BIONICLE: Quest for Makuta
From BIONICLEsector01, working on 1,550 articles.
Parent Page: Expanded Universe
| BIONICLE: Quest for Makuta | |
| | |
| Board Game | |
| Number of players | Two to six |
| Distributer | RoseArt |
BIONICLE: Quest for Makuta was a board game released in late 2001. An unusual aspect of the game was that the entire board was printed on hexagonal pieces which joined together, like jigsaw pieces, allowing many different configurations of the board.
Contents |
Object
The object of the game was to move around the board collecting tokens and battling Rahi until one had collected enough tokens to take on Teridax.
Gameplay
Movement
The game begins on a single map piece of Mata Nui, which the players' characters, one of the six Toa Mata, have washed up on. Players roll a die to move. As a portals on the edge of the pieces is reached, the player who reached it takes another piece from the pile of remaining map sections, and places its portals adjacent to the one landed on, increasing the total map area.
Enemies
In addition to a player's opponent(s), players are blocked by three different levels of Rahi: Nui-Rama, Nui-Jaga, and Muaka/Kane-Ra. As a player encounters a Rahi, he or she flips the Rahi's token to expose its strength, then rolls a die and adds any bonuses granted by Kanohi or Turaga tokens that they may have. If the player's total is above the Rahi's strength, the Rahi is defeated. Losing to the Rahi costs the player a token from their Toa's playcard, chosen by an opponent, and placed under the token of the Rahi which the player failed to defeat (which is rewarded to whomever does defeat that Rahi).
Tokens
Kanohi, Turaga, and key tokens are acquired as Rahi are defeated. They are kept facedown on players' Toa playcards. Players are limited to possessing four Kanohi, two Turaga, and three keys at any one time, but if a player comes across another, they have the choice of taking the new one (discarding one of their existing ones).
Ending
Play progresses until the map section which contains Teridax's temple is placed, at which time the lock tokens are put down around the edges on the portals. As a player approaches a lock, it's flipped and a three-digit code is uncovered. The player must have the three matching keys on their Toa's playcard in order to challenge Teridax. If the player doesn't, they are sent back out to the map to find and swap out keys, or work their way around the map in an attempt to gain entry to Teridax's temple through a different portal.
When a player matches their keys to a lock, their challenge with Teridax begins. A die is rolled to rotate Teridax's temple, then his strength is determined by which color on his base is facing the challenger's particular portal. Then the battle is determined on a single die roll. If the challenger's roll, plus their Kanohi and Turaga modifiers is higher than Teridax's strength, they defeat Teridax, winning the game.
Should the challenger lose, they lose a token and one of their opponents gets to relocate their Toa pawn to any space on the map and the game continues.
Contents
- 1 instruction booklet
- 1 Makuta temple
- 1 white six-sided die
- 1 red eight-sided die
- 1 green twelve-sided die
- 6 Toa pawns
- 6 Toa playcards
- 6 reference sheets
- 9 lock tokens
- 12 Turaga tokens
- 20 map pieces
- 24 key tokens
- 24 Kanohi tokens
- 57 Rahi tokens
Parent Page: Expanded Universe
| Board Games |
|---|
| Quest for Makuta | Quest for the Nest | Mask of Light | Quest for Keetongu | The Quest Game |
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