FREE Demo Game:

  • Getting Started
  • Create KJC Account
  • Create Demo Party
  • Transfer Demo Party
  • Drop Demo Party
  • Demo Turncard
  • Full Game:

  • General Info
  • Payment Options
  • Drop Game 20 Party
  • Turncard
  • Essentials:

  • Party profile form
  • Request last turn
  • Alliance setup form
  • Request party List
  • Help & Info:

  • Turn fees
  • Basic Rules
  • Advanced Rules
  • External:

  • Kharnographer
  • Free mapping utility
  • World of Quest
  • Quest Fan Site

    Example Turncard

    Click on any part of the turn card for an explanation of that section, then click on the explanation to return to the turn card.

    Email:
    Party#
    Account#
    Special Codes:
    Your Orders:
    # 1 # 2
    # 3 # 4
    # 5 # 6
    # 7 # 8
    # 9 # 10
    # 11 # 12
    # 13 # 14
    # 15
    Chat List:


    Explanations

    You enter the email address your account is registered to here.
    You type your party number here. It is the 4 digit number in the range 1001-2000.
    You enter your KJC Account Number here.
    Please ignore the special codes section.
    This 1st order, B 99 26 159, specifies that every party member(99) should attempt to (B)uy Helmets(159) from the armourer, shop number 26.
    This 2nd order, B 95 27 151, specifies that all our party's fighters(95) should attempt to (B)uy Leather Armour(151) from another armourer, shop number 27.
    Order number 3, B 1 23 104, orders character 1 to try to (B)uy a Long Sword(104) at the Weapon Smiths, shop number 23.
    Order number 4, B 2 24 120, orders character 2 to try to (B)uy a Battle Axe(120) from a Weapon Smith, shop number 24.
    Order number 5, B 3 24 118, orders character 3 to try and (B)uy a Sling(118) from the same Weapon Smith (shop number 24) as in order 4.
    Order number 6, P 0, commands your priest to (P)erform a religious ceremony to all the gods(0).
    Order number 7, W 32, orders your best thief to try and (W)ait and rob shop number 32.
    Order number 8, CP 99 0, sets all characters(99) (C)ombat (P)references to melee(0).
    Order number 9, CP 3 1, sets character 3's (C)ombat (P)reference to missile(1) (so, in combat, he'll use the sling he's just bought).
    Order number 10, A 180 3, sets the party's (A)ttitude hostile(3) to all monsters(180).
    Order number 11, K 3636, sets the party so that is (K)eeping a look out for monster group number 3636.
    Order number 12, M 11, tells the party to (M)ove north(1) then north(1) again. (This was the last known location of monster number 3636)
    Order number 13, T 3636, tells the party to attempt to (T)rack monster number 3636.
    Order number 14, E 3636, tells the party to (E)ngage monster number 3636 in combat if it is in the same location as them.
    Finally order number 15, L 35, tells the party to (L)ocate and move towards settlement number 35.
    This adds (or if already on removes) words from your chat list. Every time you meet a shopkeeper or friendly humanoid monster, your chatlist is checked against what they know, and you may receive information based on the word recognised.