QUEST FOR THE VORPAL LASERBLASTER

© 2022 Christopher Bowes

Greetings, mighty warrior! QUEST FOR THE VORPAL LASERBLASTER is a single player card-based adventure game, in which you play the part of Angus McFife the 2nd, on an epic quest into the dungeons of Strathclyde to retrieve the Vorpal Laserblaster of Pittenweem.

HOW TO PLAY

You start the game with 20 Health, 6 Defense, and 2d6 Fight. These stats represent your ability to do battle in combat, and may change during the game as you acquire Equipment.

The deck consists of 55 cards:

To begin, shuffle the deck and place it face down on the table in front of you. Draw a card from the deck and place it on the table face up to reveal what you encounter in the dungeon.

If you draw an Equipment card (Armor, Weapon, Relic), you may add it to your gear by placing it in front of you. Armor changes your Defense. Weapons change your Fight. Relics add bonuses to your Fight and/or Defense. You may only have one of each category of Equipment. Unused and unwanted Equipment is put in the Victory Pile and cannot be retrieved.

If you draw a Dungeon Exit card you can choose to either leave the dungeon and end the game, or reshuffle the card into the deck and continue.

If you draw a Rest Area card, you may increase your Health by 5 (up to your starting maximum of 20), then reshuffle the card into the deck and continue.

If you draw a Monster card, prepare for an epic battle!

COMBAT

Monsters have a main stat line on their card describing their combat abilities, similar to the player's own abilities: Health, Fight, Defense, and Quest Points. They also have an information box which may describe other combat abilities.

You are a mighty warrior, and therefore you attack first.

Roll dice according to your Fight score (modified by Equipment if you have any). For example, “3d6+2” means you roll 3 six-sided dice, add them up, and then add 2 to the total.

If your roll is higher than the Monster's Defense, then your attack hits, and the Monster's Health decreases by 1 (or more if specified on the Monster card). You can use a d6 to keep track of the Monster's Health.

If all the dice on your attack roll show a 6, your attack is a Critical Hit, which automatically hits, and deals damage to the Monster equal to the number of dice you rolled.

If the enemy drops to 0 Health it dies and combat ends; put the Monster card in your Victory Pile, then draw another card to continue your adventure.

If the Monster does not die, it attacks you. Roll the dice according to the Monster's Fight stats, and if it is higher than your Defense, it hits you and your Health decreases by 1 (or more if specified on the Monster card). You can use a d20 to keep track of your Health.

If you are reduced to 0 Health or less you lose the game. If you survive, it becomes your turn again, and the combat process repeats from the beginning.

On your turn, instead of attacking you may Run From Combat; to do this put the Monster card in the Defeat Pile, then draw another card to continue your adventure. If there are 5 cards in the Defeat Pile you lose the game.

ENDING THE GAME

The game ends when one of the following conditions is satisfied:

  1. You leave the dungeon by playing a Dungeon Exit card
  2. Your Health is reduced to 0
  3. There are 5 cards in the Defeat Pile
  4. A card tells you that you have lost the game

When you leave the dungeon through an exit, add up the Quest Points values of all the cards in your Equipment and in your Victory Pile. If the total is 1992 or higher, you win the game. ("Vorpal Laserblaster of Pittenweem" is worth 1992 Quest Points which means you automatically win if you have that card when you leave the dungeon). If the total is less than 1992, you lose the game, and Zargothax will destroy the universe.