Key Quest power-ups
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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
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. |
- 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.