fort must first be switched back to neutral, before it can be seized again. Effectively, to conquer an enemy Fort, a Player must spend two turns on the same spot: one turn to neutralize the Fort, and one to conquer it.

Movement

Placing a Fort on a tile during setup neutralizes it to Plain.

Characters may walk over an allied Fort without stopping. In the contrary, an enemy Fort will force them to stop.

Bonus

A character standing on a Fort belonging to their faction or an ally receives a +2 Defense bonus. Conversely, when standing on an enemy Fort, a character's Defense will be decreased by -2 points.

Limitations

You cannot shoot through a Fort. However, weapons and characters with the Arched Shot ability may shoot over it.

Recruitment, Upgrades, and Hero Progression

Units and Heroes progress throughout the game. By leveling up your characters, you increase their strength and stamina. Your characters receive better armor and may equip more powerful Items or cast more advanced Skills.

Tip: Placing Map Pieces with monsters close to your Starting Fort is a good way to quickly advance your Hero in the early game.

Hero Progression

A Hero can advance their level by defeating the enemy Units or Monsters. They will be awarded the number of XP in line with the Unit's level and the Monster's rarity, as specified on their respective cards. When allotted the XP, the Player marks the score on their Hero's Progress Board by placing the cube on the target spot.

Unit Recruitment

A Player might recruit any number of Units during their turn, at any level. To recruit, the Player must submit the amount of Gold specified on the Unit Board (its Cost) to the Treasury.

The recruited Unit can be placed on any Fort owned by the Player. The Fort cannot be occupied by other characters. The Unit can perform their Maneuver in that same turn.

A Unit can only be recruited once per game. When defeated, it cannot return to the game.

Unit Upgrades

A Unit can be upgraded using Gold Coins, up to Level 3. The Player pays the difference between the levels. Place the corresponding Upgrade Token on the upgraded Unit to mark their level.

Example: To advance the Demon Beast from Level 1 to Level 2, the Player must submit 10 Gold Coins to the Treasury. It's the difference between Level 1 and Level 2's Cost.

Items

In the game you will encounter melee weapons, ranged weapons, shields, consumables, rings and amulets. The Items will aid you in battle through their special abilities and effects. Items can be common, uncommon, and rare.

Carrying & Equipping Items

Characters may only equip 1 weapon, 1 shield, 1 amulet, and 3 rings at the time. Some characters are unable to wear specific Item types: these limitations are always listed on their board (e.g., No Range Weapons, No Items). Ability to wear amulets must be specifically allowed for a character to be able to equip one. There is no limitation to the number and type of carried Items.

Common Items can be equipped at any character level. Uncommon Items require the character to be at Level 2 to wear, while the Rare Items are limited to Level 3 and higher.

Place equipped Items under the character board. Stack carried Items to the left of the board.

Item Actions

You can only use an Item once per character per turn. You may exchange Items with adjacent allies an unlimited number of times per turn. Do note that if the Item has been used in battle this turn, its new owner will not be able to utilize it until their next turn. New Items - purchased or awarded - may be used immediately. You may still sell an Item after it's been used this turn.

Consumables are additionally limited to using one consumable per character per turn.

Acquiring Items

There are multiple ways to acquire Items in the game:

  • By collecting Treasure Chests: a single Item is received by the character who collected a Treasure Chest and can be used in the same turn.
  • By defeating Monsters: the character who dealt the final damage to the Monster receives its Loot. Depending on the Monster's rarity it may be 1, 2, or 3 Items.
  • By purchasing an Item for 30 Gold Coins: a character chosen by the Player making the purchase receives the Item.
  • By purchasing a specific Item discarded by another Player for its price equivalent: a character chosen by the Player receives the Item.

Awarded Items are randomly selected by picking the top card(s) from the Item Card Deck, unless the Player purchases a specific Item from the Shop.

Buying & Selling Items

Heroes and Units can both sell and buy Items from the shop. Alex, the shop owner, is a teleporting goblin, this is why he can be everywhere so quickly and store unlimited Items!

In you decide to sell an Item, you'll receive the Item's price equivalent, minus the sale tax. The following tax levels are applied depending on the Item's rarity:

  • Common Item: 3 Gold Coins
  • Uncommon Item: 4 Gold Coins
  • Rare Item: 5 Gold Coins

When buying an Item from the Shop, you'll pay the Item's original price. You and your allies must wait until the next round to re-purchase the Item you sold this turn. Your opponents do not have that limitation.

Skills & Abilities

There are Skills and Abilities in the game. Skills can be described as the learned expertise of your Hero, like magic spells or war cries. Abilities are the innate powers or talents of a character, like flying, healing, or applying burn. Skills are represented by the Skill Cards, while the Abilities are outlined on the Hero, Unit, and Monster boards.

Active & Passive Abilities

Abilities are further broken down into Passive and Active. Passive Abilities - like Bloodrage or Thick Skin - are automatically applied. Active Abilities are one of the available Maneuvers. To use an Active Ability, your character must forgo moving and attacking that turn.

List of Active and Passive Abilities:

NameDescriptionType
AmuletsAbility to equip amuletsPassive
Arched ShotShoot over an occupied tile.Passive
BloodrageReceive a bonus of +2 Attack and +1 Damage when hurt.Passive
ChargeAttack after moving this turn.Passive
Double AttackAttack twice this turn (the target may be identical each time).Passive
Extra AttackAttack twice this turn (the target must be varied each time).Passive
Far SightShoot from Forest tiles (i.e., utilize ranged attacks of 2 or more).Passive
FlyingTraverse the map freely and ignore terrain changes.

Skills

Skills are exclusive to your Hero, and reflect their expertise and play style. For instance, Gregor's Skills aim to motivate his peers to attack, whereas Raegar's dark magic tends to manipulate everyone around. There are Core and Advanced Skills in the game. As your Hero levels up, you will be adding more Advanced Skills to your deck, representing your commander's growing dexterity and their character's progression.

(Skill Card diagram labels: Level, Mana Cost, Description, Dice symbol - negative skill.)

The Skill's description is the most important piece of information on the card, as it demonstrates the effect of the Skill and the characters affected by it. It also specifies the Skill's range of influence. The range (adjacent, range 2, etc.) is measured from the casting Hero, unless defined otherwise.

You can only hold 3 Skill Cards at a time. You can discard multiple Skill Cards per turn. At the beginning of every turn you may draw a Skill Card, if there are less than 3 in your hand: note that if you used more than one Skill Cards the previous turn, that will only replenish 1. Once there are no cards left in the Player's deck, the discard pile is shuffled and becomes the new deck.

When your Hero levels up, you may add 2 Skill Cards from the top of your Leveling Deck. Add them to your discard - once reshuffled they will be added to your deck.

Casting Skills

Utilizing Skills costs Mana. Your Hero can cast as many Skills as you want per turn - in addition to moving or attacking - as long as their Mana supply covers the cost. A Skill may be casted on any tile within its defined range, regardless of its type and if it's located in a straight line from the Hero or not (as opposed to ranged attacks).

There are Positive and Negative Skills. Positive Skills protect your characters or grant them bonuses - for example Inspiration or Healing Ceremony. Negative Skills may be damage-dealing or otherwise detrimental to the receiving Player, like Thunder Grasp or Possession.

To check if the attack of a Negative Skill is successful, compare the Hero's base attack with an added dice roll to the target's base defense points. Ignore any Item bonuses. Roll once in case of a group attack (e.g., Devastation) and compare the result against every target's Defense. Damage-dealing Skills are denoted with a dice symbol.

Example: Gregor, surrounded by two enemies and an ally, decides to use Stomp this turn. He casts the Skill and launches the attack. The Player rolls two dice, getting a 9. To measure the attack's scale, the result is added to Gregor's base Attack. All adjacent characters whose Defense Points are lower than Gregor's combined attack score are dealt 3 Damage Points. All Item bonuses (i.e., shields) are ignored in calculating the Defense.

Tip: As your Hero becomes more experienced, their Mana grows along their Deck, allowing you to cast more powerful Skills, and join them into formidable combos.

Status Effects

Status Effects can originate from Skills, Items, and Abilities. Some Status Effects are Negative and result in damage or are otherwise detrimental to a character. Some are Positive and will protect characters from harm. Selected Status Effects may neutralize each other. See the table on page 22 for detailed information on each effect.

It is common for some Skills to add Status Effects when casted. Negative Status Effects are only applied on a successful attack - i.e., require a dice roll. Positive Status Effects are automatically applied.

Example: Bilar casts Thunder Grasp on Archer, Level 1. The player rolls 11. The number is added to Bilar's base attack at Level 1, resulting in total ATK 30 - and successfully hits the Archer. The Stun token is placed on the tile occupied by the Archer and will be applied immediately: the Archer cannot move until the end of the receiving Player's turn, when the token is removed.

Example: Daria casts Stealth on herself. The Stealth token is placed on her tile and will be active for the rest of the round. It will be removed at the start of the receiving Player's next turn.

