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Ghoul QuestTM

"What if we all hated each other?" - the board game

How to play

Ghoul Quest is a tabletop-style board game played in-game. Players roll /dice and advance spaces according to what they roll — rolling a 3 moves you 3 spaces, rolling a 9 moves you 9, rolling a 0 keeps you in place.

Dice-based 30–60 rounds Voice chat recommended

Setting up the game

  • Game rounds. Announce a number of rounds before the game starts. It can’t change once started. 30–60 round games are recommended.
  • Turn order. Everyone rolls /dice to set turn order each round, highest to lowest. A new round begins after the last player completes their turn.
  • Achievements. Roll on the -achieve table at game start. Achievements are objectives that, when completed, double the points you gain for passing the Start Space.
  • Notes. Use the Ghoul Quest™ Tool for points and turn order. There’s also a notekeeping spreadsheet template if the tool isn’t available — open the sheet and make a copy for yourself.

Playing the game

  • Starting points. Each player starts with 15 points.
  • Knock outs. Players can’t go below 0. At 0, you’re incapacitated and can’t act. Roll /dice at the start of your turn and each round, trying to roll above 5 to come back at 1 point. Each round you stay incapacitated after the first lowers the required roll by 1.
  • Space effects. Spaces have colors and randomized effects. Use the Discord command tied to the space to roll on its effect table.
  • Effect durations. Effects with rounds take effect immediately. Reduce the counter by 1 at the end of each round. Rounds end when the last player finishes their turn.
  • Treasure limit. You can hold up to two treasures at once. You may discard one before rolling at the start of your turn.
  • Player duels. Landing on the same space as another player triggers a duel. Both roll /dice; the lower roller pays the difference to the higher and moves back one space.
  • Optional duels. If you pass another player on your turn, you may choose to duel them. Win and you take their points. Lose and you pay them, then move back one space.

Player A rolls an 8 and Player B rolls a 4 → Player B pays 4 points to Player A. If a player can’t afford the full payout, the other player only takes what’s available.

Tip: roll /dice in party chat and use voice chat for this game.

Types of spaces

  • Start

    Passing through awards one of two options:

    • Reward: receive 10 points.
    • Gamble: pay half your current points to roll three times on the treasure table; pick one of the three.
  • Healing — Green
    Land here, gain 3 points.
  • Damage — Red
    Land here, lose 3 points.
  • Summon — Purple
    Summon a random primal or boss. Use -summon to roll on the effect table.
  • Diversion — White
    Anything can happen. Use -diversion to roll on the effect table.
  • Aether — Light Blue
    Gain 10 points and change the aether of the board. Use -aether to roll on the effect table.
  • Treasure — Yellow
    Roll -treasure to gain a treasure. If you’re already at 2 treasures, gain 5 points instead.

Variant rules

Variant arenas with these components use the rules below.

Grid / circular board

  • Movement can go sideways, around the board, or vertically. Direction must be picked before you roll.
  • If you would hit a wall, pillar, or similar, your direction reverses and movement continues.
  • Movement is only possible when spaces are connected in that direction (no high walls between them).
  • Duels on these boards: the winner shoves the loser in any valid direction of their choice.

Step / transition spaces

Spaces with diagonal transitions to other parts of the arena. Ending your turn on one moves you to the linked space.

Cannon spaces

Exclusive to the siege board arena. Players that start their turn on a cannon space don’t roll — they jump under the lift to be teleported to the top, then jump to land on a chosen space.

  • Cannon dive duels. Landing on a space with another player triggers a duel. The diving player has +2 to their damage roll, but takes double damage if they lose.
  • Landing on a cannon or transition space. The space explodes, dealing 15 damage to the player and to anyone within 2 spaces. The cannon space becomes unusable for the rest of the game and turns into a transition space leading down.