116 Open Daily games
1 Open Realtime game
  • Status: Live
  • Version: 2.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 6.00 out of 10 [4 ratings]
  • Difficulty: Advanced
  • Created Date: 27th Mar 2015
  • Release Date: 29th Mar 2015
  • Games Played: 99

Design Information
Territories 229
Continents 811
Advanced Features Fortify Only Borders
One-way Borders
View Only Borders
Artillery Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Heavy
Fog Override Enabled
Open Games 0
 
Cards
There are
no
cards!
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Half-Orc 0 Default
2 High Elf 1 Default
3 Human 2 Default
4 Halfling 2 Default
5 Dwarf Default Default
6 Half-Elf 0 Default
7 Drow 0 Default

Board Description

~{||}~ Dungeon Quest ~{||}~

By Kjeld

The Story

At the close of the Fourth Era (c. 2178 EVx), the ancient seer Qi' Nue Xan foresaw a terrible threat to the Azure Kingdom looming on the horizon, the portent of a cataclysm so vast it would throw the known world into chaos and darkness for one hundred generations of men: the opening of a way between the worlds of men and the nether Hell of the demonspawn. Upon hearing of this new danger to his realm, High King Math heeded the counsel of Qi' Nue Xan to seek out a new champion to take up the mantle of the Dragon Warrior and put a stop to the festering evil before it grew even larger.

Four brave and adventurous souls answered his call -- an erudite Wizard of the Sparkling Towers, 8th class; a towering Knight of the Way; a lithe Ranger of the Eastern forests; and a crafty Thief from the rumored Shadow Brotherhood. To test their mettle and decide whom among them would be declared Dragon Warrior, High King Math gave each adventurer a quest -- to collect a set of five relics from the Epic Dungeon which together would form the ideal raiments for each hero's class. He sent them forth (with a few henchmen each for good measure) and sat on his thrown, brooding over the dark days to come...

Unbeknownst to the King or Qi' Nue Xan, another force had watched the proceedings with great interest, hatching its own sinister counter-plot. That night, as the adventurers grabbed a scant few hours rest before the dawn and the start of their quests, a mysterious figure appeared to each, whispering tidings of great power and fortunes to whomsoever would take up an alternate quest, to collect not the Heroic raiments intended by the King, but rather the cursed Armor of the Damned. And so, with the seeds of greed and avarice sowed amongst virtuous thoughts of honor and glory, the heroes set out to face the Epic Dungeon and their destinies...

Gameplay

Each player starts in one corner, and must collect all five items in one of their two quests. The first person to complete one of their quest wins the game. (Note that all items overlap with one other quest.)

To collect an item, a player must own the associated territory at the start of their turn -- the checkmark next to the item's icon in your quest log will turn your color once you've collected it. Once you have collected an item, it will be yours permanently unless you are sabotaged by another player (see below).

To begin the game, attack from your starting character (which will be located in one of the four corners) to the adjacent corner tile. The edges of the dungeon wrap, so an exit on the right side will take you to the exit that lines up with it on the left side. Note that your character icon will automatically spawn 2 new units for you each turn, even if you completely abandoned your character icon on the previous turn.

Each player can only occupy a maximum of 3 tiles in the dungeon at any time, and tiles may hold a maximum of 10 units. If you ever have occupy more than 3 dungeon tiles simultaneously, you will be automatically eliminated your following turn.

All territories revert to neutral immediately, and you get 28 attacks per turn to move around the dungeon. All attacks in maze are 6v6. Return to attack from fortify is on (3 fortifies per turn).

In case you accidentally go over the 3-tile maximum, or you need to adjust the strength of your heroes in the dungeon, you may fortify back to your character icon from either the tile immediately adjacent to your character or any magic fount (see below).

Torches

The dungeon is dark, and questors must feel their way in heavy fog. If you occupy a tile with a torch, it will grant you vision up to five tiles away (by line of sight).