Items may cause Status Effects when used in combat or whilst being equipped. Negative effects are activated on a successful attack (similar to Skills) or during defense- as in the case of Fire Amulet. Positive effects are automatically applied when an Item is equipped - for instance, Dragon Shield makes a character Immune.

Heroes, Units, and Monsters have inherent Abilities that may produce Status Effects. Positive Status Effects (like Immunity) do not need to be represented by tokens during the gameplay. Abilities producing Negative Status Effects - like Ice Turtle's Freeze Ability - apply those on a successful attack.

Applying Status Effects

Every Status Effect in the game is represented by a token (you can view them on page 22). To apply a Status Effect, you place its corresponding token on the tile occupied by the affected character.

Negative Status Effects that are damage dealing (e.g., Burn) are resolved and removed at the end of the receiving Player's turn, giving the Player an opportunity to counter the effect (see more about neutralizing Status Effects on the next page). In case the active Player's character is affected, the same rule applies for what is remaining of their turn.

Negative Status Effects that are not damage dealing, like Stun or Fear, take effect immediately and are removed at the end of the receiving Player's next turn.

Positive Status Effects take effect immediately and are removed at the start of the receiving Player's next turn.

Every Status Effect has a duration expressed in rounds. To reflect that duration on the map, place the equivalent number of tokens on the occupied tile. Remove one token per round.

Example: Effect duration and the damage associated with it (if any) are depicted on the Item, Skill, and Monster Cards, when applicable. (Diagram: a hexagon showing Strength, e.g. 2, and Duration in rounds, e.g. 1.)

Stacking Status Effects

It's possible to receive multiple Status Effects of the same kind as a result of different attacks. Those effects are not added up.

For damage-dealing Negative Status Effects, such as Poison, you first place the more powerful tokens for their prescribed duration. If the weaker effect's duration is longer, it is applied once the more powerful effect vanishes.

For the non-damage effects (such as Freeze), the effect with a longer duration is applied.

Example: Stack 2 Burn tokens to denote the effect duration of 2 rounds.

Example: A character is given 2 Burn for 1 turn, then additionally 1 Burn for 2 turns. The Player applies 2 Damage in turn 1 and 1 Damage in turn 2.

Neutralizing Status Effects

Some Negative Status Effects may be cancelled before causing any harm. Poison is removed when a character is healed. Burn and Freeze neutralize each other: each may be neutralized as a result of another (opposite) attack or simply by absorbing the effect of an equipped Item (e.g., Burn will be absorbed by the Frost Fang).

Additionally, Burn is removed by walking onto a Water tile. Sleep may be broken forcefully. The effect is lifted when the affected character receives damage or an adjacent ally sacrifices their Maneuver to wake them up. Curse is automatically lifted if its originator leaves the game.

Tip: Use your turn to cancel the undesirable Status Effects. Walk your characters onto Water to neutralize Burn; heal them to remove Poison; equip them with weapons causing Burn to avoid Freeze.

Example: Orc Warrior, is dealt 2 Burn for 2 rounds. The receiving Player stacks 2 Burn Tokens with 2 value on the tile occupied by the Unit. Each token represents a game round.

The receiving Player starts their turn. Within the duration of their turn they may manage to cancel the effect, e.g., by directing the Orc Warrior onto a Water tile. If they fail to do so, at the end of the Player's turn the Player resolves the first token and deals the equivalent Damage to the Unit (by placing a 2 Damage token on the card). If the Burn effect is not neutralized the next round, the same repeats.

Example: Raegar casts Devastation. The player rolls 4. The number is added to Raegar's base attack at Level 3, resulting in total ATK 27. Within range 2 of Raegar there are Demon Beast at Level 3 (27 DFS), Daria at Level 2 (with 25 DFS), and Dark Mistress at Level 3 (25 DFS). Daria and Dark Mistress are hit by the Skill's effect while Demon Beast is spared because of Immunity.

Burn tokens are placed on Daria's and Dark Mistress' tiles. The active Player has until the end of their turn to prevent Burn from causing damage to the Dark Mistress.

Burn will be applied to Daria only at the end of the receiving Player's turn, giving them time to counter the effect.

Summary

The following Status Effects can be encountered in the game. For more information on how to apply them in battle, please refer to the earlier section.

NameDescriptionType
BurnA burned character receives x Damage per turn. The effect is cancelled by Water and Freeze.Negative; damage-dealing
ConfusionA confused character cannot attack but can move and use Skills and Active Abilities.Negative; non damage-dealing
CurseA cursed character receives x Damage per turn. Curses are automatically lifted when their originator leaves the game.Negative; damage-dealing
FearA character affected by Fear lowers their Defense by x.Negative; non damage-dealing
FreezeA frozen character cannot move but can attack. The effect is canceled by Burn.Negative; non damage-dealing
ImmunityAn immune character is not affected by Negative Status Effects.Positive
PoisonA poisoned character receives x Damage per turn. Poison is removed if a character is healed.

2+ Player Rules

Boardquest can be enjoyed with 3 or 4 Players as well. In a 3 or 4 Player scenario, all Players fight against each other. In the 4 Player scenario, the Players may also decide to form teams (2 vs 2).

Free for All (3 & 4 Players)

A 3- and 4-Player game mode follows all the rules outlined in this rulebook, with the following additions:

  • A Hero that defeats another Hero claims the XP points of the defeated, calculated using the formula: XP = Hero Level * 100
  • On a Hero defeat, all Units are removed from the game.

2 vs 2 (4 Players)

In this mode, Players form teams of 2. The Victory conditions are the same: to win, you either defeat the other heroes or conquer sufficient Forts as a team. That's 8 Forts to capture between both allies.

Effectively, a multiplayer team acts as a single Player team rule-wise. To decide the turn order, roll one set of dice per team. Set up the map by alternating teams.

Team turns are always resolved in parallel. The players in a team receive their Gold and Skill Cards at the same time. They may play their characters in any sequence, exchange Items and Gold with each other, use their Hero's Skill Cards on each other, and even control characters of allied Players.

Some special rules apply:

  • A Player that defeats another Hero claims the XP points of the defeated, calculated using the formula: XP = Hero Level * 100
  • When a Hero is defeated, their Hero Board, miniature, and the Progress Board are removed from the game.
  • When a Hero is defeated, the allied Hero gains control over the orphaned army. The army costs are still applicable.
  • When a Hero is defeated, the allied Hero inherits the allied Forts. The Forts continue to generate income and may be used to recruit Units of the remaining faction. The Forts continue to count toward the Victory condition.
  • Your Income cannot be negative: it stops at 0.

Campaign Rules

The campaign mode is a Player vs AI (automa experience) that may be played solo or co-operatively, with up to 2 Players. The majority of the game rules are identical to the ones you know from the Player vs Player modes. No additional components are required to play the campaigns.

New Rules

Some new rules were introduced to the game to achieve the best campaign experience:

  • Map Setup: you will not assemble the map yourself. Each scenario comes with a preconfigured map, including the placement of Forts, Treasure, and scenario characters. The treasure and monster symbols printed on the Map Pieces are ignored in this mode.
  • Income has been removed from the game. A scenario will grant you a fixed amount of Gold that you can spend on purchasing Items and upgrading your Units.
  • Unit recruitment has been removed from the game.
  • Hero and Unit levels are fixed at the start of the game. Your Hero can still gain XP.
  • Skills: your Starting Deck is still the same, however when leveling up your Hero or starting from Level 2 or higher you choose your Advanced Skills.
  • Items equipped and available to purchase are fixed at the start of the game.
  • Monster Defeat: defeating Monsters awards XP however not Loot nor Gold.
  • Monster Turn has been removed from the game. There is an Enemy Turn instead that groups your foes and the Monsters.
  • Monster Adjustments: Monsters move in a way defined by the Automa rules of each scenario. Bipedal Monsters (Skeleton Knight, Minotaur, Goblin Fighter, Lizard Warrior, Mountain Troll) may equip weapons.
  • Initiative Value (IV): Automa-controlled characters are assigned an Initiative Value that defines their action order.
  • Winning and Losing Conditions: the winning conditions are set by the scenario.
  • In a co-op mode, simply divide the characters between the Players.

Game Round

A single round in the campaign mode is comprised of the following stages:

  • Player turn
  • Enemy turn, performed by the Automa-controlled characters following the order of their Initiative Value, from lowest to highest.

This sequence is then repeated until the scenario's winning or losing condition is satisfied.

Difficulty

You can control the difficulty level of each scenario by adjusting available Gold.

Setup

Consult each scenario to prepare the required game elements. Use the following setup sequence as a guideline:

  1. Scenario Setup: select the Map Pieces listed in the scenario and construct the Map as outlined. Place the Treasure Chest tokens on the map. Pick the Items from the Item Deck and place them nearby.
  2. Enemy Setup: Populate the map with enemy miniatures. Place the Hero, Unit, and Monster Boards and Cards close to their corresponding miniatures and mark their level on the Progress Board (if it's a Hero) or with an Upgrade Token (for Units). Equip them with Items as defined in the scenario. Prepare the Skill Decks of the Heroes.
  3. Player setup: Populate the map with your characters. Mark their level on the Progress Board (if it's a Hero) or with an Upgrade Token (for Units). Prepare the Hero Skill Deck(s): add Advanced Skills to the Starting Deck. Choose 2 Skills per every Level above 1. Shuffle the Deck and set it aside.
  4. Market: decide the scenario's difficulty. Use the allocated Gold to upgrade your Units or purchase Items available from the Market. Equip your characters with Items and/or mark their new level on their respective Board.
  5. Set aside the Damage Tokens and Status Effect Tokens.

Sample Solo Setup

See the example below for a sample scenario setup. (Diagram: Scenario Map with map tiles numbered and arranged, Treasure Chests and standees placed on marked tiles; Treasure: Items included face up; Enemy: Hero and Unit Boards and Monster Cards face up, equipped Items placed underneath; Unit Boards with equipped Items placed underneath and Upgrade Markers placed on top; Hero Boards with equipped Items placed underneath; Progress Boards with XP Marker on the first field representing the Hero's set Level; Leveling Deck face up; Starting Deck face down; Hand empty; Discard empty; Status Effect Tokens; Damage Tokens.)

Automa

Automa has been introduced as a system to govern the enemy movement and attack behavior. The characters controlled by the Automa cannot recruit and upgrade Units. Moreover, they cannot collect Items, Gold, Income, or XP points.

Attack Preference

Monsters attack the characters based on their Target preference depicted on the Monster Card. Enemy Heroes and Units always choose a target with the lowest remaining HP. In case of multiple targets with the same HP level, a dice roll is used to decide who to attack.

Initiative Value

All Automa-controlled characters have an assigned Initiative Value. The initiative decides the order of their actions: the character given the lowest number goes first and the highest last.

Abilities Management

Skill Cards allotted to the Automa-controlled Hero are determined by the scenario. The deck is shuffled before the game. At the beginning of every enemy turn, the Heroes draw one Skill Card from their decks. If the Skill cannot be applied, it gets discarded. The Automa can only use one Skill per turn. Once the deck is empty, the reshuffled discard becomes the new deck.

The scenario decides when to use Skills and Abilities, e.g., before or after each Hero's Maneuver, as well as the conditions that need to be present to utilize the particular Ability, e.g., standing next to an ally.

Movement

The enemies move on the map towards their Focus objective. Each turn they will use their available Movement Points to get as close as possible to that objective, be it the closest Fort or a specific enemy.

A character stops their movement as soon as their objective is within range.

A movement direction is always towards the objective. The path taken is decided per turn and can be broken into two parts:

  • Firstly, identify the tiles you can reach that turn that get you the closest to the objective, taking into consideration obstacles and terrain changes. Typically, 2-3 tiles are preselected.
  • Secondly, calculate the Tile Distance: the number of tiles between each preselected tile and the objective, disregarding any obstacles on the path or terrain changes. Choose the tile that connects with the objective through the shortest path. If there are paths of equal distance, a dice roll is used to decide which one is taken (higher roll). If no path gets the character closer to its objective than it already is, the character will not move and instead it will attack enemies that are within range.

This process is repeated until the objective is reached. Study the examples on the page to get started - it will become intuitive the more you play!

Example (Automa movement): In this sample scenario, an Automa-controlled demon Unit of Movement 2 is programmed to attack a Human Unit.

  • Round 1, Step 1: Two tiles can be reached by the demon that will get the Unit closer to its target.
  • Round 1, Step 2: The Tile Distance from each of the two spots to the objective is equal. The tile is decided by a dice roll.
  • Round 2, Step 1: Again, two tiles are preselected. This time one of them leads through a shorter path.
  • Round 2, Step 2: The demon moves to the selected spot.
  • Round 3, Step 1: The demon was attacked during the Player's turn by the Elven character. It ignores it. The demon may choose their next location from 2 tiles.
  • Round 3, Step 2: Only one tile represents the shortest possible distance. The demon moves there.

(Legend: Automa-controlled demon; Human Unit (Player; attack focus); Elven Unit (Player).)

Tip: Automa-controlled characters can move through tiles occupied by their allies. Consider that when devising paths.

Focus Rules

The Focus Rules are assigned per each enemy character per scenario. The table below lists the available Automa rules. As a general rule, a character that cannot move but can still attack will always do so.

NameDescription
Attack Closest EnemyThis character will attack an enemy in range using their Target Preference. If no enemy is in range, it will move towards their closest enemy. If there are multiple enemies within the same distance, a dice roll decides the target.
Attack Closest HeroThis character will move towards the closest enemy Hero or attack if the enemy Hero is in range. It will ignore any enemies even if attacked. If there are multiple enemy Heroes within the same distance, a dice roll decides the target. If no Heroes remain, the character switches to Attack Closest Enemy.
Attack Specific EnemyThis character will move towards a specific enemy or attack if the enemy is in range. It will ignore any enemies if attacked. When the enemy is defeated, the focus switches to Attack Closest Enemy.
Defend PositionThis character remains in their position. It will attack all enemies in range. If moved from its initial tile, once there are no enemies in range, it will move back to its original position.
Conquer Closest FortThis character will move towards the closest Fort and conquer it, if possible. The character will attack the enemies occupying the Fort. It will ignore other enemies even if attacked. If there are multiple Forts within the same distance, a dice roll decides the target. If no more Forts are available to conquer or the closest Fort is occupied by an ally, the Automa will switch to Defend Position on the closest Fort.
Guard AllyThis character is defending a specific ally. If there are no enemies within range 2 of the ally, it will move towards the ally until it is adjacent to it. If there are enemies within range 2 of the ally it will attack the closest one of these enemies or move towards it until it is in range. If the ally is defeated, the Automa is reset to Attack Closest Enemy.

Game Mods

Feel like spicing up the base play? Try some of the Game Mods we prepared!

Time Limitations

You may set a limit of 120 seconds per turn in a tournament setting.

You may set a time limit for the game (for example 1 hour or 2 hours). If the game isn't concluded within the set time the winner is decided by counting Victory Points. Each Fort and remaining Unit counts as a Victory Point. In case of a draw, the Player with the higher Hero XP count wins. In case of a draw, Players roll two dice each: the highest roll determines the winner.

Game Master

You may choose to have a designated Game Master for the game. It's typically the more experienced player that will manage the Treasury: make sure that all transactions, Income distribution, buying and selling Items, are performed according to the rules.

Negotiations

In versus scenarios with over 2-Players you will naturally decide to form temporary allegiances. To help with negotiations with your frenemies, you may decide to trade Gold and Items between each other - for example in exchange for a truce or for attacking your common enemy.

Market Hall

(Inspired by: Stefan) Before every player turn add 2 random Items to the Shop. They are available for purchase only that turn and get shuffled back into the Item Deck afterwards.

Luckless

For all attack rolls roll one D6 instead of two D6 and add 4 to the outcome. No critical hits or critical failures will happen in this Mod.

Fog of War

(Inspired by: Stefan) Monsters only appear when you stand next to an undiscovered monster tile. During the setup, as you populate the map with Monsters, roll for their rarity as usual and then mark Monster tiles with damage tokens representing that rarity (1 for common, 2 for uncommon, 3 for rare) instead of spawning the actual Monster yet. The Monster is revealed only when a character moves to a tile adjacent to it. To select the Monster, pick the first card from the monster deck that corresponds with the marked rarity. Place the Monster on the tile, replacing the damage token. The adjacent character may immediately attack the Monster, if able to do so.

Closed Hand

Don't show the Skill Cards in your hand to other players in this Mod. Only reveal them when you play them.

Tower Defense

In this Mod, captured Forts can attack enemies once per turn (22 Attack, 2 Damage, Range 2). The Forts do not attack characters that stand on them.

Reincarnation

Spend 10 Gold per level to revive Heroes and Units at 5 HP. Spawn them onto any of your Forts on the map. They keep all their Items, upgrades and XP. Losing a Hero is not a losing condition in this Mod.

High Income

Increase Fort Income to 2 per turn. Maximum Income is capped at 12.

Mercenaries

Choose an available Unit from any faction to recruit in your Forts.

Sanctuary Forts

(Inspired by: Bryan) Conquered Forts heal allies standing on them, awarding 1 HP per turn. Healing occurs at the beginning of a player's turn.

Clone Wars

Recruit multiple copies of the same Unit. This requires an additional copy of Boardquest. Mark the duplicates with matching Coins next to their boards and minis: e.g., a Warrior Monk recruited first would carry 1 Gold Coin both on their Unit Board and next to their miniature on the map.

Tip: Game Mods may be combined. Try the Cross Faction Recruiter with Reincarnation and Marketplace!

Sample Battle Scenario

The following battle scenario focuses on a single Player and Monster battle, omitting other Players, Monsters, and the rest of the map for simplicity.

Gregor begins his adventure from the Human's Starting Fort, with 10 Gold.

Round 1

Player Turn

  1. Gregor, the Human Hero, receives 6 Gold and a new Skill Card (Charge) in the beginning of the Player's first turn.
  2. Gregor moves onto the tile containing a Treasure Chest. It's a Longsword! Gregor equips it and ends his turn.

