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Quest for the Lost Pixel

Quest for the Lost Pixel Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
    • Basic Game Setup for a Player
    • Player Area
  • Game Startup
    • Game Set Up for 1-4 Players
  • Card Layout
    • Hero/Monster
  • Game Flow
    • Explore Phase
    • Resolving an Event
    • Encounter Phase
    • Evade
  • Inventory
    • Treasures and Artifacts
  • Basic Game Rules
    • A Player's Turn
    • Explore
    • Events
    • Combat
    • Level Up
    • Enter a New Floor
    • Equipped Cards
    • End Game
  • Things to Know
  • Quick Reference
    • Elements
    • Icon Key

Components

  • 1x Rule Book
  • 6x Assorted Dice
  • 10x Hero Cards
  • 10x Hero Avatars
  • 4x Avatar Stands
  • 21x Gem Cards
  • 30x Event Cards
  • 30x Artifact Cards
  • 250x Monster Cards
  • 30x Sheep Cards
  • 50x Monster Enhancers
  • 50x Dungeon Tile Cards
  • 200x Treasure Cards
  • 20x Potion Cards
  • 30x Time Cards
  • 40x Spell Cards

Damage Tokens are referred to in this game as Life Points. Use dice or any other tokens to keep track of your Life and XP.

Game Setup

Basic Game Setup for a Player

Cards used in setup: Artifact, Spell, Dungeon Tile, Gems, Quest, Treasure (1st Floor), Monster (1st Floor), Potion.

Player Area

  • Equipped Cards Area — where a hero's equipped cards go.
  • Spell Cards Area — where a hero's spell cards go.
  • Discard Pile
  • Inventory — a player's hand, holding Gem cards and other items.

Game Startup

  1. Choose a Hero: This can be done at random or by having players choose their favorite hero. Be sure to take your Hero Card and corresponding Hero Avatar.

  2. A Hero's Spell: Each player will draw 2 random Spell cards. Give 1 Spell card to your hero and place the other on the bottom of the Spell deck.

  3. Starting Inventory: Each player will also draw 3 Gem cards from the Gem deck and places them into their Inventory (their hand).

  4. Game Set Up: Shuffle all cards into their respected decks. Place them onto the table (see pg 2).

  5. Dungeon Blueprint: When shuffling the Dungeon Tile deck for the current floor, be sure to add the End Tile (tile with downward stairs) into the deck. Always begin each dungeon with the Starting Tile (tile with stairs upward on tile).

  6. Follow the Leader: Roll dice to determine which player gets to go first.

Game Set Up for 1-4 Players

PlayersDungeon TilesTime Cards
1 Player1015
2 Players1520
3 Players2025
4 Players2530

Card Layout

Hero/Monster

  • Coin — Used for the Store Event.
  • Life — The amount of life a monster or hero has.
  • Name: This is just simply what the name of the card is.
  • Trait: This is additional information about the card.
  • Picture: This is a visual image of what the card is.
  • Card Type: This tells the player what type of card this is.
  • Ability/Elemental Stats/Effects: This is additional information on what the card may or may not do.
  • Stats/Check: This is where you will see a card's physical stat. Also, where you will see what number you will need to roll in order to have a successful check.
  • XP/Level: This is the amount of XP a hero receives or what level a treasure is.

Game Flow

The Game Flow happens in 2 basic phases: Explore Phase and the Encounter Phase. At the start of a player's turn, they will start by beginning the Explore Phase. Immediately after they finish their Explore Phase they will start the Encounter Phase. After that, the player's turn has ended and it is then the next player's turn.

Explore Phase

The Explore Phase is where the player will move their hero avatar throughout the dungeon. Each Dungeon Tile card has 5 spaces (not including the corner spaces) in which the hero may or may not be able to move to. The hero moves spaces equivalent to the SPD value on the hero card. Heroes can gain additional SPD by acquiring new cards to equip that give them added SPD.

Heroes cannot move onto spaces on the Dungeon Tile with a wall on them.

During the Explore Phase you may also reveal new Dungeon Tiles. In order to reveal a new tile, the hero must have at least 1 SPD left to reveal the new tile and immediately place the hero avatar onto the arrow space. BE SURE to place the new Dungeon Tile with the arrow going in the direction your hero is moving in.

During the Explore Phase your hero may go over or land on a Treasure, Potion, or Artifact icon. In this case you will draw a card or cards corresponding to the icons your hero went over or landed on.

Lastly, a new revealed Dungeon Tile may have a "?" symbol which represents an Event. As soon as your hero is placed onto the arrow space with the "?" symbol on it, you will need to draw an Event card. Resolve the Event card to gain new abilities, Treasures, XP, or other advantages. An undefeated Event can cause your hero to receive damage tokens, lose your turn, or other negative effects towards your hero.

Resolving an Event

When Looking at an Event card, the first few things you will need to look at is the Trait and the Check. The Trait will let you know what kind of Event it is. The Check let's you know what Base Stat die you will need to be rolling in order to defeat the Event.

In order to defeat the Event you will need to roll one of three main Stats from your Hero Card. Those Stats are STR, DEX, and INT. Each event is different and requires you to roll based on either a specific stat or the stat of your choice (each Event card will specify what needs to be rolled). To defeat the Event, you need to roll a number greater than or equal to the number listed on the Event. No Equipment on your hero can aid the hero in anyway unless otherwise stated on the Equipment card. Whether an Event is defeated or undefeated, place it on the bottom of the Event deck after you are done with the Event.

Example: With Fighter's stats (STR: d10, DEX: d6, INT: d4), from these 3 Stats, you would want to roll your STR die (which is a 1d10) in order to raise your chances of rolling 5 or more to defeat this Event card.

Some Events like Fire Trap (Check: Dexterity (d10) 5, -OR- Intelligence (INT) 5) may give you 2 choices of Stats in order to give it your best attempt in defeating it. Some Events that are drawn will have no Check stats to defeat. In the case of that, you will immediately take on the effect of what is in the EFFECT area.

Encounter Phase

The Encounter Phase happens immediately after the Explore Phase (after you are done moving your hero). At the start of the Encounter Phase, you will draw a Monster card off the top of the Monster deck matching the number floor you are on. When a Monster is drawn you and the Monster begin combat.

Combat can be a little complicated requiring some addition and subtraction. Some things to note:

Now at the start of combat, determine which Stat (STR, DEX, INT) die you will be rolling, in order to do physical damage to the monster. When rolling for physical damage, add in any other dice that Treasure cards may give to include any + values. + values will give your hero that number without having to roll. After adding up all physical ATKs, now subtract the Monster's physical DEF from your total. If there is still a positive number remaining, that is the amount of physical damage the monster receives. This process repeats for each of the elements.

The order of combat will always start with the hero attacking the monster first. If monster still has life remaining after the hero attacks, then the monster will perform the process the hero had just done. This will continue until the monster or hero is defeated. Monster's, upon defeat, will give your hero 1XP. Once your hero reaches 10 XP, the hero will Level Up and can now use higher tier Treasures. When a monster is defeated it is discarded. Create a separate discard pile for defeated monster cards.

Monsters with the name in yellow are considered Elite Monsters. Elite Monsters are stronger monsters that are on each floor. Elite Monsters reward 2XP when defeated.

Besides Monster cards, You may also draw Monster Enhancer Cards and Sheep Cards.

A Monster Enhancer card gives the Monster an ability or buff throughout the Encounter Phase. This makes the Monster stronger and tougher to kill, but upon defeat your hero will receive a larger reward. It is possible for a Monster to have additional Monster Enhancers depending on how well the deck is shuffled. How these Monster Enhancers work is when you go to draw a Monster card but instead draw a Monster Enhancer, you will place the Monster Enhancer down and draw another Monster card and place the Monster on top of the Monster Enhancer.

When a Sheep card is drawn, all Monster Enhancers and the Sheep card itself is discarded. The hero's turn and Encounter Phase is over and is the next player's turn.

Evade

There may be some Monsters that you draw that may be too hard to defeat with your hero. Only when the monster is first drawn and prior to any attacks, you may choose to Evade. Evading a monster requires you to roll a 1d6. What you are rolling for is a number equal to or lower than your Hero's Base SPD stat. If you are equal or lower than your Base SPD stat, then you have successfully Evaded the Monster. The monster is then placed at the bottom of the Monster deck. An Evaded monster is not a defeated monster so no XP is given to the Hero.

Inventory

Treasures and Artifacts

Your hero can equip cards to make them stronger both in the physical and elemental statistics. Equipment cards have a Level requirement your hero must meet or excede in order to equip. Most of your Equipment will come from Treasure cards, but there may be instances that you can score some EPIC loot called Artifacts that have no Level requirement to equip. There are limitations of how many cards you can equip.

Also, your hand is considered your Inventory. Your hero can only hold a max of 5 cards in your inventory at a time. The very instant you go over 5 cards, you must discard cards until you are back at your 5 card limit.

Equipment slots: Headgear, Armor, Weapon, 2x Accessory, Boots.

Basic Game Rules

A Player's Turn

  • At the start of every player's turn, you must draw, flip over, and place a time card into the discarded time area. If at any point all of the time cards are discarded you and all the player's lose the game.
  • The player will then begin their Explore Phase.
  • After the player's Explore Phase, the will begin the Encounter Phase.
  • As soon as your hero's Encounter phase is over with (whether you defeated or evaded a monster) your turn is then over.
  • The next player will then follow these same steps.

Explore

  • You may move your hero as many spaces as your SPD allows you to move. You do not have to use all your SPD, in fact you may skip the Explore Phase.
  • As soon as your hero avatar moves onto a Treasure, Artifact, or Potion space, draw that corresponding card.
  • Potion cards are placed in front of you upside down. You cannot know the effect until you decide on using the potion.
  • Certain spaces have different effects to your hero when stepped on: Water, Acid, Lava.

