Armour Quest expert expansion: Rules

This Quaestro Expert Expansion Set is specially designed for players who have mastered the main boxed game, and are looking for greater challenges in this mythical universe. The additional rules and variations are geared to add to the complexity of the game whilst enhancing entertainment at the same time. Players will face tougher challenges, encounter random occurrences and most importantly, have more fun in this expansion set! All arms to war!!

Expert Quaestro Expansion Set
In this Quaestro expansion set, you will find the following:
     6 Monster Quest Cards
     4 Character Dialboards with 56 statistics dials
     1 Adventure Card
     4 six-sided dice
120 money tokens
Special location standees
Expert Player's Handbook

A @Quick-Game' scenario has also been included in this handbook.

Many advanced features have been included in this expansion set. Players are advised to be thoroughly familiar with these new rules before plunging into the expert Quaestro universe!

I. Setup
An additional 4 dice have been included in this Quaestro expansion set. Hence, players need only roll once for results up to 6r6!

Set up the Character Dialboards by mounting the statistics dials and securing them in the centre of the statistic ring as illustrated.

Character statistics are controlled using the Character Dialboard© instead of Character Sheets provided in the Basic Boxed Set. Like the Monster Dialboard©, Statistic Rings are used to track the character's Stats. In this expert game, an additional feature has been introduced i.e. the Wisdom Stats, which will be explained in detail later.

The expansion module is designed to totally eliminate the cumbersome use of pencil and eraser to record character Stats!

SETTING THE STATISTICS' DIALS ON CHARACTER DIALBOARDS Players should point the Statistics Dials on their Character Dialboards to the appropriate values as given in the starting Character Stats Table. Players must use these Stats to start the expert game.

II. Starting Character Stats Table

Start CP Wisdom ATF Weapon DEF Armour
Knight 42 1r6 3 1 5 1
Makidon 34 1r6+1 5 1 4 1

Healing Potion : 2 Healing Elixir: 0 Gold Tokens : 2r6

The Adventure Card and Monster Cards have been designed to add greater variety to game play. This will be explained in later sections.

There are 120 gold tokens in this expansion set, each denoting 100gp. Players will use actual tokens instead of tracking them using the Dialboard© or Character Sheets.

III. Additional Rules
After determining all Stats on the Character Sheet, players will roll 2r6. The lower of the two dice rolls will be the character's Combat Bonus Points. Players will re-roll if the number of both dice is the same. These points are to be added to any or all of the 3 following Stats (in any proportion) by the player before the game commences: ATF Stat, DEF Stat, Wisdom Stat.

6 different monster types have been included in the Expert game. Shuffle these 6 new Quest Cards together with the 6 Guardian Quest Cards and place them facing-down on the table next to the playing board. Players quest for monster lairs in the same way they would retrieve artefacts (see page 9, Britannia Outdoors).

As in the basic game, a character can only be on one quest at one time, regardless if the quest is for a monster or a guardian. Successful monster quests also result in the corresponding quest cards being removed from the game.

Random occurrences are an integral part of the expert Quaestro game. For all squares (except Quest, Castle and Event Check Squares), a roll of 1 or 6 during movement will result in a random occurrence which will either modify, or nullify the instructions on the playing board for that square. Similarly, players will also need to consult the Adventure Card for movement rolls of @1' or @6' in the outdoors (except lairs).

Upon a movement roll of 1 or 6, the player shall move to the square or hex, roll 1 r6 again and read off the appropriate column (location) and row (die roll) to determine the exact occurrence that is to take place (e.g. A player rolls 6 and moves from @Brastias Treasure Custody' to the @Armoury'. The player then rolls @4' (1 r6) and the occurrence reads:
"A Smith offers to enhance your armoury or weapon by 1r6 for 6r6 x 100 gp".

In this example, which is an @offer' occurrence, the player can choose to accept or reject the offer. However, an @offer' occurrence always supersedes and replaces the instructions on the square. Hence, the character may not purchase armour here for this turn.

Some occurrences on the Adventure Card are directives, and cannot be ignored (e.g. "Your DEF suffers 1r6 as strength seeps from you!"). The character's DEF instantly reduces by a 1 r6 roll during that turn. The occurrence cannot be undone or avoided. Such occurrences also supersede and replace the instructions on the square.

Modifying Occurrence is the last type of random event (e.g. "All items/services less 100gp"). In such an instance the character pays 100gp less for any instructions on the square, such as, if it was at the Attributes Adjustment Centre, the service will cost 100 gp instead of the normal 200 gp.

This new Stats parallels the Quaestro legend by following closely to events in the novel. This reflects instances whereby characters are required to use their brains rather than brawn to win over the artifacts from the guardians.

A character's Wisdom Stats ranges from 1 to 12. At the start of the expert game, these Stats apply:
Knight : 1r6
Makidon: 1r6 + 1

Combat using Wisdom is applicable to Guardians, Monsters, Enemy Castle Guards and the opposing alliance's characters. Players may alternate between @conventional' and @wisdom' combat during any melee round while attacking.

An initiative roll is first taken. The player with the higher die roll (attacker) then rolls 2r6 and adds this score to the character's Wisdom Stats to obtain the Mental Energy Score. The opposing player does the same. If the result of the attacker's Mental Energy Score is higher, the defender suffers a mental drain equivalent to 3r6 points of Current CP damage. If the result is the same or lower, the attack is deemed to have failed. Players are to roll 2r6 at every Wisdom melee to obtain a new Mental Energy Score for that melee. The actual Wisdom Stats is not changed during combat.

Drinking healing potions and elixirs in the basic game takes up one melee round. However, in a wisdom combat melee, the attacking party can initiate repeated healing of its Current CP either before or after engaging in Wisdom Combat during the same melee round.

In the expert Quaestro game, some city squares have been modified to offer additional play variations. However, players are to note that these variations will NOT be applicable if the character's movement roll is @1' or @6' upon reaching these squares. This is because the random occurrences given in the Adventure Card will always take precedence before such variations.

Arthurian Galan: Rophia
Morganic Galan : Acolyst
Expert Quaestro Variation
The Grove is a mildly enchanted place and visits from sentient creatures are not uncommon. An uninjured character may roll l r6 to check for the presence of such a creature (@1' or @6' denotes it is currently present in the grove!) If present, the character can then take a wisdom test against the sentient creature by rolling 26. If the result is equal or higher than the sentient creature's Wisdom Stats, the character adds 3 to its Wisdom Stats. However, if the result is lower, deduct 1 from the character's Wisdom Stats.

Expert Quaestro Variation
Crawley's Tavern is filled with all sorts of false doctrines perpetuated by drunkards, bards and the like. A character may perform a wisdom check here by rolling 26. If the result is equal or higher than these false prophets' Wisdom Stats, the character adds 2 to its Wisdom Stats. However, if the result is lower, deduct 1 from the character's Wisdom Stats.

Expert Quaestro Variation
A character may choose to be transported one-way through a gateway portal to any outdoor hex in for 2 turns (including lairs or a hex occupied by another character) at a hefty price of 1,000gp!

Expert Quaestro Variation
Unknown to most people, Brastias is a well-read theologian and philosopher. A character may perform a wisdom check here by paying 200gp and rolling 2r6. If the result is equal or higher than Bratias' Wisdom Stats, the character adds 2 to its Wisdom Stats (free Ecclesiastical Scripts). However, if the result is lower, the character merely loses the 200gp, with no penalty to the Wisdom Stats.

Expert Quaestro Variation
A Morganic character landing on this square will first roll 1r6 to dodge the castle guard (On a roll of @6', it escapes notice and no combat occurs).

If the dodge in unsuccessful, the Morganic character will have to decide to fight conventionally or engage in Wisdom combat against the guard. The Stats of the Arthurian guard are:
CP : Half of the Arthurian character's Maximum CP
ATF & DEF : Half of the Arthurian character's ATF & DEF

The Arthurian guard's Wisdom is @3' and he always possesses 2r6 gold points which may be taken by the character if the guard is slain. The guard does not possess any healing potions or elixirs.