Monster Turn

  1. The Lizard Warrior has not been attacked this round and with no enemies in range, he rests.
CharacterATKDMGDFSHPMVMGoldIncomeSkill CardsItems
Gregor20221211166[Charge][Longsword]
Lizard Warrior183248-----

Round 2

Player Turn

  1. In the beginning of the turn Gregor claims his Income of 6 Gold Coins and a new Skill Card (Overkill).
  2. Gregor decides to recruit an Archer at Level 1. The Archer's miniature is placed on the Starting Fort and their Board is added to the game. The spent 20 Gold Coins are submitted to the Treasury.
  3. The Archer uses his Maneuver to attack. With a high roll of 8, he hits the Lizard and deals a total of 2 Damage points.
  4. Gregor moves closer towards the Monster and casts Charge to grant him an additional attack this turn.
  5. Gregor launches his attack. His Attack Accuracy at Level 1 is 20, boosted by 1 by the Longsword. The Player needs to roll 4 or higher to hit. It's a 6! The Lizard is almost gone with a total of 5 incurred Damage Points.

Monster Turn

  1. The Lizard Warrior identifies a target in range. He launches an attack: a roll of 4 is sufficient to hit.
  2. Gregor, thanks to his Thick Skin Ability, receives only 2 Damage points. He's also Confused: next round he won't be able to attack!
CharacterATKDMGDFSHPMVMGoldIncomeSkill CardsItems
Gregor2132119125[Overkill][Longsword]
Lizard Warrior183243-----
Archer

Round 3

Player Turn

  1. Gregor collects his Income - this time it is 5 Gold Coins, 1 deducted for the recruited Archer - and a new Skill Card (Overkill).
  2. Gregor cannot perform any Maneuvers this turn, but he may use Skills. He casts Overkill on the Archer. Having rolled a high 10, the Archer hits the Lizard and deals a total of 4 Damage points.
  3. The Lizard Warrior has been banished from Liria! The Monster miniature leaves the board.
  4. The Hero is awarded 10 Gold and 100 XP, progressing to Level 2 on the Progress Board. This grants Gregor 2 new Skill Cards: the Advanced Skills are added from the Leveling Deck to the discard.
  5. Finally, an Item Card is lifted from the Item Deck: it's a Longbow. It's awarded to the Archer as the one who dealt the final blow to the Monster.

Glossary & Symbols

TermDescription
AllyA Hero, Unit, or Monster
CharacterEveryone in the Player's faction and their partner's faction in a 2vs2 scenario.
EnemyOpponent factions and Monsters
Active AbilitySpecial ability. Forgo other maneuvers to use.
Focus RuleAutoma-controlled character's objective in a scenario.
General ActionUnit recruitment and upgrades.
Hero ActionCasting and discarding Skill Cards.
Initiative Value (IV)Order of Automa-controlled charactres.
Item ActionBuying, selling, exchanging, and using Items.
ManeuverMove, attack, use Active Ability, or conquer Fort.
Negative Status Effects

Symbols: Common (ATK, DFS, Dice Roll, DMG, Gold (per Round), HP, Mana, MVM, Range, Rounds); Skills & Abilities (Arched Shot, Bloodrage, Charge, Double Attack, Extra Attack, Far Sight, Flying, Healing Orb, Healing Nova, Jump Attack, Lifeleech, Possess Minion, Sword Master, Thick Skin, Tunnel Vision); Status Effects (Burn, Curse, Confusion, Fear, Freeze, Immunity, Poison, Pushback, Sleep, Stealth, Stun); Equipment (Can equip amulets; Cannot equip any Items; Cannot equip range weapons; Cannot equip melee weapons); Maps (Cancel Burn; Monster tile; Restricted range (cannot shoot to/from/through forest); Stop MVM; Treasure Chest).

Quick Reference

Setup

4 Map Pieces per Player; 3 Forts per Player + 1 in the center; 10 Gold per Player.

Monsters: Common: Map Piece with Starting Fort. Common or Uncommon: 1 away. Uncommon or Rare: 2 away.

Game Round

A single round in Boardquest is broken into Player turns and Monster turns.

Players Turn

Repeat per Player, go clockwise.

  1. Collect Gold equal to your Income. Income = 5 + Forts - Units
  2. Draw a new Skill Card, up to 3 cards in hand.
  3. Resolve Positive Status Effects.

Play your actions in any order:

  • General: Unit recruitment & upgrades
  • Item: use / consume / sell / buy / exchange Items
  • Hero: use / discard a Skill Card
  • Maneuver (choose one): Move / Attack / Active Ability / conquer Fort / neutralize Fort
  1. Resolve Negative Status Effects and apply damage if relevant.

