Difference between revisions of "Key Quest power-ups"

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(→‎Available in all games: I missed the rainbow sticky hand! Doh!)
(→‎Super Power-Ups: completed super power up table)
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*'''Swap Keyring''': When used, the player replaces all of their keys with all of the opponent's keys. This power-up and can turn the entire game situation around, but is very rare and is undoubtedly a target for Rainbow Sticky Hands and Tornado Rings. Some people say that this powerup is unfair because someone can get this powerup and do nothing for the rest of the game until the end where they use it on the would-be winner. Only available in 4-player games.
*'''Swap Keyring''': When used, the player replaces all of their keys with all of the opponent's keys. This power-up and can turn the entire game situation around, but is very rare and is undoubtedly a target for Rainbow Sticky Hands and Tornado Rings. Some people say that this powerup is unfair because someone can get this powerup and do nothing for the rest of the game until the end where they use it on the would-be winner. Only available in 4-player games.


==Super Power-Ups==
==Super Power-ups==
Super power-ups are power-ups that are received when a player lands on an alignment square that matches their token's alignment, and can be available in any game.
These four super power-ups can only be obtained by landing on an alignment square that matches that of your token.


*'''Super Boots of Flight''': Allows the player to roll 3 dice in one turn, whereas for the regular Boots of Flight you're allowed to roll two. This gives the player a potential to move up to 18 spaces in one turn, but unfortunately, this powerup is very inconsistent, so the player can roll something as low as a 3.
{| style="margin:0 auto;" class="wikitable"
 
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*'''Super Catapult''': When used, two players are sent back to their home square instead of one. This can prove to be very important towards the end of the game, if two of your opponents are very close to the finish tile. You can also select to choose only one player home instead of two if you click "x" after having one player sent home.
|style="width:208px;"|[[Image:KQPUSuperBootsOfFlight.jpg]]||style="width:475px;"|'''Super Boots of Flight:'''<br>''Fly farther than ever before... that is, if they stay on your feet.''<p>The player gets to roll three dice instead of one.</p>
 
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*'''Super Key Grabber''': When used, the player can grab two of another player's keys instead of one key, which can create a 4-key swing between you and an opponent. This powerup is extremely useful and powerful and can turn the entire game around, and extremely annoying and hindering for the victim. If a player only has one key, then, the powerup only grabs one key, and the player can also choose to only grab one key.
|[[Image:KQPUSuperCatapult.jpg]]||'''Super Catapult:'''<br>''Twice the fun of a regular catapult, yet only half the accidents!''<p>The player chooses two players and both of the chosen players get sent back to their home squares. The player can use this power-up on themselves.</p>
 
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*'''Super Pile of Dung''': The player can put two piles of dungs on any square of the board, blocking more players than the regular pile of dung.
|[[Image:KQPUSuperKeyGrabber.jpg]]||'''Super Key Grabber:'''<br>''33% more grabby than the regular Key Grabber.''<p>The player gets to steal two keys of their choice from an opponent of their choice.</p>
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|[[Image:KQPUSuperPileOfDung.jpg]]||'''Super Pile of Dung:'''<br>''If you thought a regular pile of dung was bad, you'll never want to come across the super version.''<p>The player gets to place dung on two space of their choosing and no players can pass these spaces on their next turn.</p>
|-
|}


[[Category:Key Quest]]
[[Category:Key Quest]]

Revision as of 23:03, 10 April 2011

Jubjub red sad.gif This page is under construction
Proper intro needs to be written. The rest of the power-ups need to be placed into tables.

Key Quest Power-ups are special cards that players can use in the game of Key Quest.

Available in all games

KQPUBattleDice.jpg Battle Dice:
You could win, but you could also lose. Don't take a duel lightly!

The player plays a game of rock-paper-scissors with an opponent of their choosing until a winner is determined. The winner then gets to choose one of three a randomly selected power-ups.

KQPUBootsOfFlight.jpg Boots of Flight:
These boots will carry you far, if you know how to use them.

The player gets to roll two dice instead of one.

KQPUDistractionPotion.jpg Distraction Potion:
If your opponent drinks this, they'll never notice your treachery.

The player gets to trade one of their keys for a chosen key from an opponent of their choosing.

KQPULintBall.jpg Giant Lint Ball:
With this in your pocket, nothing else will fit!

The player choose and opponent and this opponent will be unable to collect keys or power-ups during their next turn.

KQPUGiantRockMote.jpg Giant Rock Mote:
Motes are normally soft and sparkly. Unfortunately, this one isn't.

The player chooses a direction to send the mote. The mote will then move 15 spaces in the chosen direction. Any players that are hit by the mote will loose their next turn.

