Judgement Quest: Knighthood Adventure

Instructions

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Description

Judgement Quest: Knighthood Adventure (JQ:KA) is a solitaire roguelike game, featuring a 27-room dungeon, random quests, items, spells, evil creatures, and an optional victory point scoring system and campaign mode. The rules are quick to learn and easy to remember based on mnemonics incorporated throughout the game. Games typically last between 10 and 15 minutes (including setup time), and only require a standard deck of (52) playing cards. Alternative components, such as dice or tokens, may be incorporated as desired. Printable card images with custom artwork are available. A standalone roll-and-write (dice-and-paper) version is also available.

Story

You are an adventurer seeking to become a knight in the court of King Frederick. The King judges whether anyone is worthy of this prestigious honor by sending them on a quest to a mysterious dungeon, where four tasks must be completed. If you return safely and successfully, the King shall confer knighthood upon you.

The few that have succeeded in their quests have returned with maps made while exploring the dungeon. Comparing these maps has revealed that although the dungeon shape and room contents seem to be consistent, no two maps agree on the layout of the rooms.

Some adventurers report having seen a dragon in the dungeon, and it is well-known that dragons are both cunning and magical. It is believed that this dragon scatters gold pieces and treasure throughout the dungeon to lure those seeking riches, and each time someone enters, the dragon uses its magical powers to rearrange the rooms (which would explain their ever-changing nature). This causes people to become lost and confused, after which most perish from the dangers that exist throughout. It is also thought that the evil creatures lurking in the dungeon are the reanimated remains (spirit, flesh, and bone) of these deceased explorers, twisted by the dark magic of the dragon; they now mercilessly attack any who dare venture forth.

Armed only with your sword and your wits, you will need both strategy and luck to accomplish your tasks, complete your quest, and become a knight!

Overview

At the beginning of the game, you have 6 health points and you are randomly assigned 4 tasks. You must navigate the dungeon to complete these tasks and win the game. A variety of obstacles may cause you to lose health points and thereby eventually lose the game. Some rooms contain gold pieces, random items, and merchants that can aid your progress.

Dungeon Rooms: Descriptions

These are the types of rooms you may encounter while exploring the dungeon; detailed information is provided in the gameplay section.

Inventory

In your inventory, you will keep track of the number of gold pieces (GP) and the items you have collected. GP may be obtained from Gold Piece rooms, randomly found in Treasure Chests, and won by defeating the Dragon. Items are randomly found in Treasure Chests or purchased from Wizard Merchants in exchange for GP. The items and their effects are as follows:

Quest Tasks

For each quest, King Frederick randomly assigns each adventurer four tasks, one from each of the following four categories (which can be remembered with the mnemonic F.R.E.D.). You must complete all four tasks and return to the dungeon entrance to complete your quest and win the game.

Health Points

You begin with 6 health points (HP). Many dangers cause you to lose HP:

There are only a few ways to restore HP:

If your HP is reduced to 0, you have perished in the dungeon and the game is over.

Game Play

The rules are summarized below; phrases in bold italics are described in detail in the following sections.

The initial setup is illustrated in the diagram, and is explained in the text that follows.

Card Setup

Lay Out Dungeon Rooms

The cards representing dungeon rooms will be laid out in a rectangular 7-by-5 area, as shown in the diagram.

Lay the 7 of Hearts () in the central position in this area; this represents the staircase to the dungeon.

Gather all the Club () and Spade (♠) suit cards from the deck, shuffle them, and lay them face down as shown in the diagram. These cards correspond to the rooms as shown in the following list.

To help remember this list, note that:

Generate Quest Tasks

As described in the Overview section on Quest Tasks, the tasks fall into four categories: Fetch items, Remove obstacles, Explore room types, or Defeat monsters. Gather all the Diamond () suit cards from the deck. Each diamond card corresponds to a task involving the associated room, as described previously, with the two exceptions: the Ace represents defeating the dragon, and the Six represents collecting the shield. In summary, the quest tasks are represented as follows:

To generate the four quest tasks, shuffle the diamond cards (face down), and turn them over one-by-one. The first card revealed in each category will be the assigned task. Place the four quest task cards face up in the lower left of the gameplay area. These four cards are also used to track quest progress: once a task is complete, indicate this by turning the card to a horizontal orientation.

Prepare Inventory

Gather the following Heart () suit cards from the deck: A, 2, 3, 4, 5, 6. Arrange them as indicated in the diagram. These cards are used to represent inventory items as follows:

Place counters (unused face-down Diamond cards) on the Ace and 2 of Hearts to indicate the amount of HP and GP, as shown in the diagram; you begin with 6 HP and 0 GP.

The orientation of the 3, 4, 5, and 6 of Hearts cards indicate which items you have collected; each card is initially placed horizontally, and rotated to the vertical position when you obtain the corresponding item. You may only have one of each item at any time. If a single-use item (Flask or Shield) is used, rotate the card back to the horizontal position. The Amulet and Key are used multiple times.

To help remember this list, note that:

Revealing a Room

To reveal a room, flip over the card corresponding to the room so that it is face up.

Resolving a Room

To indicate that a room is resolved, rotate the corresponding card to a horizontal position.