Monsters Turn

Repeat per Monster, random order or roll dice.

A Monster will attack, if:

  • there's an enemy on an adjacent tile
  • it was attacked and there's an enemy in range

A Monster will move, if there are no opponents in the Monster's range but the Monster has been attacked this turn. It will move 1 tile towards the attacker.

Status Effects

  • Burn: You receive x Damage per turn. Canceled by water and Freeze.
  • Confusion: You cannot attack but can move and utilize Skill Cards.
  • Curse: You receive x Damage per turn.
  • Fear: Your Defense is lowered by x.
  • Freeze: You cannot move but can attack. Canceled by Burn.
  • Immunity: Negative Status Effects don't affect you.
  • Poison: You receive x Damage per turn. Heal to remove poison.
  • Sleep: You cannot perform any actions. Lifted by damage or an ally sacrificing a maneuver.
  • Soul Bond: All damage received by the protected character is absorbed by the other.
  • Stealth: You cannot be attacked, unless in a group attack.
  • Stun: You cannot move but can attack.

Winning Conditions

Defeat other Heroes or conquer Forts:

  • 2 Players: 5 to win
  • 3 Players: 6 to win
  • 4 Players: 7 to win
  • 4 Players (Co-Op): 8 to win
  • Monsters residing on the Map Pieces hosting Starting Forts are common.
  • Monsters adjacent to Map Pieces with Starting Forts can be common or uncommon, as decided by a dice roll (roll 1-3 for common, 4-6 for uncommon).
  • Monsters further away are either uncommon or rare, as decided by a dice roll (roll 1-3 for uncommon, 4-6 for rare).

Pick the first Monster that matches the specified rarity from the Monster deck; place the discarded cards on the bottom of the deck. If no Monster of that rarity is available, roll a dice to replace it with one of a rarity below (1-3) or above (4-6).

ItemPass an ItemHero and/or Unit(s)-
ItemConsume an ItemHero and/or Unit(s)One consumable per character
HeroCast a Skill CardHeroAvailable Mana
HeroDiscard a Skill CardHero-
ManeuverUse an Active AbilityHero and/or Unit(s)Choose 1 Action (applies to all Maneuvers)
ManeuverMoveHero and/or Unit(s)Choose 1 Action
ManeuverAttackHero and/or Unit(s)Choose 1 Action
ManeuverConquer FortHero and/or Unit(s)Choose 1 Action
ManeuverNeutralize FortHero and/or Unit(s)Choose 1 Action
Passive
Healing NovaHeal everyone (allies and enemies) in range, but not self.Active
Healing OrbHeal self or ally in range.Active
ImmunityAn immune character is not affected by Negative Status Effects.Passive
Jump AttackJump over one tile in a straight line, then attack an enemy in range. Must be able to move and attack (e.g., not Stunned or Confused). May decide not to attack. The intermediate tile might be occupied.Active
LifeleechSelf-heal equal to base damage on a successful melee attack.Passive
Possess MinionManeuver an ally in range. The ally must be of lower or equal level to the casting character and have no moves left this turn.Active
StealthYou cannot be attacked or take damage this turn, unless in a group attack (e.g., Acid Rain). Valid only in the Forest and Mountains.Active
Sword MasterEquip two melee weapons. Bonuses from both weapons are added up during attack. Shields cannot be worn if two weapons are equipped.Passive
Thick SkinReduce the Damage Points by 1 on all Damage received.Passive
Tunnel VisionMove in a straight line.Passive
Negative; damage-dealing
SleepA sleeping character is immobilized, i.e. cannot perform any actions. Sleep is lifted if the character receives Damage. Additionally, another character may sacrifice their Maneuver to wake up an adjacent ally.Negative; non damage-dealing
Soul BondTwo characters may be connected by a Soul Bond: all damage received by the protected character is absorbed by the other.Positive
StealthA stealthed character cannot be attacked but may take Damage in a group attack.Positive
StunA stunned character cannot move but it can attack.Negative; non damage-dealing
19
2
22
8
1
-
-
-
-
Damage- and Status Effect-dealing effects, detrimental to the player.
Passive AbilitySpecial ability, applied automatically.
Positive Status EffectsProtective and damage-neutralizing effects.
SkillHero's unique power, represented as a Skill Card.
Target PreferenceMonster's preferred attack target in case of multiple enemies in range.
ATKAttack points
DMGDamage points
DFSDefense points
HPHealth points (Life)
LootNumber of Items awarded by a Monster on defeat
MPMana points
MVMMovement points
XPExperience points