FurQuest Board Game Spaces
These are the spaces that will appear on the FurQuest board game. This is showing the back of the cards that will be used as spaces. When you land on a space, you must flip the card over and you never know what you will get. It's kinda like Mario Party except you can't put your own spaces.
Also, there is one character that hasn't been designed yet so he did not make it into the game.
lilakamaru I'm sorry. As soon as I have a design ready, I will make an image just for you as an apology.
I will put up the rules of the game INTO MY SCAPS in just a bit so hold your tail. It's coming as part of an image submission. I tries to upload it as text but I could not. The card effects will also be on the next image with the rules.
So now let me explain each space from top left to bottom right:
Fallen In River
The player who lands on this space must move 5 spaces back the direction they came from.
Swap
The player who lands on this space switches places with another player of their choice. The space either player stays on after this effect is not applied. If it is a solo game, the effect is not activated.
The Black Hood
The player who lands on this space must roll the die 3 times and add the results together. If the outcome is 11 or higher, the player may move to any other space. If that space is hidden, it is revealed. If it is a sacred stone card or a Dark Skull card, it is removed from the game board and set aside. If not, the effect is negated.
Lost Map
The player who lands on this space must skip their next turn. If it is a solo game, this effect is not activated.
Map
The player who lands on this space moves to the nearest location space. The effects are not activated.
Cyrus
The player who lands on this space rolls the die. If the result is a 1, 2, or 3, the player returns to the Start. If the result is 4, 5, or 6, the player may roll the die and move again.
Dice
The player who lands on this space may roll twice next turn. After the first roll, the player must move. After the player has moved, the player may roll again. The effects of the spaces that the player lands on are activated.
Down-Right Arrow
The player who lands on this space must move down on their next turn. If they cannot move down, they must move right.
Night
The player who lands on this space must roll the die. If the result is odd, the player must skip their next turn. If the result is even, this effect is not activated.
Cancelled
The player who lands on this space can negate a space card’s effect once per game. If the player has already landed on the space before in the same game, the effect is not activated. The player cannot negate a Dark Skull card.
Failed Invention
The player who lands on this space chooses another player. That player loses one turn. If it is a solo game, this effect is not activated.
Third Eye
The player who lands on this space may see one hidden space. That space is not revealed and only the player who landed on this space may see the card. Afterwards, the card is set back in the hidden position.
Friendship
Each player may reveal one hidden space. If it is a sacred stone card or a Dark Skull card, it is removed from the board and set aside. If not, its effects are not activated.
Return
The player who lands on this space is sent back to the space where they began this turn. The effects are not activated.
Die
The player who lands on this space may roll and move again.
Guess
The player who lands on this space may move to any hidden space on the game board and the card is revealed. If it is a sacred stone card or a Dark Skull card, it is removed from the game board and set aside. If not, then its effects are not activated.
Shortcut
The player who lands on this space moves to the nearest hidden space and reveals it. If there are 2 spaces that are equally apart, the player chooses which space to move to. If it is a sacred stone card or a Dark Skull card, the card is removed from the game board and set aside. If not, the effects are negated.
Sorcerers
All players return to Start.
Revealed Space
The player who lands on this space may reveal any hidden space. If not, the effects are not activated.
Sword of Light
The player who lands on this space may move to another player's space. If played competitively, the player may steal a sacred stone from the other player.
Dr. Timewolf
The player who lands on this space rolls the die. Every other player cannot move for the number of turns rolled.
Up-Left Arrow
The player who lands on this space must move up on their next turn. If they cannot move up, they must move left.
Dark Skull
If the 10 Dark Skull cards are revealed before the game ends, then all players lose.
Sacred Stone
There are 10 different sacred stone cards. This is just one of them. Once all the 10 sacred stone cards have been revealed, the game ends and the heroes win. If played competitively, the player with the most sacred stones found is declared the winner. If it is a tie, then the 10 Dark Skull cards will be shuffled with one sacred stone card. Each player takes turns and picks one card. Whoever picks the sacred stone card wins!
Now the next ones are location spaces. These cannot be moved and are designed right onto the board.
Robin Hood's Hideout-Robin Hood has mistaken you for a villain and stole your entire luggage! You must retrieve it to continue your quest. Lose your next turn.
Tavuk Mountain-The volcano has erupted. You must escape! Move 3 spaces and lose your next turn.
The space that the player lands on is revealed and its effects are activated.
Swamp Of Illusion-Feng has been playing mind games on you and now you must get your senses back on track. Guess your next roll!
Each turn you may roll the die 3 times. You must guess the result of your roll to escape. If you fail, you may try again next turn.
Amazoness Tribe-No males are allowed to enter the village. If you are male, you must return to the space where you began this turn.
Dusty Desert-The desert heat makes your hero weary. You can only move up to 3 spaces next turn.
If a number larger than 3 is rolled, the player must roll again until a 3 or lower is rolled.
Wild Wind Gulf-A dust storm breaks out and you lose your way. Stay on this spot until another player passes by or until 3 turns have passed.
Snow Cap Mountain's Cave-You found the secret cave leading to the Hidden Valley of the Ancients. You may move to any other space.
The space that the player lands on is revealed and its effects are activated.