Generating a Random Value

Gather the following Heart () suit cards from the deck: 8, 9, 10, J, Q, K. These will correspond to the values: 1, 2, 3, 4, 5, 6, respectively. To generate a random number, shuffle these cards (face down) and randomly choose one.

In general, a positive outcome for a random event occurs when a high value (4, 5, or 6) is generated (equivalently, when a "face" card (J, Q, or K) is drawn), otherwise there will be a neutral result or a penalty.

To help remember the table of results for a Treasure Chest, the value generated (1 through 6) also corresponds to the number of the card in the inventory, representing the item to be added or the value to be affected (where 1 = Ace).

Dungeon Rooms: Details

There are 13 different types of rooms, each of which occurs twice, with the exceptions of the staircase, dragon, and shield rooms (each of which occur once) for a total of 27 rooms in the dungeon.

Victory Point System

At the end of a successful quest, you can evaluate your performance by awarding victory points (VP) as follows:

If you wish, you may continue to explore the dungeon and attempt to amass additional VP after your quest tasks have been completed and before you choose to use the staircase to return to the surface.

After knighthood is bestowed upon you, you may receive an additional title, depending on the number of VP earned:

Campaign Mode

In campaign mode, holding a title at the end of a quest will result in resources available to you at the beginning of your next quest. Your ultimate goal is to advance through the ranks of the knighthood and become king.

When you complete a quest, calculate your victory points. If you qualify for a title, you will hold that title if it is greater than the one you currently hold (or if you currently hold none). At the beginning of a quest, if you hold a title, you enter the dungeon with gold pieces in your inventory: a Lieutenant / Captain / Commander starts with 1 / 2 / 3 GP, respectively. During a quest, you may choose to declare a failed attempt and exit the dungeon (via the staircase room). In this case, if the number of completed tasks is greater or equal to the number of GP you entered the dungeon with, the king deems your efforts sufficient and you maintain your current title. Otherwise, your performance is considered inadequate for one befitting your rank and your title is replaced by the one preceding it (as listed in the Victory Point section). While such a penalty is certainly a setback during a campaign, it is certainly preferable to perishing during a quest, in which case the entire campaign is lost.

Roll-and-Write Version

The roll-and-write version of JQ:KA uses a six-sided die (D6) and a twelve-sided die (D12), a pencil and eraser, and a printout of the following game sheet (available on the game website):

Roll and Write

The general game procedure and room rules from the card version apply to this version with the following modifications:

Dungeon Rooms

Room types are represented by icons or abbreviations as follows:

Gold Piece (GP) Ice Cavern (IC) Locked Door (LD) Treasure Chest (TC)
Wizard Merchant (WM) Crystal of Viewing (CV) Enchanted Fountain (EF)
Stone Wall (SW) Arrow Traps (AT) Wooden Shield (WS)
Specter (Sp) Slime (Sl) Skeleton (Sk) Dragon (Dr)

When recording a quest task or revealing a room, you may either draw the icon or write the abbreviation in the corresponding box.

The small boxes next to the room icons in the room list (on the right side of the game sheet) are used to keep track of the rooms that have been revealed. Each time a room is added to the dungeon map, also mark a corresponding box in the room list.

Generate Quest Tasks

For each category of tasks, roll a D12 and assign a task according to the following table:

Fetch Items:
[1-4]: Gold Pieces [5-8]: Treasure Chest [9-12]: Wooden Shield
Remove obstacles:
[1-4]: Ice Cavern [5-8]: Locked Door [9-12]: Arrow Traps
Explore rooms:
[1-4]: Crystal [5-8]: Fountain [9-12]: Stone Wall
Defeat monsters:
[1-3]: Specter [4-6]: Slime [7-9]: Skeleton [10-12]: Dragon

Mark the small box adjacent to each quest task box when the task is complete.

Prepare Inventory

Inventory elements are represented by the following icons:

Health Points (HP) Gold Pieces (GP) Amulet of Flames
Dungeon Key Flask of Healing Potion Wooden Shield

Indicate HP and GP amounts and items obtained by marking adjacent boxes. Erase and remark as needed.

Revealing a Room

Roll a D12 and locate the corresponding numbered room type in the room list. If both instances of that room type have not yet been revealed, then add the room to the dungeon map and mark a corresponding box in the room list. Otherwise, substitute the next room type in the list that has not yet been revealed. The ordering after room type 12 (skeleton) is the shield room, then the dragon room, then starting over at room type 1 (gold piece). If every room type has appeared at least once, then substitute the next numbered room type that has not yet appeared twice.

Resolving a Room

Indicate that a room has been resolved by marking the small box in the upper-right corner.

Generating a Random Value

Roll a D6.

Acknowledgements

Judgement Quest: Knighthood Adventure (JQ:KA) was inspired by Standard Deck Dungeon (SDD), created by Jesse Ames (http://amesgames.mygamesonline.org/). JQ:KA was created with Jesse's knowledge and blessing. Particular inspirations from SDD include the idea of using a single deck to represent dungeon rooms, inventory items, and random number generation, as well as many ideas for room mechanics and the overall shape of the dungeon.

Special thanks to all the playtesters for sharing feedback, and in particular to Joseph Koehler, for many discussions and suggestions that helped to simplify and streamline the gameplay.


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