AxianQuest: Furniture Deck
AXIANQUEST: Furniture Deck Rulebook
Table of Contents
Table of Contents
How to Use These Cards
These cards are designed to be compatible with the classic dungeon game, in both the old and the new edition.
New Rules
Whenever the quest you are playing does not specify particular contents or a function for a given piece of furniture, a hero standing next to the piece of furniture may use an action to search that specific piece, rather than the room.
Unless the card says otherwise, each piece of furniture can be searched only once.
When using these cards, each room can be searched only once.
MP: If a hero reaches zero MP, they roll 1 movement die, 1 attack die and 2 defend dice.
If there is no AXIANQUEST Artifact deck, draw 2 equipment cards, unless stated otherwise.
Furniture Tables
Each table below is rolled with 2D6 unless the entry says otherwise.
Throne
- 2: Mimic! The throne attacks! (Use the Mummy's stats table.) Your turn ends.
- 3: Evil spirits! Zargon immediately plays your hero for 1 turn.
- 4: Visions of terror. -1 MP.
- 5: You sat on the throne, and a poisoned needle wounds you! -1 BP.
- 6-7: You found nothing useful.
- 8: You found 2d6 coins.
- 9-10: You found a dagger.
- 11: A surge of strength! Restore 1 spell card.
- 12: You found a sceptre (value 100 coins)!
Statue
- 2-4: Casts a random terror spell on you!
- 5: It turns into a terror warrior, and it attacks! Your turn ends.
- 6-7: Just an old lump of stone.
- 8: 2 rubies as eyes! There is one attempt per hero to take them. Roll D6 (dwarves add +2 to the roll, tool set +1):
- 1-4: You break the ruby!
- 5+: The ruby is yours! It is worth 100 coins.
- 9-10: It comes to life and blesses you: +1 DD for the rest of the quest.
- 11-12: It comes to life and blesses you: heals all BP and MP.
Chest
- 2: Mimic! The chest attacks! (Use the Zombie's stats.) Your turn ends.
- 3: The chest fired a poisoned dart! -1 BP. Roll again and add 2 to the result.
- 4-6: It is empty!
- 7-8: You found 2d6 x 5 coins.
- 9-10: You found a diamond (value 150 coins).
- 11: You found something. Draw an equipment card.
- 12: You found something unique. Draw a card from the AXIANQUEST Artifact deck or, if there is none, draw 2 equipment cards.
Tomb
- 2: A ghost curses you! -1 AD and -1 DD until the end of the quest (minimum 1 die).
- 3: The mummy attacks immediately! Your turn ends.
- 4: The zombie attacks immediately! Your turn ends.
- 5: The skeleton attacks immediately! Your turn ends.
- 6: Foul gas! All heroes in the room lose 1 BP.
- 7: Only bones and dust.
- 8: You found a shield.
- 9: You found a long sword.
- 10: You found a necklace (value 100 coins).
- 11: You found chain mail armour.
- 12: Draw an Artifact card.
Wardrobe
- 2-4: A skeleton jumps out and attacks! Your turn ends.
- 5: Two goblins jump out and attack! Your turn ends.
- 6: A large spider bites you. -1 movement die until the end of the quest (minimum 1 die).
- 7: Nothing but dust.
- 8: Garlic sausage! If you want to eat it, roll D6:
- 1-2: Rotten. -1 BP.
- 3: Normal.
- 4-6: Tasty! Heals 1 BP.
- 9: Silver goblet (30 coins).
- 10: Gold goblet (60 coins).
- 11-12: You found something. Draw an equipment card.
Mirror
- 2: The mirror pulls you inside! Your turn ends. At the start of your turn, roll D6 until you roll 5-6:
- 1-2: You are still inside. -1 BP.
- 3-4: Still inside. Skip your turn.
- 5-6: You break out of the mirror!
- 3: A terror warrior steps out and attacks! Your turn ends.
- 4: The mirror shatters into pieces! All heroes in the room lose 1 BP.
