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Boss Quest

Boss Quest Rulebook

Table of Contents

Table of Contents

  • Game Objective
  • Components
  • Setup
  • Course of the Game
    • 1 — Starting Equipment
    • 2 — Player Turns
    • 3 — Combat
  • End of the Game or Start of a New Round
  • Spell Cards
    • A. Activating a Spell
    • B. Discarding a Spell
    • Spell Effects
  • Game Extensions
    • Extension: Potions
    • Extension: Companions
    • Extension: Final Boss
    • Extension: Boss Ul'ul
  • Additional Rules
    • 6 Players
    • 2 Players
  • Solo Quest
    • 1. Quest Objective
    • 2. Setup
    • 1st Wave
    • 2nd Wave
    • 3. Final Assault
  • Credits

Game Objective

A player's total attack strength must be as close as possible to the BOSS's hit points (HP), without ever exceeding them.

To achieve this, each round the players will face a BOSS by equipping themselves with WEAPON cards that increase their attack strength. Each player then goes to meet the WIZARD, who offers them SPELL cards to optimize their attack ability, or to play dirty tricks to set back their rivals.

The game ends when a player has won 5 KEYS or lost all their HEARTS. In every case, whoever holds the most KEYS wins the game.

Components

  • 8 BOSS cards (numbered 14 to 21)
  • 35 WEAPON cards (5 colors, numbered 1 to 7)
  • 20 HEART tokens
  • 23 SPELL cards (17 light-colored + 6 dark-colored)
  • 20 KEY tokens
  • 1 WIZARD card
  • 1 Princess/Prince card
  • 6 Knight pawns + 6 stands
  • 6 player aids
  • Potions extension: 3 WEAPON cards, 1 SPELL card (2 copies)
  • Companions extension: 6 COMPANION cards, 1 SPELL card (3 copies)
  • Final Boss extension: 1 MegaBoss card
  • Boss Ul'ul extension: 1 Ul'ul BOSS card

Setup

With 2, 3, or 4 players: it is recommended to remove all green WEAPON cards and the "green-colored WEAPONS" SPELL card.

For your first game, we recommend playing without the extensions. Later, feel free to add them in to bring some chaos to the game. The first player is whoever most recently played a video game.

  • Each player chooses a Knight pawn and places it in front of them.
  • Place the KEY tokens on the edge of the table; they will be used later.
  • Each player receives 3 HEART tokens; the rest will not be used in this game.
  • Shuffle the BOSS cards and place them face down in the center of the table: this is the BOSS deck.
  • Reveal the first card of the BOSS deck.
  • Place the WIZARD card in the center of the table. Shuffle the SPELL cards and place them face down next to it: this is the SPELL deck.
  • Below the WIZARD, lay out face up as many SPELL cards as there are players, plus one SPELL card face down: this is the mystery SPELL card.
  • Place the WEAPON cards in front of the first player (the Armorer): this is the WEAPON deck.
  • Place the Princess/Prince card on the edge of the table, on whichever side you prefer.

Course of the Game

The game is divided into rounds. Rounds are played until one of the end-of-game conditions is met.

End-of-game conditions:

  • If a Knight has 5 KEYS (at 2, 3, or 4 players) or 4 KEYS (at 5 players), that player is the grand winner.
  • If a player loses their last HEART, the game ends immediately. That player has lost the game, and the player with the most KEYS wins.

1 — Starting Equipment

The Armorer shuffles the WEAPON deck and deals a first card, face down, in front of each player, then deals a second card, face up. Each player therefore has 2 cards in front of them, one hidden and one visible. Each player may see their own hidden card (but not anyone else's!).

To calculate their attack strength, each player secretly totals the 2 WEAPON cards in their possession, then returns them to their place.

2 — Player Turns

Going in turn order, starting with the player to the left of the Armorer, each Knight chooses between 2 actions:

A) Add WEAPON cards to adjust their attack strength: complete their equipment. B) Consider their attack strength satisfactory: go meet the Wizard.

Careful — this choice is final: a player who has gone to the WIZARD cannot go back to complete their equipment.