KQPULoadedGummyDice.jpg Loaded Gummy Die:
It always lands on the number you choose, as long as no one eats it first.

This power-up allows the player to choose the value of their next dice roll.

KQPUMisdirectedCompass.jpg Misdirected Compass:
Its previous owner went missing. Now you know why.

The user chooses a player and the direction that is traveling is reversed. The player is allowed to use this power-up on themselves.

KQPUMortog.jpg Mortog:
Luckily, use of this Power-Up does not require the kissing of any Mortogs. That's a relief.

The player chooses and opponent and then is teleported to the space one space ahead of this opponent.

KQPUDung.jpg Pile of Dung:
Anyone who stumbles across this will surely stop dead in their tracks. It's not every day that dung can be this useful.

The player chooses a space on the board to place the dung and no players can pass this space on their next turn.

KQPUPocketPortal.jpg Pocket Portal:
You'll find this power-up most handy for getting around the board quickly. Also, portals are just really fun to use. WHEEEE!

The player will be automatically transported to a portal space of their choosing.

KQPURainbowFountainWater.jpg Rainbow Fountain Water:
Who knew Rainbow Fountain water worked on keys?

The player can change the color of a single chosen key belonging to a player of their choosing. The player is allowed to use this power-up on themselves.

KQPURainbowStickyHand.jpg Rainbow Sticky Hand:
All you have to do is swing it. The sticky hand will do the rest!

The player can steal a single power-up from an opponent of their choosing.

KQPUSpareKeyring.jpg Spare Keyring:
It's always good to have a spare!

The player will steal all except one key of each color from an opponent of their choosing. So, for example, if the player uses this power-up on an opponent that has 3 green keys, 2 red keys, 1 blue keys, the player will steal 2 green keys and 1 red key.

KQPUTornadoRing.jpg Tornado Ring:
Use this power-up at your own risk. It's highly unpredictable!

The player chooses a player and chosen player's power-ups are replaced with new, randomly-selected power-ups. The player is allowed to use this power-up on themselves.

KQPUTransportHelmet.jpg Transporter Helmet:
It might look like you have a toaster on your head, but this helmet can come in handy.

The player will switch places on the board with a player of their choosing.

KQPUVirtudice.jpg Virtudice:
Mad scientists bent on Neopian domination get all the coolest gadgets.

This power-up will ensures that the player will roll a six on their next dice roll.

Unavailable in 2-player games

  • Bottled Quicksand: This powerup causes the chosen player to miss a turn, missing out on any keys or points they may pick up that turn. This is a classic irritant to use for the target player, especially in 4-player games when they have to sit out for 6 turns made by other players, but however, does not benefit the player playing the powerup very much.
  • Catapult: This powerup can be very annoying to the person that it's used on. It shoots them back 'home,' which is back to where they started. This means that if they were close to the Quest Door, they have to go back around to it. It's a useful tool for stopping people getting there before you.
  • Key Grabber: The Key Grabber is both extremely helpful to the user and extremely hindering to the person that it is used on. It takes one key from the chosen player, and gives it to the person using the card. This can give a huge advantage to the person using it, as it could save the person from taking many turns to get a hard-to-reach key, while forcing your opponent to waste their turns getting the key they lost.
  • Pocket Mini-Game: This power-up activates a random mini-game, and this isn't particularly useful in most cases, because your opponent would win a power-up or key if they were to win the game, so it's recommended that this to not be used unless your opponent is very close to winning or if you're confident that you'll win the mini-game.
  • Swap Keyring: When used, the player replaces all of their keys with all of the opponent's keys. This power-up and can turn the entire game situation around, but is very rare and is undoubtedly a target for Rainbow Sticky Hands and Tornado Rings. Some people say that this powerup is unfair because someone can get this powerup and do nothing for the rest of the game until the end where they use it on the would-be winner. Only available in 4-player games.

Super Power-ups

These four super power-ups can only be obtained by landing on an alignment square that matches that of your token.

KQPUSuperBootsOfFlight.jpg Super Boots of Flight:
Fly farther than ever before... that is, if they stay on your feet.

The player gets to roll three dice instead of one.

KQPUSuperCatapult.jpg Super Catapult:
Twice the fun of a regular catapult, yet only half the accidents!

The player chooses two players and both of the chosen players get sent back to their home squares. The player can use this power-up on themselves.

KQPUSuperKeyGrabber.jpg Super Key Grabber:
33% more grabby than the regular Key Grabber.

The player gets to steal two keys of their choice from an opponent of their choice.

KQPUSuperPileOfDung.jpg Super Pile of Dung:
If you thought a regular pile of dung was bad, you'll never want to come across the super version.

The player gets to place dung on two space of their choosing and no players can pass these spaces on their next turn.