Key Quest power-ups
Key Quest power-ups are virtual cards in the game Key Quest that grant players specific powers within the game. In general, using a power-up either aids the player in winning the game or prevents the player's opponents from doing the same. Power-ups can be obtained by passing or landing on a power-up square or by winning a mini-game or duel. Each power-up can only be used once, and it disappears after it is used. Players are allow to carry up to three power-ups at one time. If a player has three power-ups and they acquire another, they may discard one of their stored power-ups to make room for the new one. There are a total of 25 different power-ups in the game of Key Quest, each of which has a unique effect.
Available in all games
These power-ups appear in all Key Quest games:
Battle Dice: You could win, but you could also lose. Don't take a duel lightly! Using this power-up initiates a duel between the player and an opponent of their choice. | |
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 key of their choice from an opponent of their choice. | |
Giant Lint Ball: With this in your pocket, nothing else will fit! The player choose an opponent; the chosen opponent will be unable to collect keys or power-ups during 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; the direction that the chosen player 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 an opponent and then is transported to the space one space ahead of the chosen opponent. | |
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 key of their choice belonging to a player of their choice. 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 of their choice from an opponent of their choice. | |
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 choice. 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; the 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 can switch places on the board with another player of their choosing. | |
Virtudice: Mad scientists bent on Neopian domination get all the coolest gadgets. This power-up will ensure that the player rolls a six during their next dice roll. |
These power-ups only appear in games with three or four players:
Bottled Quicksand: Even Lost Desert residents should fear this power-up - after all, no one likes getting sand in their pants. The player chooses an opponent; the chosen opponent loses their next turn. | |
Catapult: And then he said, 'Get in! I promise this won't hurt one bit.' Never trust a Darigan Skeith. The player chooses a player; the chosen player is sent to their home square. The player can use this power-up on themselves. | |
Key Grabber: Made especially for stealing keys, or scratching your back, although the former is probably more helpful. The player gets to steal a key of their choice from an opponent of their choice. | |
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 and places dung on it. No players can pass this space on their next turn. | |
Pocket Mini-Game: Who knew mini-games could fit in your pocket? How handy is that? Using this power-up starts a randomly selected mini-game. |
Available in 4-player games only
These power-ups only appear in 4-player games:
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 lose their next turn. | |
Swap Keyring: "Key, look over there!" Now's your chance! No one's looking! The player gives all of their keys to a player of their choice and then receives all of the chosen player's keys in return. |
Super Power-ups
These power-ups can only be obtained by landing on an alignment square that matches that of your token: