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
  • Send a message
  • Alliance setup form
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  • Help & Info:

  • Quest Forums
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  • Basic Rules
  • Advanced Rules
  • External:

  • Kharnographer
  • Free mapping utility
  • World of Quest
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    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.