- 5: You are hypnotized! Zargon plays your hero for 1 turn, then -1 MP.
- 6-7: Nothing useful.
- 8-9: You see the adjacent room.
- 10-11: A blessing: +1 DD until the end of the quest.
- 12: Draw an Artifact card (or an equipment card if there is no Artifact deck).
Fountain, Pool or Well
Want to search? Roll 2D6:
- 2-3: A skeleton jumps out and attacks! Your turn ends.
- 4-5: An abomination jumps out and attacks! Your turn ends.
- 6-7: Nothing interesting.
- 8-11: You find 2d6 coins.
- 12: You found a ring (50 coins).
After searching, if you decide to drink, roll 2D6:
- 2-4: Contaminated water! -1 BP.
- 5: Cursed water! -1 MP.
- 6: Refreshing water!
- 7-9: Blessed water! Heal 1 BP and 1 MP.
- 11-12: Miraculous water! Heal all BP and MP.
Cauldron
Try the soup? Roll 2D6:
- 2-4: A wandering monster attacks you! Your turn ends.
- 5: Hallucinations! -1 MP.
- 6: -1 BP from stomach pain.
- 7: Quite tasty!
- 8-10: Mystic mushroom soup! Each hero may eat it as many times as they want. If you decide to eat it, roll D6 (elves and wizards +1 to the roll):
- 1-2: -1 BP.
- 3-4: Heal 1 MP, but -1 BP.
- 5+: Heal 1 MP.
- 11: Filling! Heal all BP.
- 12: You found a pearl earring (100 coins)!
Crystals
Roll 2D6:
- 2-4: You decide to search the crystals thoroughly. On your next turn you must search again and roll 2D6.
- 5-6: A wandering monster attacks you! Your turn ends.
- 7: Nothing interesting.
- 8-10: You found a large crystal (50 coins)!
- 11: The crystal starts to vibrate and heals 1 BP and 1 MP.
- 12: You found a huge shimmering crystal (100 coins)!
Skeleton Bones
Roll 2D6:
- 2-3: A ghost appears and curses you! -1 AD until the end of the quest (minimum 1 AD).
- 4-5: A skeleton grabs you by the throat! Roll at least 1 DD shield, or lose 1 BP. Then the bones crumble.
- 6: The bones come to life as a skeleton, and it attacks you! Your turn ends.
- 7: Nothing but bones and dust.
- 8: You find 2d6 coins.
- 9: You found a bag with 2d6 x 5 coins.
- 10: You found 2d6 x 10 coins.
- 11: You found something! Take 1 equipment card.
- 12: You found something! Take 1 AXIANQUEST Artifact card.
Bed
Roll 2D6:
- 2-4: The bed's enchantment puts you to sleep. Your turn ends. At the start of your turn, roll D6 until you roll 5-6:
- 1-2: You are still inside. -1 MP.
- 3-4: Still inside. Skip your turn.
- 5-6: You break free of the bed's enchantment!
- 5-6: A goblin from under the bed attacks you! Your turn ends.
- 7: It is just a bed.
- 8: You found a dagger under the pillow.
- 9: You found a card showing the contents of an adjacent room in the dungeon.
- 10: You rest on the bed for a moment and heal all BP and MP.
- 11: You found something! Take 1 equipment card.
- 12: You found something! Take 1 AXIANQUEST Artifact card.
Mysterious Lever
Roll 2D6:
- 2-4: The ceiling of the nearest discovered room falls. Furniture is removed, and heroes and monsters take an attack of 3 AD (no defence allowed). The ceiling rises again, and the lever can be used again.
- 5: A wall slides aside, revealing a mirror!
- 6: A statue rises from the floor.
- 7-8: A portcullis falls in front of the nearest closed door. Pulling the lever again raises the portcullis. It blocks movement but not line of sight, and it can be smashed by rolling 2 skulls in one attack.
- 9-10: A compartment in the wall opens! Draw 1 equipment card.
