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Andrea Sfiligoi - Andrea Grassi

Quest

A Solo Dice Management Game of


Fantasy Adventures
9d6 Quest
A Solo Dice-Management Game of Fantasy
Adventures
Rules, Cover and Layout by Andrea Sfiligoi
Illustrations by Andrea Grassi

Playtesters: Andrea Sfiligoi, Anna Pashchenko, Colin Craig


Pattinson, Massimo Moscarelli, Joseph Mills
Proofreading: Marty Costello

www.ganeshagames.net
Table of Contents

Introduction 1 Characters 9
Needed to Play 1
Choose a Hero 1 Combat 12
X in 6 Chance 1 Damage from Foes 13
Frequently Used Acronyms 1 Running Away From Combat 13
Overview of the Game 1 Major Foes 14
Play Procedure 1 Minor Foes 17
Movement 2
Dice Status 2 Missions 18
You Always Use Fresh Dice if Special Hex Rules 21
Possible 3 Maps 25
Death 3 Play Sheet 31
Rerolls 3
Free Rerolls 3
Glory 3
Exploration 4
Treasure Points 4
Scrolls 4
Spells 4
Healing 5
Experience 6
Dangers 6
Magic Items 6
Magic Item List 7
9d6 Quest
Introduction Frequently
This is a dice management, pen- Used Acronyms
and-paper solo fantasy game. D= Difficulty, the
You play as a hero trying to com‐ number you
plete a series of quests. must roll on at least 1 die to suc‐
ceed at an action.
Needed to Play TP= Treasure Points, an amount
You need this booklet, a pencil, 9 of gold or other valuables that
six-sided dice, the paper minia‐ you can spend in towns and vil‐
tures and maps. There are 6 lages to buy food or rest.
maps, numbered 1 to 6. HP= Hit points, the number of
times you must hit a monster to
Choose a Hero defeat it.
d6= The roll of a six-sided die.
You begin by choosing a hero FR= Free Rerolls.
from the list on p.9-11. Not all he‐
roes are equal and not all are
suited for all missions, but all Overview of the Game
have a chance to complete the First you choose your character,
game. then you roll d6 to choose a map
(maps are numbered 1 to 6), and
X in 6 Chance then roll d6 to select a Mission. If
If the rules tell you there is a 1 in you roll a Mission that you have
6 chance (or 2 in 6 chance, or 3 in already played, you may play it
6 chance, etc.) of something hap‐ again or select a different Mis‐
pening, it means: roll a die. If the sion, including those with num‐
result is a 1 (or 1-2, 1-3, etc.), that bers higher than 6. When you
thing happens. If not, that thing have completed all the available
does not happen and play pro‐ missions, you win the game.
ceeds as normal. Playing all the Missions is also
called playing a Campaign. Mis‐
Example: You cross a hex that has a sions take anywhere from 10 to
2 in 6 chance of containing a Danger. 30 minutes each, so you could
You roll a die. If the result is 1-2, easily play a full campaign in one
there's a Danger! If the result is 3, 4, or two sessions.
5, or 6, there is no Danger.
Play Procedure
You play in turns. Your character
starts with 9 dice in the Fresh
box and moves 1 hex on the map
every turn.

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9d6 Quest
You roll dice to perform Movement
actions other than mov‐ You move 1 hex per turn, in any
ing. direction desired. The icons in the
hex represent different types of
When you perform an action, terrain, but they do not affect
you may roll any number of movement.
dice desired.

Every die that rolls a 1 is an auto‐


Dice Status
matic failure and is “down‐ Dice represent the abilities of
graded”. For example, a Fresh die your character. A die in the game
will become Tired (move it to the can be Fresh, Tired, Wounded, or
Tired box) and a Tired die will be‐ Dead.
come Wounded (move it to the
Wounded box). Each attempted Dice are kept on your play sheet in
action has a number indicating boxes labeled with their status.
its Difficulty. If at least ONE die
rolls the Difficulty number or In general, a die’s condition worsens
higher, the action is successful. when it rolls a 1.

