Quest - The Second Age : Rule Book, Page 14 of 16

© 1990-1999 by KJC Games. All rights reserved.

Chat List

Some of the 'monsters' controlled by the computer are characters or people that travel from town to town or can be found in shops. You can attack them if you wish but if you approach them in a calm, reasonable manner they will often be happy to talk to you. Some will have special information that could be very valuable.

Each party can have up to twenty words on a 'Chat List'. Whenever you meet a character your Chat List is compared with what they know and if any words match, they will tell you something about that subject.

You may add four words to your chat list each turn. A 'word' can consist of up to twenty letters including spaces but not punctuation. Just write the words you wish to add in the space provided at the bottom of your Turncard. If this brings the total on your list to more than twenty words, the oldest one will be deleted. To remove a specific word, write the number of the word in your Chat List. E.g. to remove the sixth word, you would write 6.

In general, the only words that should be used are names of one kind or another. Recommended words to begin with are the name of the gods, towns, dungeons, and monster classes. To start you off, a few names have already been added to your chat list.

Shopkeepers are also friendly and often know something about the surrounding countryside. As they are busy, to get them to chat you need to issue the TALK order.

Talk to Characters
T (shop)
For example: T 22 has you talk with the owner of shop 22 and any customers.

Contact with Other Players

When you meet a party belonging to another player, as long as he has not selected the private option, you will be told that player's name and postal and/or email address, and he will receive yours. This allows you to contact another player directly and exchange information, make joint plans, negotiate deals and more.

Please remember that Quest is played by people of all ages for pleasure and amusement. It is against the rules and the spirit of the game, to use obscene language or to insult other players in your correspondence. It is also against the rules for players to use the names and addresses they receive through Quest for anything other than exchanging Quest related material. In the interests of all players, any player found abusing either of these rules will be removed from the game.

Party Profile

Using a party profile form, you can enter a short description of your party, a shield design and a battle cry. When you meet other parties they will be given your description and you will be given theirs.

Rumour Cards

You can use these to give away small bits of information or add bogus messages. Rumours are listed in the town newspapers. Rumours are only accepted on official rumour forms. A fresh one is supplied every ten turns.

Game Newsletter

Each game of Quest has its own player produced newsletter, which is published and distributed free of charge, usually every three or four game weeks. It carries articles, messages, offers of alliance, etc. If you would like to send a contribution to your game newsletter, you can either send it direct to the editor or via KJC.

Standing Orders

From TURN TWO ONWARDS, you can specify five orders which you wish to become standing orders. These will be processed every turn until either changed or cancelled. They are always processed last, after your normal 15 orders, making a total of 20 altogether. Standing orders must be written in order slots 1 to 5 of your Turncard. To indicate that you wish an order to be a standing order you should double up the first letter.

For example: If you wanted to set standing order 1 to be P 0 and standing order 3 to be I 99 you would write:
Order no 1: PP 0
Order no 2: [any order, eg.] U 3 101 3
Order no 3: II 99

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Page Created 3rd December 1999
Last Updated 26th December 1999