In the basic game, the Tower of Dreams is located in the desert of Talmisrra in an outdoor hex.

Expert Quaestro Variation
This is no longer so for the expert game. Here any character landing on the Tower's city square (regardless of movement roll) must roll 1r6 again, and consult the Adventure Card to determine the exact nature of the occurrence due to occur.

Expert Quaestro Variation

An Arthurian character landing on this square will first roll 1 r6 to dodge the castle guard (On a roll of @6', it escapes notice and no combat occurs).

If the dodge in unsuccessful, the Arthurian character will have to decide to fight conventionally or engage in Wisdom combat against the guard. The Stats of the Morganic guard are:
CP : Half of the Morganic character's Maximum CP
: Half of the Morganic character's ATF & DEF

The Morganic guard's Wisdom is @3' and he always possesses 2r6 gold points which may be taken by the character if the guard is slain. The guard does not possess any healing potions or elixirs.

The game convenor (if present), may choose to control a roaming or wandering monster within the city. Use the monster paper standee to denote the monster and locate it on the @Tower Of Dreams' city square. The monster's stats are always determined only prior to actual combat as follows:
ATF:       4r6
DEF:       3r6
CP:                6r6
Wisdom :      1r6
Gold:        3r6
Movement: 2r6

The game convenor shall decide at the start of the game to move the monster clockwise or anti-clockwise. Once the movement direction has been decided, it cannot be changed until the monster is killed. The monster ignores all instructions on every city square unless it is currently occupied by one or more characters. When the monster lands on such a square, it will automatically berserk and attack the characters) on the square.

The monster always has initiative and attacks first. As with all combat ruling, both the game convenor and players may choose to attack using either ATF or Wisdom during their respective monster or character attack initiative, but gold pieces are awarded only to the character who deals the killing blow. In the event a character is killed by the monster, all the character's possessions automatically vanishes (i.e. it cannot be retrieved by either the monster or other characters). After the battle, the monster moves on per normal, ignoring damages (if any) sustained during the battle. This is so because the game convenor will roll monster stats again during the next combat. If the monster is killed, the game convenor will generate a new monster from the @Tower of Dreams' during the next turn and decide its movement direction afresh.

More than one character on the square
If there is more than one character, the roaming monster will take turns to attack all the characters until itself, or all the characters on that particular square are slain! To determine the attack sequence, players roll 1r6. The character with the lowest roll result will be the first to be attacked, followed by the next higher number and so on, repeating as many attack cycles as needed.

Expert Quaestro Movement Variation
In the expert game, movement in the Britannia outdoors is much more tricky as air transport is NOT available. As a result, adventurers will normally have to brave their way in the precarious outdoors.

Some outdoor hexes have more than one terrain feature on them e.g. forests and rivers. The nature of movement in this case will depend on which terrain type is more prominent. Adventurers who travel on dirt tracks however, need not worry about these special terrain types so long as their route is not completely blocked by boulders/rocks/lakes and has the following features:
• a dirt track/road (beige colour)
• marshes (yellow and brown grass regions colour)

Travelling along these tracks, roads and marshes will cost the character 1 MP per hex. Players should also note that for movement rolls of @1' or @6' in the outdoors (except lairs), random occurrences will take place. Consult the Adventure Card for the appropriate event.

Two locations in the outdoors are infested with monsters of every imaginable and nightmarish kind. Yet, this is exactly where adventures must venture into to accomplish their monster quests!

These creatures of the dark are greatly affected by artifacts of the @Knight of Light' armour, whose special powers have devastating effects on them. However to locate them, an adventurer on a monster quest has to exit into the outdoors to one of the two lair hexes as shown. Combat can take the form of the conventional ATF/DEF mode or using Wisdom attacks.

Upon a successful quest, the character will be rewarded with gold as specified on the Monster Quest Card. In addition, victorious characters will be instantly teleported to back to the adventurer's guild at the end of the turn for healing (if required).

The portals in the Tower of Dreams have gone berserk! Guardians and monsters are stepping into the city through the portal. They have left the Britannia outdoors and are now within the city!!
Variations to observe:
• Players will roll for movement as usual.
• Roaming Monster rules will NOT apply.
• On a roll of @3', the character will move forward to the square and roll 26. On a result of @10' or more, a guardian or monster is deemed to lie present on the square.
• Open the top-most Quest Card and determine the actual guardian/monster Stats.
• Resolve the battle on the next turn as per the normal rules, but instead of teleporting to the Adventurer's Guild, the character remains on the same square after the battle.
• Any instructions on the square is superseded on this turn.
• Though no character combat is allowed in the Adventurer's Lodge, but should a monster or guardian appear, the character still has to confront it in this particular scenario.
• Slain guardians and monsters are removed from the game.
• A character gets to keep any artefacts won if it is killed by a guardian or monster even if the character did not @deposit' them in a safe place e.g. Brastias Treasure Custody. The cost however, of retaining the artefacts is that the restored character starts off with only 100 gp i.e. the player need not roll 2r6 for gold for the revived character.

Players should also note that there is absolutely no need for the characters to venture into the outdoors. For the purpose of this scenario, all city gates are closed, but the random occurrences for the @Exit To Outdoor' squares are still applicable. When a character lands on a Quest square, the usual rules will apply - but instead of going outdoors, the character will engage the guardian/monster indicated on the Quest Card on the next turn at the City Gate! In the event that the character is slain, recycle the Quest Card to the bottom of the pile.

Victory Condition
Characters are still required to quest for the artefacts. However, the alliance which first manages to secure any 4 artefacts from the Knight of Light Armour is considered to have won the game.

"Therein lies the ultimate power - the might of the Armour of Light. With it, a warrior can slay tens-of-thousands at a single manifestation, for each component armour part is a channel of pure Power, deadly in any combat..."

The Power Stats tracks the magical energy radiated by component parts of the Armour of Light, which a seasoned adventurer may tap while the armour part is in his/her possession.

In this game, the armour component itself does not invoke any magic, and merely aids the character to release magical energy trapped in mystic cards in the form of a spell-effect. Hence, the character need not be a spell-caster to invoke the magic from the cards. The starting Power Stats value is @0'. When an adventurer successfully completes a quest for an Armour Component, the player will roll for the current Power Stats on 1 r10.

Every time a character who has at least one Armour of Light component in his possession advances a level, or when the character manages to obtain an additional Armour component, the player must roll 1r10 to determine the new Power Stats value. For instance, a character rolls '7' and adjusts the Power Dial to 7r10. This means the artifact in the character's possession is able to invoke Mystic Cards of up to magical value (MV) @7'. It does not mean the character rolls 7 times. The @r10' is to remind players to roll using the ten-sided die, since this die is new in the game.

Before the fall of magic during the days of Collegicia Magicia, master magi often created Mystic Cards in the different spheres of magic to aid their apprentice in their training. Since the spell-effect is already sealed in the card, very little effort is required of the apprentice to performing the invocation.

The art of creating Mystic Cards is not difficult, but the Schools of Magic during the reign of the Pendragon family have preferred sealing spell-effects in artefacts rather than on these cards. As a result, the circulation of Mystic Cards has become rather limited, and therefore - expensive. A unique feature of the Mystic Card is in its ability to be invoked in the presence of a powerful relic or artefact by anyone, even one untrained in magic.

No one really knows why or how a magical artefact/relic helps to unleash the magic within the Mystic Cards, and then again, the process is not automatically successful. Despite this, many adventurers will attest that having Mystic Cards on hand have on numerous occasion saved them from an otherwise fatal combat. This is why though expensive, the Mystic Card continues to be a saleable item at the Guilds.

A character can own as many Mystic Cards as he can afford, and the cards can be purchased in any Guild house (Knight's Guild, Makidon's Guild, Traveller's Guild). However, a character may purchase only 1 Mystic Card per visit, at 300gp each. Shuffle all the Mystic Cards at the beginning of the game and place-them facing down as the Purchase Pile for the Cards. Players are allowed to examine and choose the Mystic Card he/she wishes to purchase at the guild.