A) Complete your equipment:

The player asks the Armorer for 1 to 4 cards from the WEAPON deck. They must state out loud the number of cards desired. Once the cards are given, the player must keep all of them and place them face up in front of them. Players may take more WEAPON cards on their following turn. On their own turn, the Armorer must also state out loud the number of WEAPON cards they want before serving themselves.

Careful — if a player's attack strength has accidentally exceeded the BOSS's HP (the player must not announce this), they must go to the WIZARD on their very next turn.

Once only one player remains in phase A ("complete their equipment"), that player may ask the Armorer for cards only one last time. They must then immediately go to the WIZARD.

B) Meet the WIZARD:

The player advances their Knight pawn onto the WIZARD card. The WIZARD makes spells available, but none of these spells is active until a player decides to resolve it.

Each Knight who arrives at the WIZARD chooses between 2 actions:

  • Either activate an available spell card at the WIZARD and apply its effect. Dark-colored SPELL cards are placed on a player's game area (their own or another player's); light-colored SPELL cards are placed next to the BOSS.
  • Or discard an available spell card at the WIZARD without applying its effect (so that no other player can activate it).

The player then waits until all other players have arrived at the WIZARD. They no longer play for the rest of the round.

Once all players have gathered at the Wizard, combat begins!

3 — Combat

Elimination conditions for the round:

  • A player's attack strength exceeds the BOSS's HP: they discard one of their HEARTS, having wounded themselves under the weight of all their weapons.
  • The conditions of active SPELL cards are not met by a player: they do not lose a HEART.

Deciding among the remaining players:

Whoever has attack strength closest to the BOSS's HP wins the round and gains a KEY. In case of a tie, the player with the fewest WEAPON cards in front of them wins the KEY. If there is still a tie, all players involved each win a KEY.

If one or more players match the BOSS's HP value exactly with their attack strength, they achieve a PERFECT. All players who achieve a PERFECT win a bonus KEY. This means a player who wins the round with a PERFECT gains 2 KEYS.

In every case, the BOSS is defeated.

End-of-round example:

  • Julien is eliminated from the round because his attack strength exceeds the BOSS's HP; he loses 1 heart.
  • Lucie is eliminated from the round because she does not meet the condition of the SPELL card (having 1 blue-colored WEAPON card).
  • Benjamin loses the round because, although he meets the condition of the SPELL card (having 1 blue-colored WEAPON card), Élodie's attack strength is closer to the BOSS's HP.
  • Élodie wins the round because she meets the condition of the SPELL card and her attack strength is closest to the BOSS's HP. She gains 1 key.

End of the Game or Start of a New Round

End-of-game conditions:

  • If a Knight has 5 KEYS (at 2, 3, or 4 players) or 4 KEYS (at 5 players), that player is the grand winner. They free the Princess, while the other, defeated Knights return to the kingdom covered in shame.
  • If a player loses their last HEART, the game ends immediately. That player has lost the game, and the player with the most KEYS wins.

In case of a tie in KEYS, the player with the most HEARTS in their possession wins the game and frees the Princess. If players are also tied in HEARTS, then all tied players win the game.

If the end-of-game conditions are not met, prepare the next round.

Setting up a new round:

  • The BOSS card is discarded and the next one is revealed.
  • The SPELL cards set out during the previous round are discarded and replaced.
  • The player to the left of the Armorer becomes the new Armorer.
  • The Armorer collects all WEAPON cards, shuffles them, and rebuilds the WEAPON deck.

If, at any point, the BOSS deck or the SPELL deck runs out, gather up the discards and form a new deck.

Off we go for a new round: repeat steps 1 through 3 until the end of the game.

Spell Cards

SPELL cards can modify the BOSS's HP, players' attack strength, and sometimes even change certain rules for the duration of the round.

At the start of the round, the SPELL cards set out next to the WIZARD are inactive. Every time a player meets the WIZARD, they must either activate or discard a SPELL card.

A. Activating a Spell

  • If it is a SPELL card that affects a player (dark background), the SPELL card is placed immediately in front of the targeted player, next to their WEAPON cards. A SPELL card affecting a player can be applied to any player, including yourself.
  • If it is a SPELL card that affects the BOSS or the round's rules (light background), it is placed immediately next to the BOSS card.

An "active" SPELL card applies its effect for the current round only (see the list of SPELL cards below for details).

The Mystery SPELL card: one of the SPELL cards is set out face down at the start of each round. The player must announce whether they want to activate or discard it without looking at it first. If the player decides to activate it, they turn it over and it is henceforth treated as an active spell, with no going back on the decision.

B. Discarding a Spell

The SPELL card is placed directly in the SPELL discard pile. No player may activate it any longer. An already-activated SPELL card cannot be discarded.

Spell Effects

Dark-colored SPELL cards are placed on a player's game area — their own, or another player's (they do not affect all players):

  • Increases a player's attack strength by 1.
  • Increases a player's attack strength by 2.
  • Decreases a player's attack strength by 1.
  • Decreases a player's attack strength by 2.
  • Swaps the hidden WEAPON card of the player who activates this spell with the hidden WEAPON card of another player. Once used, it is discarded.
  • Swaps one of the WEAPON cards (hidden or visible) of the player who activates this spell with the top card of the WEAPON deck. Once used, it is discarded.

Light-colored SPELL cards are placed next to the BOSS (they affect all players):

  • Increases the BOSS's HP by 1.
  • Increases the BOSS's HP by 2.
  • Decreases the BOSS's HP by 1.
  • Decreases the BOSS's HP by 2.
  • A player who does not have at least 1 WEAPON card of the required color cannot win the round.
  • A player who does not have at least 2 WEAPON cards of the same color cannot win the round.
  • No one loses a HEART during this round.
  • Cancels an activated SPELL card that is still in play. Once used, both SPELL cards are discarded.
  • The winner of the round wins an additional KEY.
  • The 2nd player whose attack value is closest to the BOSS's HP wins the round.
  • Final turn! Each player who has not yet gone to the Wizard must take one last action: either request one or more additional WEAPON cards, or activate/discard a SPELL card at the Wizard. Then all players move to the COMBAT phase.

Game Extensions

All game extensions are bonuses unlocked through the Ulule crowdfunding campaign. They let you vary the game — use them, combine them, or ignore them, as you prefer.

Extension: Potions

The Wizard has fun spicing up your quest by placing some magic potions on the Armorer's shelves.

Setup: the 3 POTION cards are shuffled in with the WEAPON cards, and the 2 SPELL cards are added to the SPELL cards.

3 WEAPON cards: POTION cards can be read 2 ways — 1 negative, which subtracts points from the attack strength of the player who drew the card, and 1 positive, which adds points to the attack strength of the player who drew the card.

When a player receives the POTION card, they decide immediately which way to read it. They cannot change it afterward. If the POTION card is their hidden card, they decide its value when they reveal their card.

1 SPELL card, 2 copies: the player may flip the reading of the visible POTION card of any player, including themselves.

Extension: Companions

The Armorer takes you into their storeroom and shows you some hidden specimens — you discover 6 marvelous animals there. Each of them has a power that will be useful during your quest.

Setup: the Armorer shuffles the COMPANION cards, then deals one to each player. Each player places it face up next to their pawn. Undealt COMPANION cards are left face up next to the game, in reserve. The 3 SPELL cards are added to the SPELL cards.

6 COMPANION cards:

  • Permanent power: the player's WEAPON cards are considered to be of all colors.
  • Once per round: the player may look at the mystery SPELL card, or at another player's hidden WEAPON card.
  • Once per round: the player may chain, in the same turn, the equipment phase (2A) and meeting the WIZARD (2B).
  • Permanent power: in case of a tie, the player who holds this COMPANION takes the advantage.
  • Permanent power: the player does not lose a HEART if their total attack strength exceeds the BOSS's HP by 1 or 2 points.
  • On their turn, once per round: the player may replace an available spell at the WIZARD with the top card of the SPELL deck.

1 SPELL card, 3 copies: the player may swap 2 COMPANION cards in play or in reserve.

Extension: Final Boss

At the end of the game, the winner can win with greater panache by facing the ultimate MegaBoss. We asked the author to play the role himself. For those who don't know him yet, we promise it's the spitting image of him!