Magic Founts

Scattered throughout the dungeon are various sources of pure power, known as magic founts. These rejuvenate your hero, giving you a bonus of +1 for each fount and an additional +1 for each pair you control. Thus one fount gives you +1 to place on your character, two founts +3, and three founts (the maximum you can occupy) gives you +6.

In addition, each magic fount serves as a portal to your character icon, allowing you to fortify to or from the dungeon tiles containing magic founts.

Sabotage

Above or below your character are three orbs, one for each of your opponents. You may attack each orb with standard dice from your main character (you can fortify back from the orbs, as well). Orbs give you vision of your opponents' progress in completing their objectives, and grant you a small chance to sabotage their goals: each orb can artillery attack the associated opponent's goals with d2 v d12. Your opponent will only be defending with one unit, so your chances of success look like this:

  • 10 units on orb: ~50%
  • 9 units on orb : ~46%
  • 8 units on orb : ~42%
  • 7 units on orb : ~38%
  • 6 units on orb : ~34%
  • 5 units on orb : ~28%
  • 4 units on orb : ~22%
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowed28
    Number of fortifies allowed3
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralImmediately
    Fog typeHeavy
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOff
    Card CaptureOn
    Maximum number of cards allowed5
    Card values
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve unitsUnlimited
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 233
    Continents 811
    Advanced Features Fortify Only Borders
    One-way Borders
    View Only Borders
    Artillery Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2
    Card Sets Worth Off
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Heavy
    Fog Override Enabled
    Open Games 0
     
    Cards
    There are
    no
    cards!
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Half-Orc 0 Default
    2 High Elf 3 Default
    3 Human Default Default
    4 Halfling Default Default
    5 Dwarf Default Default
    6 Half-Elf Default Default
    7 Drow Default Default

    Board Description

    ~{||}~ Dungeon Quest ~{||}~

    <> The Duel <>

    By Kjeld

    The Story

    At the close of the Fourth Era (c. 2178 EVx), the ancient seer Qi' Nue Xan foresaw a terrible threat to the Azure Kingdom looming on the horizon, the portent of a cataclysm so vast it would throw the known world into chaos and darkness for one hundred generations of men: the opening of a way between the worlds of men and the nether Hell of the demonspawn. Upon hearing of this new danger to his realm, High King Math heeded the counsel of Qi' Nue Xan to seek out a new champion to take up the mantle of the Dragon Warrior and put a stop to the festering evil before it grew even larger.

    Four brave and adventurous souls answered his call -- an erudite Wizard of the Sparkling Towers, 8th class; a towering Knight of the Way; a lithe Ranger of the Eastern forests; and a crafty Thief from the rumored Shadow Brotherhood. To test their mettle and decide whom among them would be declared Dragon Warrior, High King Math gave each adventurer a quest -- to collect a set of five relics from the Epic Dungeon which together would form the ideal raiments for each hero's class. He sent them forth (with a few henchmen each for good measure) and sat on his thrown, brooding over the dark days to come...

    Unbeknownst to the King or Qi' Nue Xan, another force had watched the proceedings with great interest, hatching its own sinister counter-plot. That night, as the adventurers grabbed a scant few hours rest before the dawn and the start of their quests, a mysterious figure appeared to each, whispering tidings of great power and fortunes to whomsoever would take up an alternate quest, to collect not the Heroic raiments intended by the King, but rather the cursed Armor of the Damned. And so, with the seeds of greed and avarice sowed amongst virtuous thoughts of honor and glory, the heroes set out to face the Epic Dungeon and their destinies...

    Gameplay

    In the Ironman Duel Edition, each player starts in one corner (randomly assigned), and must collect all ten items in their quest to win the game. The second player beings with 3 more units than the first player.

    To collect an item, a player must own the associated territory at the start of their turn -- the checkmark next to the item's icon in your quest log will turn your color once you've collected it. Once you have collected an item, it will be yours permanently unless you are sabotaged by another player (see below).

    To begin the game, attack from your starting character (which will be located in one of the four corners) to the adjacent corner tile. The edges of the dungeon wrap, so an exit on the right side will take you to the exit that lines up with it on the left side. Note that your character icon will automatically spawn 2 new units for you each turn, even if you completely abandoned your character icon on the previous turn.

    Each player can only occupy a maximum of 3 tiles in the dungeon at any time, and tiles may hold a maximum of 10 units. If you ever have occupy more than 3 dungeon tiles simultaneously, you will be automatically eliminated your following turn.

    All territories revert to neutral immediately, and you get 28 attacks per turn to move around the dungeon. All attacks in maze are 6v6. Return to attack from fortify is on (3 fortifies per turn).

    In case you accidentally go over the 3-tile maximum, or you need to adjust the strength of your heroes in the dungeon, you may fortify back to your character icon from either the tile immediately adjacent to your character or any magic fount (see below).

    Secret Passageways

    Secret passageways offer a short-cut through the dungeon, but there is a price to be paid in overcoming the neutral units guarding these passages. Torches do not peer into secret passageways. If any player leaves a stack of units on a secret passage, it will revert to a stack of 0 neutral units automatically at the beginning of that player's next turn. In addition, the passages respawn 1 neutral unit per turn (up to 4).

    Torches

    The dungeon is dark, and questors must feel their way in heavy fog. If you occupy a tile with a torch, it will grant you vision up to five tiles away (by line of sight).

    Magic Founts

    Scattered throughout the dungeon are various sources of pure power, known as magic founts. These rejuvenate your hero, giving you a bonus of +1 for each fount and an additional +1 for each pair you control. Thus one fount gives you +1 to place on your character, two founts +3, and three founts (the maximum you can occupy) gives you +6.

    In addition, each magic fount serves as a portal to your character icon, allowing you to fortify to or from the dungeon tiles containing magic founts.

    Sabotage

    Above or below your character are three orbs, one for each of your opponents. You may attack each orb with standard dice from your main character (you can fortify back from the orbs, as well). Orbs give you vision of your opponents' progress in completing their objectives, and grant you a small chance to sabotage their goals: each orb can artillery attack the associated opponent's goals with d2 v d12. Your opponent will only be defending with one unit, so your chances of success look like this:

  • 10 units on orb: ~50%
  • 9 units on orb : ~46%
  • 8 units on orb : ~42%
  • 7 units on orb : ~38%
  • 6 units on orb : ~34%
  • 5 units on orb : ~28%
  • 4 units on orb : ~22%
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowed28
    Number of fortifies allowed3
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralImmediately
    Fog typeHeavy
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOff
    Card CaptureOn
    Maximum number of cards allowed5
    Card values
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve unitsUnlimited
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 233
    Continents 811
    Advanced Features Fortify Only Borders
    One-way Borders
    View Only Borders
    Artillery Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3 4
    Card Sets Worth Off
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Heavy
    Fog Override Enabled
    Open Games 0
     
    Cards
    There are
    no
    cards!
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Half-Orc 0 Default
    2 High Elf 1 Default
    3 Human 2 Default
    4 Halfling 2 Default
    5 Dwarf Default Default
    6 Half-Elf 0 Default
    7 Drow 0 Default

    Board Description

    ~{||}~ Dungeon Quest ~{||}~

    <> IRONMAN EDITION <>

    By Kjeld

    The Story

    At the close of the Fourth Era (c. 2178 EVx), the ancient seer Qi' Nue Xan foresaw a terrible threat to the Azure Kingdom looming on the horizon, the portent of a cataclysm so vast it would throw the known world into chaos and darkness for one hundred generations of men: the opening of a way between the worlds of men and the nether Hell of the demonspawn. Upon hearing of this new danger to his realm, High King Math heeded the counsel of Qi' Nue Xan to seek out a new champion to take up the mantle of the Dragon Warrior and put a stop to the festering evil before it grew even larger.