The Mystic Card is used only in combat, and there is no guarantee that an invocation will be successful, but the higher the Power Stats value, the greater the chance of success in involving the spell-effect.

When an invocation is successful, the spell effect as described on the Mystic Card is applied immediately, and the card returned to the Purchase Pile. If the invocation is unsuccessful, the character keeps the card, but suffers a magical backlash due to the building-up of energy which will render him unable to perform another invocation during the next immediate combat round. However, the character can still attack as per normal. There is no limit to the number of Mystic Cards a character may invoke during each combat, but only 1 invocation per round is allowed. Players must note the following:

a) The Power Stats value is determined by the random magical energy given out by a component part of the Armour of Light at a given time, and is not related to the stats of the character in any way.

b) An invocation takes one round in combat, and no other activity (e.g. consuming healing potions, releasing spell charges, using wisdom attacks) is allowed in the same round when a Mystic Card is involved.

c) Having more than one armour component of the @Armour of Light' on hand does not affect the Power Stats in any way.


1. The Mystic Card can only be unleashed if the character possesses at least one component of the Armour of Light on hand. Armour components) stored at the Treasure Custody do not count as possession on hand.

2. The Power Stats Value must be equal or greater than the Magical Value (MV) stated on the Mystic Card.

3. To invoke the spell effect, the player rolls 1 r10. The result must be equal or lower than the Power Stats to be considered successful.

An Arthurian character invokes the @Nerve Shock' Mystic Card during battle with the Sentient Phoenix. He carries with him the Shield of ustenance (satisfying condition 1) which currently has Power Stats @G' - and therefore greater than the required MV of @4' as Indicated on the Mystic Card (satisfying condition 2).

In the example above, if the player rolls @7' and above, the magical charge will be too strong for the Shield of Sustenance to handle, and the invocation fails. Combat will then be passed to the Sentient Phoenix to attack.

However, as long as the player rolls @6' or below on 1r10, the invocation is deemed successful and the sentient phoenix will attack at -4 to its ATF and -4 to its DEF for 3 consecutive rounds. There is no need to roll the invocation effect of this spell again in the following rounds.

a) For spells affecting the caster's ATF (e.g. @Damp Mist'), the effect is computed during the character's next conventional attack (i.e. the next round is counted as the first round of the spell-effect).

b) For spells affecting the caster's DEF (e.g. @Choking Gurgle') or affecting the victim directly (e.g. @Nerve Shock'), the effect is applied immediately and counted as the first round of the spell-effect.

The effects of Mystic Card are cumulative during combat, subject to limits on the numerical value allowed on particular stats. For example, a character currently having an ATF of @23' has successfully invoked the @Damp Mist' Mystic Card, giving him the new ATF factor of @28' for the next consecutive 3 rounds.

Assuming the character attacks normally in the next round, and then on the third round further invokes the @Field of Uncertainty' spell-effect - thus giving him another 3 more ATF bonus. However, his increased ATF totals at '29' and not @31' because the maximum possible ATF factor for a character is @29'.

On the fourth round, the effects of both invocations are active, and the character's ATF is @29'. On the fifth round, only the @Field of Uncertainty' effect is active for its final round, and his new ATF is adjusted to @26' (since his original ATF was @23', this invocation yields him @3' more ATF, counting from the original value).

When the duration of the invocation has been used up in the following round, the character's ATF returns to its original value, and in this example, is @23'. Players are to take note that different spell-effects are likely to have different durations, and care should be taken when invoicing multiple Mystic Cards within the same combat duration (turn) against an enemy.

The invocation effects from Mystic Cards can be used to supplement effects from spell charges and vice versa subject to the same numerical limits as described earlier. It is important to remember, since only 1 action is allowed per combat (attack) round, a character may not invoke a Mystic Card and unleash a spell charge during the same round.


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