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AxianQuest: Wondrous Artifacts

Expansion for HeroQuest

AxianQuest: Wondrous Artifacts Rulebook

Table of Contents

Table of Contents

  • Wondrous Artifacts
    • Bottled Imp
    • Belt of the Colossus
    • Bracers of Warping
    • Bracers of the Exalted
    • Boots of Gentle Fall
    • Brooch of the Dragonwatch
    • Amulet of the Holy Sun
    • Amulet of the Dead Eye
    • Ring of the Spirits
    • Cloak of Invisibility
    • Cloak of the Bloodied
    • Sapphire Ring of Wizardry
    • Ruby Ring of Wizardry
    • Emerald Ring of the Wizardry
    • Diamond Ring of Wizardry
    • Amulet of the Exalted
    • Essence of the Simurgh
    • Essence of the Leviathan
    • Amulet of the Spirits
    • Ring of Warping
    • Horn of Blasting
    • Tiara of the Mentalist
    • Amulet of Warding
    • Ring of the Eternal Guardian
    • Enchanted Mirror
    • Ring of the Exalted
    • Tiara of the Geomancer
  • Curse of the Astral Hunter
  • Arcane Emporium of the Axian Witch
  • Abbreviations Used in the Cards
  • Astral Hunter

Wondrous Artifacts

Bottled Imp

At any time, you may release the imp and command it to open a door, or to attack an opponent you can see, with 3AD. After that, the imp returns into the bottle.

One use per game.

Belt of the Colossus

The essence of the giants' might was imbued in this belt.

You gain +1 BP.

Bracers of Warping

Defend with +1 DD.

When you lose your last BP, roll a die. If the result is 4 or more, you immediately move 1 square and your BP are restored to 1.

May only be used by wizards.

Bracers of the Exalted

Gold and silver entwined.

Defend with +1 DD.

You also gain +1 BP and +1 MP.

Boots of Gentle Fall

Soft and light like silk.

You are immune to falling damage caused by pit traps and similar hazards.

Brooch of the Dragonwatch

Forged in fire, to defeat fire.

Reduce by 1 the BP lost from spells, attacks, and effects based on fire, cold, electricity, or acid.

Amulet of the Holy Sun

A talisman to call the invincible light to your aid.

Activate at any time: all undead monsters on the board miss their next turn.

One use per game.

Amulet of the Dead Eye

At any time, you gain permanent control of 1 zombie you can see, which you use after your turn. It can only move, attack, and open doors.

You can only have 1 zombie under your control and the effect lasts only for the remainder of the current quest.

May only be used by wizards.

Ring of the Spirits

Voices from beyond whisper in your ears.

You gain +1 MP.

Cloak of Invisibility

Apparently an old cloak with nothing special about it.

At any time, become invisible: Zorgan's monsters cannot attack you on their next turn.

One use per game.

Cloak of the Bloodied

Dripping, vengeful

If your current BP are less than your maximum value you defend with +1DD, or +2 DD if you only have 2 BP left (or less).

Sapphire Ring of Wizardry

A ring that feels soft and cool.

Every time you cast a water spell, roll a die: on a 4, 5 or 6, you may keep the spell card.

Ruby Ring of Wizardry

A ring that is always warm.

Every time you cast a fire spell, roll a die: on a 4, 5 or 6, you may keep the spell card.

Emerald Ring of the Wizardry

A ring as heavy as a boulder.

Every time you cast an earth spell, roll a die: on a 4, 5 or 6, you may keep the spell card.

Diamond Ring of Wizardry

Pure as light, in the shape of a ring.

Every time you cast an air spell, roll a die: on a 4, 5 or 6, you may keep the spell card.

Amulet of the Exalted

A precious talisman of silver and gold.

You gain +1 BP and +1 MP.

Essence of the Simurgh

The essence of the legendary soul-bird's power.

Drinking this mystical elixir permanently increases your maximum MP by 1.

Discard after use.

Essence of the Leviathan

The essence of the first sea-dragon's might.

Drinking this mystical elixir permanently increases your maximum BP by 1.

Discard after use.

Amulet of the Spirits

Voices from beyond whisper in your ears.

You gain +1 MP.

Ring of Warping

This ring con alter time and space.

When you lose your last BP, roll a die. If the result is 4 or more, you immediately move 1 square and your BP are restored to 1. May only be used by wizards.

Horn of Blasting

The horn imbued with the roar of the sea dragon.

At any time, blow the horn: Zorgan's monsters miss their next turn.

Undead monsters are unaffected.

One use per game.

Tiara of the Mentalist

Mind is the greatest power.

You may at any time spend any amount of MP to prevent the loss of an equal amount of BP, or vice versa.

One use per game.

May not be used with a helmet or other headpiece.

Amulet of Warding

A talisman of protection from evil.

When a dreadful spell affects you directly. before taking in consideration the effects of the spell, roll a die. On a 4, 5, or 6, you ignore the effects of the spell.

Ring of the Eternal Guardian

At any time, you gain permanent control of 1 mummy you can see, which you use after your turn. It can move, attack, and open doors. You can only have 1 mummy under your control and the effect lasts only for the remainder of the current quest. *If you die, you become a pile of blackened dust, and all the equipment, treasure and coins you were carrying disappears, except this ring, which can be retrieved by another hero. May only be used by wizards.

Enchanted Mirror

An enchanted glass to reverse reality. At any time, you may magically displace yourself, or another hero or monster you can see, to a square you can see: the chosen creature is teleported to the location. If the destination square is occupied by another hero or monster, the two swap places. One use per game.

Ring of the Exalted

A precious talisman of silver and gold.

You gain +1 BP and +1 MP.

Tiara of the Geomancer

May only be used by wizards

Once per game, as an action, you may cause the ceiling to collapse. Place a falling block token on a square you can see. That square becomes impassable. If a monster is on the chosen square, roll 3 combat dice against it, and the monster cannot defend. If it survives, it is hurled to the closest free square. You may at any time dispel and remove the block token caused by the Tiara. May not be used with a helmet or other headpiece.

Curse of the Astral Hunter

The Axian Artifacts are truly powerful items, and their energy reverberates through the very fabric of reality, often attracting the attention of powerful extra-dimensional beings that feed on raw magic energy.

If the heroes own 2 or more artifacts, once at every quest Zorgan must roll 2d6 the first time a hero's blood is spilled (i.e. a hero loses 1 or more BP). If the result is equal to or lower than the total number of AXIANQUEST Artifacts owned by the heroes, an Astral Hunter appears next to the hero with more artifacts, and attacks immediately like a wandering monster.

Arcane Emporium of the Axian Witch

After each quest, the heroes may visit the Axian Witch's Emporium:

  • Zorgan shuffles the deck and draws 1d6 cards: these are the items she has for sale at this time.
  • The heroes can examine and buy the items drawn. Thanks to the heroes' reputation, each item can be bought for 1000 coins.
  • If more than one hero wants to buy a given item, they can either roll a die, or duel for it (use the central room as the arena; the hero who loses all his BP is defeated but not dead, and recovers fully before the next quest).
  • The witch also buys artifacts from the heroes, paying 500 coins per item.

Abbreviations Used in the Cards

  • Zorgan: The player controlling the monsters!
  • Mv: Movement
  • AD: Dice rolled to Attack
  • DD: Dice used to Defend
  • BP: Body or bodily Points
  • MP: Mind or mental Points
  • +,-: extra/additional, minus/less

Examples: "+2 AD" means "gain 2 extra dice to attack", "-1 DD" means "roll 1 less die to defend".

Astral Hunter

Mv 8 | AD 4 | DD 4 | BP 4 | MP 4

Special - Devourer of Magic

The Astral Hunter's attacks do not inflict BP: each undefended skull destroys one artifact carried by the hero!

If the heroes have no artifacts left, it disappears.

Miniature: A gargoyle, dreadful sorcerer, or other horrific figure of your choice.