    Four brave and adventurous souls answered his call -- an erudite Wizard of the Sparkling Towers, 8th class; a towering Knight of the Way; a lithe Ranger of the Eastern forests; and a crafty Thief from the rumored Shadow Brotherhood. To test their mettle and decide whom among them would be declared Dragon Warrior, High King Math gave each adventurer a quest -- to collect a set of five relics from the Epic Dungeon which together would form the ideal raiments for each hero's class. He sent them forth (with a few henchmen each for good measure) and sat on his thrown, brooding over the dark days to come...

    Unbeknownst to the King or Qi' Nue Xan, another force had watched the proceedings with great interest, hatching its own sinister counter-plot. That night, as the adventurers grabbed a scant few hours rest before the dawn and the start of their quests, a mysterious figure appeared to each, whispering tidings of great power and fortunes to whomsoever would take up an alternate quest, to collect not the Heroic raiments intended by the King, but rather the cursed Armor of the Damned. And so, with the seeds of greed and avarice sowed amongst virtuous thoughts of honor and glory, the heroes set out to face the Epic Dungeon and their destinies...

    Gameplay

    In the Ironman Edition, each player starts in one corner, and must collect all ten items in their quest to win the game.

    To collect an item, a player must own the associated territory at the start of their turn -- the checkmark next to the item's icon in your quest log will turn your color once you've collected it. Once you have collected an item, it will be yours permanently unless you are sabotaged by another player (see below).

    To begin the game, attack from your starting character (which will be located in one of the four corners) to the adjacent corner tile. The edges of the dungeon wrap, so an exit on the right side will take you to the exit that lines up with it on the left side. Note that your character icon will automatically spawn 2 new units for you each turn, even if you completely abandoned your character icon on the previous turn.

    Each player can only occupy a maximum of 3 tiles in the dungeon at any time, and tiles may hold a maximum of 10 units. If you ever have occupy more than 3 dungeon tiles simultaneously, you will be automatically eliminated your following turn.

    All territories revert to neutral immediately, and you get 28 attacks per turn to move around the dungeon. All attacks in maze are 6v6. Return to attack from fortify is on (3 fortifies per turn).

    In case you accidentally go over the 3-tile maximum, or you need to adjust the strength of your heroes in the dungeon, you may fortify back to your character icon from either the tile immediately adjacent to your character or any magic fount (see below).

    Secret Passageways

    Secret passageways offer a short-cut through the dungeon, but there is a price to be paid in overcoming the neutral units guarding these passages. Torches do not peer into secret passageways. If any player leaves a stack of units on a secret passage, it will revert to a stack of 0 neutral units automatically at the beginning of that player's next turn. In addition, the passages respawn 1 neutral unit per turn (up to 3).

    Torches

    The dungeon is dark, and questors must feel their way in heavy fog. If you occupy a tile with a torch, it will grant you vision up to five tiles away (by line of sight).

    Magic Founts

    Scattered throughout the dungeon are various sources of pure power, known as magic founts. These rejuvenate your hero, giving you a bonus of +1 for each fount and an additional +1 for each pair you control. Thus one fount gives you +1 to place on your character, two founts +3, and three founts (the maximum you can occupy) gives you +6.

    In addition, each magic fount serves as a portal to your character icon, allowing you to fortify to or from the dungeon tiles containing magic founts.

    Sabotage

    Above or below your character are three orbs, one for each of your opponents. You may attack each orb with standard dice from your main character (you can fortify back from the orbs, as well). Orbs give you vision of your opponents' progress in completing their objectives, and grant you a small chance to sabotage their goals: each orb can artillery attack the associated opponent's goals with d2 v d12. Your opponent will only be defending with one unit, so your chances of success look like this:

  • 10 units on orb: ~50%
  • 9 units on orb : ~46%
  • 8 units on orb : ~42%
  • 7 units on orb : ~38%
  • 6 units on orb : ~34%
  • 5 units on orb : ~28%
  • 4 units on orb : ~22%
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowed28
    Number of fortifies allowed3
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralImmediately
    Fog typeHeavy
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOff
    Card CaptureOn
    Maximum number of cards allowed5
    Card values
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve unitsUnlimited
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone