2010 Puesto n.º 12455 en BGG

Quest: A Time of Heroes

2–5 jugadores 60–90 min A partir de 10 años 1.9/5 de complejidad 5.6/10 de valoración

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With the new hero-game "Quest" players experience exciting adventures at the gaming table, that unfold just like a cinematic tale. In a chain of exciting quests, most players take on the role of heroes while another player is their antagonist - the Questmaster. He controls all the challenges that the other players cooperatively have to master with the clever use of their skills and abilities. Each of the quests build up on the previous ones and through the course of the campaign both the Questmaster and the players become stronger and therefore the gaming-experience more intense. The personal development of the heroes through the course of several games will be continued with further expansions, that will add new heroes, more quests, more abilities and new dire enemies.

Qué sensaciones ofrece

Modular Board Variable Player Powers Dice Rolling Campaign / Battle Card Driven Storytelling Adventure Exploration Fantasy Fighting Medieval

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Preparación

1. Each player selects a hero and takes their Hero Card and Innate Gift Card. 2. Tarma Terviksdaughter also takes 1 Combat Gift Card as a starting card. 3. Shiuar's player selects any 1 Gift Card of their choice as a starting card. 4. Set up the game board, enemy cards (including Minions like Bandits), and any event cards per the core rulebook's scenario instructions. 5. Each hero begins with their starting stats (Vitality Points, weapon loadout, and carry limits) as printed on their Hero Card.

Flujo del turno

On a player's turn, their hero may take actions such as moving, attacking with a melee or ranged weapon, and playing Gift or Innate Gift cards within their timing restrictions. After a hero ends their turn, certain abilities (like Tarma's Battle Frenzy) may be triggered to grant an additional turn. Combat involves both heroes and enemies acting in turn order, which can be influenced by events like Ambush or abilities like Natural Authority. The full turn structure (phases, action counts, movement rules) is defined in the core rulebook.

Puntuación y victoria

Quest completion and likely victory point accumulation; winner determined by completing quest objectives or scoring the most points. Fuentes de puntuación: Quest completion, Enemy defeat, Exploration, Gift card and equipment collection

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

General

Charisma determines bargain bonuses in social or trade interactions.

Each hero has a Charisma stat. A Charisma value of 1 grants no bargain bonus. Higher Charisma values provide bargain bonuses during relevant interactions (e.g., trading or negotiation). Tarma Terviksdaughter has Charisma 1 (no bargain bonus). Shiuar has Charisma 3 (no bargain bonus indicated, but higher value implies potential bonus at a threshold above 3).

General

Talent determines the maximum number of additional gift cards a hero may hold beyond their base allotment.

Each hero has a Talent stat that caps how many additional combat gift cards (or gift cards generally) the hero may carry. Tarma Terviksdaughter has Talent 1, allowing a maximum of 2 additional combat gift cards. Shiuar has Talent 3, allowing a maximum of 2 additional gift cards. The Talent stat governs the upper limit of a hero's gift card hand size beyond their starting cards.

General

Deftness is a hero stat likely governing agility, initiative, or ranged actions.

Each hero has a Deftness stat. Tarma Terviksdaughter has Deftness 4. Shiuar has Deftness 3. The precise mechanical application of Deftness (e.g., turn order, ranged attack modifiers, or dodge rolls) is governed by the core rulebook. It is a key combat or action stat for each hero.

General

Strength determines how many normal equipment cards a hero can carry.

Each hero has a Strength stat that directly limits how many normal equipment cards they may carry. Both Tarma Terviksdaughter (Strength 4) and Shiuar (Strength 3) share the same carry limit of 3 normal equipment cards. This cap applies to standard equipment; special or innate items may be exempt.

General

Vitality Points represent a hero's health; reaching 0 likely results in defeat or elimination.

Each hero has a pool of Vitality Points representing their health. Tarma Terviksdaughter has 5 Vitality Points. Shiuar has 4 Vitality Points. When a hero takes damage, they lose Vitality Points. Some cards or abilities can restore Vitality Points (e.g., Tarma's Battle Frenzy heals 1 Vitality Point). A hero reduced to 0 Vitality Points is defeated.

General

Each hero and enemy may have a melee weapon that deals a set amount of damage in close combat.

Melee weapons deal a fixed damage value in melee combat. Tarma Terviksdaughter wields a Battleaxe (1 Damage). Shiuar uses his natural Claws (1 Damage). The Bandit enemy uses a Curved Dagger (1 Damage). Melee weapons are used when attacking in close range. Some characters (like Shiuar) have innate melee weapons that are part of their character card rather than a separate equipment card.

General

Some heroes carry ranged weapons that allow attacks at a distance; not all heroes or enemies have ranged weapons.

Ranged weapons allow a character to attack from range. Tarma Terviksdaughter carries a Throwing Axe (1 Damage). Shiuar has no ranged weapon. The Bandit enemy has no ranged weapon. The absence of a ranged weapon means that character may only attack in melee range, or must close distance before attacking.

Card play

Battle Frenzy (Tarma's Innate Gift): Playable only immediately after Tarma ends her turn; she heals 1 Vitality Point and takes an additional turn.

Battle Frenzy is Tarma Terviksdaughter's Innate Gift card. It can only be played at the specific moment when Tarma has just ended her turn. When played, she heals 1 Vitality Point and may immediately take another full turn. This is a powerful chaining ability but is strictly limited to the moment right after her turn ends — it cannot be played at any other time.

Informe estratégico

Tarma: Chaining Turns with Battle Frenzy

Battle Frenzy triggers immediately after Tarma ends her turn, granting a heal and a full extra turn. Use this to press an offensive advantage after a strong combat turn, or to use her Throwing Axe for ranged damage and then chain into melee with the extra turn.

Shiuar: Controlling Combat Initiative

Natural Authority guarantees hero initiative at the start of combat, even against Ambush. Save this card for encounters where losing the first turn would be especially dangerous, as it completely negates the Ambush event.

Equipment Management: Know Your Carry Limit

Both Tarma and Shiuar are capped at 3 normal equipment cards. Prioritize high-value equipment and avoid picking up items you cannot use. Tarma's higher Strength (4 vs 3) does not increase her carry limit in the current stat block, so both heroes must be equally selective.

Gift Card Selection for Shiuar at Setup

Shiuar's starting setup allows the player to choose any 1 Gift Card freely. Since Shiuar has Talent 3 (the highest among listed heroes) and is not restricted to combat gift cards, selecting a versatile or situational gift card at setup can give a strong early-game edge.

Tarma: Managing Low Vitality

With 5 Vitality Points, Tarma has the highest health pool of the listed heroes, but Battle Frenzy's 1-point heal is modest. Use Battle Frenzy proactively after taking damage to stay in fighting shape, rather than saving it for a near-death emergency when the extra turn may come too late.

Preguntas frecuentes y casos límite

Can Tarma play Battle Frenzy before she ends her turn, or in the middle of her turn?

No. Battle Frenzy can ONLY be played at the specific moment Tarma has just ended her turn. It cannot be played during her turn or before she formally ends it.

An Ambush event is triggered at the start of combat — do enemies still go first?

Not if Shiuar plays Natural Authority. Natural Authority explicitly overrides the Ambush event, guaranteeing the heroes take their turn first regardless.

If Tarma plays Battle Frenzy and takes an extra turn, can she play Battle Frenzy again at the end of that extra turn?

Technically, Battle Frenzy's condition is met again when Tarma ends her extra turn. If Battle Frenzy has been returned to her hand or is still available, it could be played again, creating a chain. However, this depends on whether the card is discarded after use and hand replenishment rules — consult the core rulebook for card reuse rules.

Do Shiuar's Claws count toward his 3 normal equipment card carry limit?

No. Shiuar's Claws are an innate (natural) weapon printed on his Hero Card, not a separate equipment card. They do not count toward the 3 normal equipment card carry limit governed by his Strength stat.

Can Tarma hold non-combat gift cards as her additional gift cards, or only combat gift cards?

Tarma's Talent stat specifies a maximum of 2 additional *combat* gift cards specifically, suggesting she is restricted to combat-type gift cards for her additional slots. Shiuar, by contrast, may hold any gift cards. Consult the core rulebook for definitions of gift card types.

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