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"Quest Cards can provide some excellent
entertainment to fill in those times while you're waiting for a couple
of friends to show up at your gaming group. One of the few solo
games actually that I've seen that are both portable and interesting
enough to keep your attention for several games of it in an evening."
"Still
one of my favorite games from GenCon [2005]. I love demoing it
for my customers."
"This
Rocks!! I found this game at Origins [2006]; the odd thing was on
my way to Origins, I was telling my G.M. that I wanted to design a game
that was roll playing in a true sense, but that also could be played by
one player. Well this is it; I'm still workin' it all out but I
love this game. So whoever created it, THANK
YOOOUUUUUUU!!!!!!!...this gives me and my fiancee something to do
together."
"Love the game. Gives me stuff to do in
down time of playing other roleplaying games."
"...my sister and I have a new
favorite game we like to take with us when we go out to dinner...we
have fun visiting with all of the people who inevitably stop by to see
what we are doing and why we are debating on whether we should try to
overcome the Rickety Wine Racks
or just hightail it out of there!
We were talking about why we are so drawn to play this game over and
over. Like the European style games, Quest Cards allow the players to
create a custom board every time and making the game different each
play. However, the unique part about Quest Cards is how we can play
cooperatively. An alternate set of rules changes the game so
players act as a team to conquer the adventure. Thus, my sister
and I spend our time playing a game with
each other instead of against each other. A welcome
respite from all of the day-to-day conflict we all encounter.
Or, my sister just likes the fact that she can give me an endless bad
time when my character is knocked unconscious and she has to 'drag my
sorry ass out of the damn cave'"
"Quest Cards isn't the first game to
attempt to provide an inexpensive dungeon-crawling experience without
the need for a Dungeon Master, but it is one of the best attempts seen
so far. The game is designed with solitaire, multiplayer, and
cooperative multiplayer options, and amazingly, all three work equally
well. There are also rules for character advancement, making
campaigns possible.
Final word: A good short game to pass the time between rounds or
to round out a game night."
"The goal of Quest Cards is much like any fantasy
role-playing game; to pass the challenges posed by quests and to
develop skills and collect magical items. Different quests offer
different rewards, and players may play cooperatively or work against
one another. Optional and advanced rules add opportunities such as
attacking other players and adventuring as a group.
The
mechanics flow smoothly and the cards are very well designed with
colorful and attractive artwork. The variety of cards versus the number
used in a typical scenario insure a high replay value, and the modular
design of the game makes it very easy to add cards at a later date,
perhaps even utilizing a system similar to collectible card games. I
also like the idea that the game was designed with the continuation of
characters in mind, likening it to its fantasy RPG roots.
Overall,
this is an enjoyable little game that will be well-worth a
look when it hits the market. The minimal number of components makes
transport easy and the game play is fast enough that a scenario can be
completed in under an hour, but at the same time, quite exciting. The
price is fair for the quality of the artwork, and I’m told that the
final product will include dice.
Final Grade: A"
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