Dark Skull's Castle-Oh no! Dark Skull has captured one of your friends! One less Dark Skull card must be revealed to lose.
Also, there is one character that hasn't been designed yet so he did not make it into the game.
lilakamaru I'm sorry. As soon as I have a design ready, I will make an image just for you as an apology.I will put up the rules of the game INTO MY SCAPS in just a bit so hold your tail. It's coming as part of an image submission. I tries to upload it as text but I could not. The card effects will also be on the next image with the rules.
So now let me explain each space from top left to bottom right:
Fallen In River
The player who lands on this space must move 5 spaces back the direction they came from.
Swap
The player who lands on this space switches places with another player of their choice. The space either player stays on after this effect is not applied. If it is a solo game, the effect is not activated.
The Black Hood
The player who lands on this space must roll the die 3 times and add the results together. If the outcome is 11 or higher, the player may move to any other space. If that space is hidden, it is revealed. If it is a sacred stone card or a Dark Skull card, it is removed from the game board and set aside. If not, the effect is negated.
Lost Map
The player who lands on this space must skip their next turn. If it is a solo game, this effect is not activated.
Map
The player who lands on this space moves to the nearest location space. The effects are not activated.
Cyrus
The player who lands on this space rolls the die. If the result is a 1, 2, or 3, the player returns to the Start. If the result is 4, 5, or 6, the player may roll the die and move again.
Dice
The player who lands on this space may roll twice next turn. After the first roll, the player must move. After the player has moved, the player may roll again. The effects of the spaces that the player lands on are activated.
Down-Right Arrow
The player who lands on this space must move down on their next turn. If they cannot move down, they must move right.
Night
The player who lands on this space must roll the die. If the result is odd, the player must skip their next turn. If the result is even, this effect is not activated.
Cancelled
The player who lands on this space can negate a space card’s effect once per game. If the player has already landed on the space before in the same game, the effect is not activated. The player cannot negate a Dark Skull card.
Failed Invention
The player who lands on this space chooses another player. That player loses one turn. If it is a solo game, this effect is not activated.
Third Eye
The player who lands on this space may see one hidden space. That space is not revealed and only the player who landed on this space may see the card. Afterwards, the card is set back in the hidden position.
Friendship
Each player may reveal one hidden space. If it is a sacred stone card or a Dark Skull card, it is removed from the board and set aside. If not, its effects are not activated.
Return
The player who lands on this space is sent back to the space where they began this turn. The effects are not activated.
Die
The player who lands on this space may roll and move again.
Guess
The player who lands on this space may move to any hidden space on the game board and the card is revealed. If it is a sacred stone card or a Dark Skull card, it is removed from the game board and set aside. If not, then its effects are not activated.
Shortcut
The player who lands on this space moves to the nearest hidden space and reveals it. If there are 2 spaces that are equally apart, the player chooses which space to move to. If it is a sacred stone card or a Dark Skull card, the card is removed from the game board and set aside. If not, the effects are negated.
Sorcerers
All players return to Start.
Revealed Space
The player who lands on this space may reveal any hidden space. If not, the effects are not activated.
Sword of Light
The player who lands on this space may move to another player's space. If played competitively, the player may steal a sacred stone from the other player.
Dr. Timewolf
The player who lands on this space rolls the die. Every other player cannot move for the number of turns rolled.
Up-Left Arrow
The player who lands on this space must move up on their next turn. If they cannot move up, they must move left.
Dark Skull
If the 10 Dark Skull cards are revealed before the game ends, then all players lose.
Sacred Stone
There are 10 different sacred stone cards. This is just one of them. Once all the 10 sacred stone cards have been revealed, the game ends and the heroes win. If played competitively, the player with the most sacred stones found is declared the winner. If it is a tie, then the 10 Dark Skull cards will be shuffled with one sacred stone card. Each player takes turns and picks one card. Whoever picks the sacred stone card wins!
Now the next ones are location spaces. These cannot be moved and are designed right onto the board.
Robin Hood's Hideout-Robin Hood has mistaken you for a villain and stole your entire luggage! You must retrieve it to continue your quest. Lose your next turn.
Tavuk Mountain-The volcano has erupted. You must escape! Move 3 spaces and lose your next turn.
The space that the player lands on is revealed and its effects are activated.
Swamp Of Illusion-Feng has been playing mind games on you and now you must get your senses back on track. Guess your next roll!
Each turn you may roll the die 3 times. You must guess the result of your roll to escape. If you fail, you may try again next turn.
Amazoness Tribe-No males are allowed to enter the village. If you are male, you must return to the space where you began this turn.
Dusty Desert-The desert heat makes your hero weary. You can only move up to 3 spaces next turn.
If a number larger than 3 is rolled, the player must roll again until a 3 or lower is rolled.
Wild Wind Gulf-A dust storm breaks out and you lose your way. Stay on this spot until another player passes by or until 3 turns have passed.
Snow Cap Mountain's Cave-You found the secret cave leading to the Hidden Valley of the Ancients. You may move to any other space.
The space that the player lands on is revealed and its effects are activated.
Dark Skull's Castle-Oh no! Dark Skull has captured one of your friends! One less Dark Skull card must be revealed to lose.
Category Designs / Miscellaneous
Species Unspecified / Any
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File Size 851.6 kB
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