- 11-12: A secret passage opens from the room! Zargon places an open door into a room of his choice. If there is no Zargon, the loudest player does so. The passage can be closed and opened again.
Barrel or Crate
Roll 2D6:
- 2-3: A zombie jumps out and attacks you! Your turn ends.
- 4-5: A goblin jumps out and attacks you! Your turn ends.
- 6: Empty!
- 7-9: Tasty cider! Each hero may drink as many times as they want. If you decide to drink, roll D6 (barbarians and dwarves +1 to the roll):
- 1-2: Lose 1 MP.
- 3-4: Heal 1 BP, but -1 MP.
- 5+: Heal 1 BP.
- 10: Roll 2D6 on the Rack card.
- 11: Roll 2D6 on the Wardrobe card.
- 12: Roll 2D6 on the Chest card.
Iron Maiden
Roll 2D6:
-
2-3: Evil magic pulls you inside! Your turn ends. At the start of your turn, roll D6 until you roll 5-6:
- 1-2: You are still inside. -1 BP.
- 3-4: Still inside. Skip your turn.
- 5-6: You break out of the iron maiden!
While you are inside, other heroes can free you by attacking the iron maiden. It has 6 BP and no defence.
-
4: A mummy attacks. Your turn ends.
-
5: A zombie attacks. Your turn ends.
-
6: A skeleton attacks. Your turn ends.
-
7: Roll a die on the Rack card.
-
8: You found a dagger.
-
9: You found an earring (50 coins).
-
10: You found an axe.
Magic Circle
If a hero is in the circle, roll 2D6!
- 2-4: You are caught in a stasis trap! Your turn ends. You are trapped and invulnerable. At the start of your turn, roll D6:
- 1-2: You are still inside. -1 MP.
- 3-4: Still inside. Skip your turn.
- 5-6: You break free of the circle's spell! The circle disappears.
- 5: Electric trap! -1 BP. Your turn ends. The circle disappears.
- 6: Alarm rune! All closed doors open. The circle disappears.
- 7: Teleport! Teleports the heroes to the quest's starting room.
- 8: Rune of meditation! Restore 1 MP and a spell.
- 9: Rune of power! +1 AD for the current quest.
- 10: Rune of protection! +1 DD for this quest.
- 11-12: Rune of healing! Heals all BP and MP.
After a rune takes effect (results 8-12), your turn ends. The circle disappears.
Mushrooms
Looking for mushrooms? Roll 2D6:
- 2: Two zombies crawl out from under the ground and attack. Your turn ends.
- 3: The spores burn! Heroes in the room -1 BP.
- 4: Toxic! Heroes in the room -1 MP.
- 5-12: Nothing bad happens. You may try, if you dare.
Dared? Roll 2D6:
- 2-3: Madness! Zargon plays your hero for 1 turn, then -1 MP.
- 4: Weakness! -1 AD until the end of the quest (minimum 1 die).
- 5: Hallucinations! -1 MP, and return 1 spell card.
- 6: Toxic! -1 BP.
- 7: No effect.
- 8-9: Invigorating! +1 AD until the end of the quest.
- 10: Healing! Heal all BP and MP.
- 11-12: Magic mushrooms! Restore D6 spell cards (if any).
Table
Roll 2D6:
- 2-4: A goblin jumps out from under the table and attacks! Your turn ends.
- 5: You found a rotten apple.
- 6-8: Abandoned food! If you want to eat it, roll D6:
- 1-2: Rotten? -1 BP!
- 3: Normal, but no effect.
- 4-6: Tasty! Heal 1 BP.
- 9-10: You found 1d6 coins scattered under the table.
- 11: You found a dagger.
- 12: You found a card revealing the contents of an adjacent room in the dungeon.
Sorcerer's Table
Roll 2D6:
- 2: A book summons three skeletons next to you. They attack. Your turn ends.
- 3-4: A foul gas comes from the book. Heroes in the room -1 BP.
- 5: Hallucinations come from the book. Heroes in the room -1 MP.
- 6-8: Nothing useful.
- 9: Golden candelabra (50 coins).
- 10-11: You read the book. Return 1 spell card.
- 12: You found an old tome. After the quest, it lets you learn a random skill from the AXIANQUEST deck for free, if you meet its requirements. You may give the tome to another hero. Reroll 2D6 if there is no skill deck.
Bookcase
Roll 2D6:
- 2-4: Search again and roll again on your next turn.
- 5-6: A wandering monster, drawn by the noise, attacks. Your turn ends.
- 7-8: You found 2d6 coins.
- 9: You found a card revealing the contents of an adjacent room.
- 10-11: You found an ancient tome worth 2d6 x 10 coins.
- 12: You found an old tome. After the quest, it lets you learn a random skill from the AXIANQUEST deck for free, if you meet its requirements. You may give the tome to another hero. Reroll 2D6 if the skill deck is unavailable.
Alchemist's Bench
Potions without labels. Each hero may drink 1 potion. If you decide to drink, roll 2D6:
- 2-3: Elixir of madness! Zargon plays your hero for 1 turn.
- 4: The potion releases toxic gas. All heroes in the room lose 1 BP.
- 5: Paralysed! -1 movement die until the end of the quest (minimum 1 die).
- 6: Toxic poison! -1 BP.
- 7: Balm! Heal 1 BP and 1 MP.
- 8: Speed mixture! +1 movement die until the end of the quest.
- 9: Invigorating! +1 AD until the end of the quest.
- 10-11: Energy elixir! Restore all BP and MP.
- 12: Alchemist's elixir! Roll D6:
- 1-3: Maximum BP +1 permanently.
- 4-6: Maximum MP +1 permanently.
Weapon Rack
Roll 2D6:
- 2-3: A rusted battle axe, possessed by evil, attacks you for 4 AD! After this it breaks.
- 4-5: The noise attracts two wandering monsters, which attack you. Your turn ends.
- 6: The noise you make attracts a wandering monster, which attacks you. Your turn ends.
- 7: All the weapons are too damaged to use.
- 8: You found a shield.
- 9: You found an axe.
- 10: You found a crossbow.
- 11: You found a long sword.
- 12: You found a battle axe.
Fireplace
Roll 2D6:
- 2-3: Evil flame attacks you for 3 AD (no defence), then goes out.
- 4: A rune curses you! -1 DD until the end of the quest (minimum 1 die).
- 5: A spider the size of a rat bites your hand. -1 movement die until the end of the quest (minimum 1 die).
- 6: Nothing useful found.
- 7-8: You found 1d6 coins.
- 9-10: The warmth revives you. Heals 1 BP and 1 MP.
- 11: You found a burnt card revealing the contents of an adjacent room in the dungeon.
- 12: You found a tool set.
Rack
Roll 2D6:
- 2-4: The noise attracts two wandering monsters, which attack you. Your turn ends.
- 5-6: The noise you make attracts a wandering monster, which attacks you. Your turn ends.
- 7: Nothing useful found.
- 8: You found a staff.
- 9: You found a dagger.
- 10: You found an axe.
- 11: You found a ring (value 50 coins).
- 12: You found a tool set.
Translator's Notes
These notes are added by the transcriber. They are not part of the printed text.
- The source is a Russian translation of a fan deck. Its English original was not reached, so wording such as "terror warrior", "Artifact deck" and "skill deck" follows the Russian and may differ from the published English.
- The Fountain, Pool or Well table has no entry for a roll of 10 in its water table. The source is reproduced as printed, with the gap.
- The Fountain, Pool or Well water result of 6 ("Refreshing water!") has no stated effect in the source. It is reproduced as printed.
- The Table result of 5 (rotten apple) and the Sorcerer's Table result of 6-8 ("nothing useful") state no effect in the source, and none is added.
- The Throne and Chest "Mimic" results refer to monster stats by name in the source ("по таблице мумии", "по ТТХ зомби"). These are rendered as "Use the Mummy's stats table" and "Use the Zombie's stats" and are not expanded further.