Advanced Rulebook
UPDATES & CHANGES FROM QUEST 2nd AGE
NEW PARTIES & ALLIANCES
PARTY BANK TAX
SELLING ITEMS AND THEIR VALUES
JOURNEYS
NO ATTACK
PSYCHO PARTIES
PARTY TRANSFERS

UPDATES & CHANGES FROM QUEST 2nd AGE

NEW PARTIES & ALLIANCES

New parties in the GME worlds, games 31 or 32, can request to be moved to their Alliance HQ city, once they have joined the Alliance.

Contact Phil via post, or at phil@kjcgames.com with all your details to do this. This can be done up until the party's 10th turn.

An update turn will be sent to email players.

Important Note: Your party needs to actually be in an Alliance, if they are not they will not be moved.

PARTY BANK TAX

A party is allowed to deposit up to 50,000 Gold into a bank as tax-free money. After this amount a 2% tax will be deducted each game week from the amount (less 50,000), until the level drops down to 50,000, where upon the amount will be within the tax-free amount. A party bank account is not a personal bank account; it is a business account that can cater for up to 15 people's money. This tax cannot be avoided; the cost and consequences are just not worth it.

SELLING ITEMS AND THEIR VALUES

When selling the majority of items their value is considered to be roughly one quarter of their full price. Character's charisma does modify the final amount a bit, the higher the charisma the more gold the party is given.
The exceptions to this are any items that item class number is between 250 and 285, inclusive; this is basically the items for gems and jewellery.

Selling moderated items via normal game orders will not get the items moderation value, just the base items value as per the above rules.

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JOURNEYS

The journeys have been designed with a social structure in mind. They are no longer coach journeys, but are now magical portals that are controlled by the Magic Cyrcle.

A maximum of 3 journeys a turn is allowed.

Journeys are also split into three classifications. The journey safety can be checked via an I (Shop Number) order. This will give a breakdown of the risk:

  • Safe - These will always work.
  • Uncertain - These journeys have a chance of failing and leaving a party in the wilderness. Possibly robbed of Gold.
  • Perilous - This has a higher risk of things not working out, while not as dangerous as it sounds the party can end up in the wilderness and also be robbed.

NO ATTACK

The no attack setting has been removed for the moderated worlds. As the game is based around party and Alliance interaction, plus cause and effect, the NA option would be a way of harassing the opposition without comeback. An additional reason is that since the original implementation of NA, the Anti-Annihilation-Routine has been added. This prevents too many characters from being killed, and thus protects weak parties from being destroyed by powerful parties.
A statement telling the party how peaceful they have been versus other parties is still in the game currently, as a few ideas in the development stage will use this.

PSYCHO PARTIES

With the introduction of the aforementioned Anti-Annihilation-Routine (A.A.R.) this setting has now been added to allow players with more psychotic parties to be wiped out, but only if both parties have the setting on. Instead of the A.A.R. negating the fight, this setting allows the fight to count. If only one party has the setting on then the A.A.R. will work as normal.

To set the psycho option, contact the Games Master. Once this setting has been set it cannot be removed.

WARNING - If you set this option you are inviting everything to try and take the party out! This could mean that if particularly powerful opponents are encountered they could kill so many characters that the party may be left with just a few characters. In the event of a psycho party being wiped out, contacting KJC will NOT enable the party to be 'magically' healed. And remember this is a one-way setting so use at your peril!

PARTY TRANSFERS

Parties can be transferred between worlds.

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