The last BOSS has been defeated, the victorious Knight approaches the Princess's cell, the vanquished are about to leave this infernal castle with their heads down, when suddenly the ground shakes, a wall explodes, and a hoarse cry rings out: "Did you really think saving the Princess would be that easy?!" An enormous creature suddenly appears between the victorious Knight and the Princess... It's the MegaBoss! The Knight must face him to save the Princess. The defeated Knights decide to ally themselves with the MegaBoss.

The player who won the game must make their attack strength equal the MegaBoss's HP. The defeated players will do everything they can to make the player fail, by activating SPELL cards to handicap them.

Setup:

  • Place the MegaBoss card in the middle of the table.
  • The winner requests as many WEAPON cards as they want, looks at them, and places them face down in front of them.
  • The losing Knights then each draw 1 SPELL card and agree together to activate only 1 of them.
  • The unused SPELL cards are discarded.
  • Each time the winner requests WEAPON cards, the losers activate 1 SPELL card from those available.
  • Finally, when the Knight goes into combat, they reveal their WEAPON cards. They may sacrifice their remaining HEARTS to add 1 point to their attack strength for each HEART sacrificed.

End of the game:

  • If you have no HEARTS left: too bad, you lost — you were so close. In tribute to your quest, the Princess will name her son: Almost.
  • If you manage to match the MegaBoss's HP and you still have at least 1 HEART left, congratulations — you saved the Princess.
  • You finish with 1 HEART: you become an Honor Knight of the Kingdom and a member of the Princess's escort.
  • You finish with 2 HEARTS: you become General-in-Chief of the Knights and the Princess's trusted right hand.
  • You finish with 3 HEARTS: the King ennobles you and you marry the Princess, who turns out not to be such a great match after all. In the end, after a year, you leave her and go live with the MegaBoss.

Extension: Boss Ul'ul

Suddenly the sky darkens, a piercing cry rises from the depths of the forest. In a great beating of wings, a monster with the appearance of an owl lands on the windowsill, then approaches you and gives you a warning! It's UL'UL.

You may use it as a classic BOSS, or apply its special rule: all WEAPON cards are played face down (since it is nighttime), and players lose 2 HEARTS instead of just 1 if they exceed Ul'ul's HP.

As you have understood, this BOSS is a nod to our friends at Ulule, who made Boss Quest possible. It is exclusive to this special edition!

Additional Rules

These rules offer you variants on the base game. They were added as a bonus during our crowdfunding campaign.

6 Players

  • Played with all WEAPON cards.
  • Same rules as for 5 players (4 KEYS to win), except that:
    • During setup, 5 SPELLS are set out face up (there is no mystery SPELL card, so the last player to go to the WIZARD will have no SPELL card available!).
    • The round ends when all players have gone to the WIZARD, or when there are no more WEAPON cards available.
    • Players ask the Armorer for 1 to 3 cards from the WEAPON deck.

2 Players

  • Same rules as for a normal game.
  • During setup, set out 3 SPELL cards face up and 1 face down.

Variant for bolder Knights: on each turn, when the other player is completing their equipment (phase 2A), the player who has gone to the WIZARD (phase 2B) is allowed to activate/discard an available SPELL.

Reminder: if playing with 2, 3, or 4 players, it is recommended to remove all green WEAPON cards and the "green-colored WEAPONS" SPELL card.

Solo Quest

Watch out — this is a mini quest, but the difficulty is raised!

The story: the MegaBoss and his army of Mega-villains have kidnapped the Princess. You must get rid of 2 waves of BOSSES, then defeat the MegaBoss.

1. Quest Objective

Successively get rid of the 1st then the 2nd wave of BOSSES, and finally defeat the MegaBoss. The game ends if you lose all your HEARTS. To defeat a BOSS, your attack strength must be strictly equal to its HP, and all the conditions of the SPELL cards activated on the BOSSES must be met.

2. Setup

The player places 3 HEARTS in front of them, plus the 4 "Knight" SPELL cards (the dark attack-strength cards: +1, +2, -1, and -2 attack strength).

WEAPON cards: discard 1 color, keeping only 4 colors. Shuffle the WEAPON cards to form the WEAPON pile.