A Fresh die becomes Tired when it


The more dice you roll, the higher the rolls a 1, a Tired die becomes
chance of succeeding, but also the Wounded when it rolls a 1, and a
higher the chance that some dice will Wounded die becomes Dead
be downgraded. Dice represent your when it rolls a 1.
character’s resources, so use them
wisely. Dead dice may not be rolled but
re-enter the game through heal‐
ing between games.
Dice rolls are NEVER totaled. Just
count the highest result against The process of moving a die to a
the Difficulty of the action at‐ lower condition box is called Down-
tempted. grading.

Rolls of 1 are ALWAYS failures. Rolls If a rule tells to Downgrade a die, you
of 6 are ALWAYS successes. MUST move a Fresh die to the Tired
box, or a Tired die to the Wounded
Downgraded dice can be “healed” box, or a Wounded die to the Dead
through resting and magical box.
healing. “Dead” dice can be
healed only between games.

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9d6 Quest
You Always Use Fresh Dice if
Possible
If you have any Fresh dice and
must attempt a roll, you MUST Example: You at‐
first try to use your Fresh dice. If tempt an action with Difficulty 5. You
your Fresh dice fail, you may then roll 3 Fresh dice, but none of them roll
use your Tired or Wounded dice a 5, so you decide to pick up 2 of those
for the same roll. You may use in dice and roll them again. This time,
the roll any dice that were just one rolls a 5, so your action succeeds.
downgraded. However, the 2 dice you rerolled are
You may NEVER use your Dead downgraded and moved into the Tired
dice – they are effectively out of box.
your reach until the next game.
You may NEVER reroll table re‐
Death sults.
If at any moment all your
dice are Dead, your hero Free Rerolls
dies and you lose the game. Certain situations, skills or items
give you FREE Rerolls. A Free
You may start again by selecting Reroll is a reroll you can perform
another hero and another mis‐ at any time during your turn or
sion. during a foe’s turn. Unlike regular
Rerolls, Free Rerolled dice are
Rerolls NOT downgraded when they fail.
If all your dice fail, you may reroll any
number of the dice you rolled. Example: The Knight character has a
Free Reroll on a die used for attack or
You may reroll ANY number of the defense rolls.
dice you rolled – however, any
rerolled die is automatically down-
graded, no matter the number rolled.
Glory
When you accomplish certain
feats, you gain 1 Glory. At any mo‐
ment of the game, you may burn 1
Glory to perform 1 Free Reroll on
ANY die roll. Once used, Glory
points are gone forever, but you
may always gain more. There is no
upper limit to the amount of
Glory you may have.

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9d6 Quest
If you play in a campaign Scrolls
(a series of consecutive When you find a
games with the same Scroll as part of a foe’s
hero), any Glory won in loot, decide whether
previous games remains it contains magic or
with the hero. If a hero dies, all information.
the hero’s Glory is lost forever.
If it contains magic, you can use
Exploration it to cast a spell from the spell
A successful Exploration action list (choose one). You cast the
lets you find what you are look‐ spell ONCE and the scroll is de‐
ing for. stroyed.

Example: If you are monster hunt‐ A Mage character can also use a
ing, a successful Exploration roll Scroll to gain 2 Glory points. An
will let you find a Major Foe. unused Scroll may be sold in a
Town for 2 TP.
Exploration rolls are also per‐
formed to avoid Dangers. Like If a Scroll contains information, it
any other roll in the game, you gives 2 Free Rerolls that you can
may roll any number of dice you use for a single Exploration roll.
want against the Difficulty of Once these are used, the Scroll
the Exploration, and if at least is no longer useful and your
ONE die is successful the Explo‐ character throws it out.
ration is successful.
Barbarians may not use Scrolls.
Treasure Points Witch Hunters automatically
destroy any Scrolls they find
You gain Treasure Points (TP) by and do not use them.
defeating monsters and taking
their loot. TP may be spent in
Villages, Towns Spells
and Temples to Mages learn a single spell from
pay for healing. this list at the beginning of the
Gaining a certain game and may learn others
number of TP from scrolls. The Mage may cast
may be a goal of a the spell she knows as many
mission. Magic times as desired, but she may
items may be sold not cast more than 1 spell per
and converted turn. Some spells have
into TP when you other limitations in
visit a Town (not a their description, for
Village). example Blast, Sum‐
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9d6 Quest

Characters

Knight – You get 1 Barbarian – You


FR on a die used have 1 FR on all
for Attack or De‐ Attack rolls. You
fense rolls. may not use Magic Items or
Scrolls, but you may collect
Every time you and sell them. The only Magic
visit a Town or a Item you may use is the Shield
Temple, you may of Last Chance.
heal 1 die for free.
At the end of a combat en‐
counter, you heal 2 (not 1)
Mage – You may Tired Dice.
cast a single spell
chosen from the
spell list. You Cleric – You get 1
may learn any FR on Attack or
other spells you Defense rolls
find in the game. against undead
You get 1 FR on or demons. Once per game,
Persuasion rolls. You may use you may heal 1 die for free.
a scroll to get 2 FR. You may This works like Healing, but
reroll Defense dice ONLY you need not visit a Village,
when using the Shield spell. Town or Temple. When you
visit a Temple, you may always
heal 1 die for free.
Ranger – Reduce by 1 the Diffi‐
culty of any Danger you meet.
Chaos Slayer – You get 1
You get 2 FR on At‐ FR on every Defense
tack or Defense roll. You get 2 FR per
rolls against Ogres turn on Attack rolls
and Giant Spiders. when fighting a Chaos Lord.
You are immune to the Chaos
Lord’s mutant powers.

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9d6 Quest

Minor Foes
In some missions, you will encounter Minor Foes. These are more
annoying than dangerous, but they can still erode your resources
and have no treasure. Minor Foes are not represented by paper
figures. There is no need to mark their position on the map: if you
run away from a Minor Foe, it will attack you once as you run away
and then disappear. All minor foes have 1 HP (result 12 on the table
below is an exception). If you encounter multiple Minor Foes, you
must fight them one at a time, one after the other without time to
rest between battles (you cannot recover any Tired die).
When you encounter a random Minor Foe, roll 2d6 (roll two dice
and add the results, generating a number from 2 to 12) on the fol‐
lowing table to determine which foe you encounter.

2 Demonic Cultist (D3). If you fail to destroy the cultist in your first turn, there is a
2 in 6 chance that a demon will appear and attack you. Use the Ogre statistics to
represent the demon. Damage: kills 1 die.
3 Hobgoblin (D4). If the hobgoblin kills any of your dice, you may not use FR on De‐
fense rolls until you stop at a Town, Village or Temple and spend 2TP for heal‐
ing.
4 Goblin (D3). Goblins set up traps. Before fighting a goblin, perform an Explo‐
ration roll against a D3 Danger. If you fail, the trap hinders you and you must
count the goblin as D4. Damage: kills 1 die.
5 Zombie (D3). Zombies are Undead. You may automatically destroy a zombie by
using a vial of holy water. Zombies travel in groups. Every time you destroy a
zombie, you must roll a 2 in 6 chance that another zombie appears and attacks
you. Damage: kills 1 die.
6 Skeleton (D3). Skeletons are Undead. You may automatically destroy a skeleton
by using a vial of holy water. Damage: kills 1 die.
7 Orc (D3). D2 if you attack him with spells. Damage: kills 1 die.
8 Brigand (D3). Roll 1 in 6 chance it has 1 TP as loot, and 2 in 6 chance of ambushing
you (the brigand goes first if this happens, but this ability doesn’t work against
a Scout or Ranger). Damage: kills 1 die.
9 Bugbear (D4). Damage: Downgrade 2 dice if he hits.

10 Lizardman (D5 when you attack, D4 when you defend). Damage: kills 1 die.
11 Troll (D5). You must roll at least 3 dice when attacking a troll. This simulates the
difficulty of killing this regenerating creature.
12 Heroic Minor Foe: Reroll on this table, but give the creature +1 to the creature’s
Difficulty and HP. If you roll a 12 again, add another HP and roll again.

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