Effects

  • Water — Counts as 2 spaces instead of just 1.
  • Acid — You receive 1 damage token when walked onto.
  • Lava — A combination of both Water and Acid. Counts as 2 spaces instead of just 1 and you receive 1 damage token when walked onto.

Events

  • If the Event requires a certain stat to attempt the Check, then roll your corresponding die from your Hero's BASE STAT.
  • Base Stats are the Stats represented on the Hero Card. No equipped cards can aid your hero in defeating the Event unless otherwise notated on the card.

Combat

  • Be sure to add all physical and elemental ATKs seperately. Then Subtract them the same way.
  • When a monster is defeated receive XP noted on the Monster Card and place the monster into a monster discard pile.
  • A combat continues back and forward until either the monster is defeated or the hero is defeated.

Level Up

  • Hero's start at Level 1. When a Hero gains 10 XP, the hero then Levels Up to the next sequential number up to a max of Level 10. The hero gains a new Spell, removes 3 damage tokens, and can use next level Treasure cards.
  • When the hero Levels Up, draw 2 Spell Cards. Choose 1 to place into your Spell Area and place the other on the bottom of the Spell deck.

Enter a New Floor

  • When your hero finds the downstairs Dungeon Tile, you may enter the next floor and all the players automatically follow.
  • When you enter a new Floor, draw 2 Gem cards. If more than 1 player is playing then all other players draw only 1 Gem card.
  • Shuffle all Dungeon Tile cards up leaving out all stair cards, portal card, and pixel cards. Build a new deck of 10 cards. Once you have added the downstairs card back into the randomly selected Dungeon Tiles, reshuffle these tiles.
  • On the 10th Floor you will have 8 random Dungeon Tiles, 1 Portal card, and 1 Pixel card.

Dungeon Tile icons: Upstairs, Portal, Pixel, Downstairs.

Equipped Cards

  • When attempting to use the physical or elemental stats of equipped cards, you must look at what the equipped card is boosting. If you want to use a Bow weapon and it boosts only DEX, then your hero for that combat must roll their DEX die.
  • Elemental stats go the same way as above. Your hero must roll their corresponding base stat die with the equipment they're attempting to use.

Example: The Ice Blade weapon boosts Strength (STR) and has an Elemental Stat ATK of 1d8 for the water element. The Base Stat die (STR) must be rolled in order to use this Ice Blade's Elemental Stat ATK.

End Game

  • You can only beat the game by reaching to 10th Floor, finding the Lost Pixel, and placing your hero onto the Portal icon.
  • The are two ways to lose. Once the last hero in the game reaches 0 life, you lose the game. If you discard all Time cards on a floor, you lose the game.
  • Only the player with the Lost Pixel card can reach the Portal to win the game for all the player's in the game.
  • When playing a multiplayer game, when a player dies, another player can move onto the dead player's space. When another player moves onto a dead players space, they may take anything the dead player had equipped or in their hand. Once this is done, it cannot be done again with that same dead player.

Things to Know

  • When playing with multiple players, only one player needs to reach the Downstairs icon to move onto the next floor.
  • At the start of each floor, players may trade cards with each other. At no other time can this be done.
  • What the tokens are used for:
    • Damage Tokens: These are used to keep track of your hero's and monster's Life when taking damage.
    • XP Tokens: These are used to keep track of your hero's experience points.
    • Search Tokens: These are to mark the Treasure, Artifact, and Potion Icons on a Dungeon Tile space when a hero walks on it. No 2 heroes can be rewarded from the same space.
    • Save Point Tokens: These are to reflect the Save Point Event effect.
  • If an Event doesn't tell you to immediately end your turn, continue your turn normally after the effects of the Event.
  • If a Spell's effect does damage to a monster, the attack is based off the element the Spell has in the Spell Type box on the card. Only effects the hero's ATK not DEF.
  • Potion cards DO NOT count as cards in your Inventory. They remain upside down in front of your player area.
  • At the start of each floor, shuffle the Events deck to ensure you have a completely random deck each floor.
  • Artifact cards do not recquire your hero to be a certain level. They can be equipped at any time or any level.

Quick Reference

Elements

  • Fire ATK, Air ATK, Fire DEF, Air DEF
  • Ice ATK, Electric ATK, Ice DEF, Electric DEF
  • Light ATK, Earth ATK, Light DEF, Earth DEF
  • Dark ATK, Poison ATK, Dark DEF, Poison DEF

Icon Key

  • Treasure: Draw a Treasure card.
  • Artifact: Draw an Artifact card.
  • Potion: Draw a Potion card and leave facedown.
  • Event: Draw an Event card.

Leave the Dungeon Tiles with these Icons on them to the side when shuffling Dungeon Tile cards: Upstairs, Portal, Pixel, Downstairs.