SPELL cards:

  • Remove the SPELL card matching the discarded color.
  • Remove the following 5 SPELL cards: "the winner of the round wins an additional KEY", "no one loses a HEART during this round", "final turn" (the hourglass card), "the 2nd closest player wins the round" (the medal card), and "swap the hidden WEAPON card of the player who activates this spell with another player's hidden WEAPON card" — these all depend on other players or a round winner, which do not exist in the solo game.
  • Shuffle the remaining SPELL cards.

BOSS cards: set the MegaBoss aside. Shuffle the other BOSS cards.

The scene:

  • Lay out face down 2 rows of 3 BOSSES: these are the 2 waves.
  • On the 3rd row, place the MegaBoss and the Princess or Prince.
  • Next to the 1st wave, lay out face up 5 SPELL cards.
  • Next to the 2nd wave, lay out face up 5 SPELL cards.
  • Next to the MegaBoss, lay out face up 3 SPELL cards.

To raise the difficulty, the SPELL cards can be distributed like this instead: 1st wave: 5 SPELL cards / 2nd wave: 4 / 3rd wave: 3.

The solo adventure can begin!

1st Wave

You have 5 turns to defeat 3 BOSSES. Each turn you must apply the top SPELL card of the pile and assign 1 to 4 WEAPON cards to the BOSS of your choice. You are not required to finish attacking one BOSS before starting to attack another BOSS in the same wave.

  • Decide on a number of WEAPON cards to draw, then assign them all to the BOSS of your choice. The top SPELL card of the pile is automatically assigned to that same BOSS. SPELL cards can neither be discarded nor used a second time during the game.
  • Continue this way until there are no more SPELL cards available. At any time you may use your personal attack SPELLS to adjust your strength.
  • If your attack strength exceeds the BOSS's HP, is lower than it, or the attack condition (from spells) is not met: it's a failure. You lose 1 HEART per BOSS that defeated you.
  • If you still have at least 1 HEART left, you emerge victorious from the 1st wave: discard the used BOSS and SPELL cards and move on to the 2nd wave.
  • If you have no HEARTS left, it's a loss: the Princess will marry the MegaBoss, who is in fact the author of the game, and they will live happily ever after and have many children.

Reference:

  • Attack strength differs from the BOSS card's HP: the attack fails, the player loses 1 HEART.
  • Attack strength equals the BOSS card's HP, but the SPELL card's condition is not met: the player loses 1 HEART.
  • Attack strength equals the BOSS card's HP and the SPELL card's condition is met: the player loses no HEART.

2nd Wave

You have 5 turns to defeat 3 BOSSES. Same rules as for wave 1.

  • If you still have at least 1 HEART left after defeating the 3 new BOSSES, you emerge victorious from the 2nd battle: discard the used BOSS and SPELL cards and prepare for the final assault.
  • If you have no HEARTS left, it's a loss, and the disheartened Princess decides to kidnap herself and disappears forever.

3. Final Assault

You have 3 turns to defeat the MegaBoss. Same rules as for the 2 waves. However, you may discard one of your HEARTS to add 1 to or subtract 1 from your total attack strength — unless it is your last HEART.

  • If you have no HEARTS left: too bad, you were so close. In tribute to your quest, the Princess will name her son: Almost.
  • If you manage to match his HP and you still have at least 1 HEART left, congratulations — you defeated the MegaBoss and saved the Princess.
  • You finish with 1 HEART: you become an Honor Knight of the Kingdom and a member of the Princess's escort.
  • You finish with 2 HEARTS: you become General-in-Chief of the Knights and the Princess's trusted right hand.
  • You finish with 3 HEARTS: the King ennobles you and you marry the Princess, who turns out not to be such a great match after all. In the end, after a year, you leave her and go live with the MegaBoss.

Credits

A game by Christophe Lauras. Illustrations by Christina Weinman. Additional illustrations by Cyasha Rain, Nyrmr, and David Chaignon. Art direction by Emmanuel Soulié. Graphic design by Lucie Hourdequin. Logo by David Chaignon.

Published by Débâcle Jeux, 2019. This special "Édition Spéciale" printing was made possible by the Boss Quest crowdfunding campaign on Ulule.com.