Quest

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Quest

Overview

Quest is a social deduction game (a reimplementation of The Resistance: Avalon). Players are secretly assigned to one of two teams: the forces of Good or the forces of Evil. Good players try to succeed on quests, while Evil players try to sabotage them. Through discussion, voting, and deduction, players must figure out who is on which side. Good wins by completing 3 of 5 quests; Evil wins by failing 3 quests or by assassinating the Commander.

Components

Character cards, quest cards, voting tokens (approve/reject), quest success/fail tokens, quest tracking board, loyalty cards.

Setup

  1. Distribute character cards secretly based on player count (majority Good, minority Evil).
  2. Evil players secretly identify each other (eyes closed/open mechanism).
  3. The Commander (Good leader) knows they are Good but identity is hidden.
  4. Select the first quest leader.

Turn Structure

Each quest round:

  1. Team Selection: The leader proposes a team of players for the quest.
  2. Team Vote: All players simultaneously vote approve or reject.
  3. Quest Resolution: If approved, team members secretly play success or fail cards.
  4. Quest Result: If any fail cards are played, the quest fails (with exceptions for certain quests). Otherwise, it succeeds.

Actions

Team Selection

The current leader selects the required number of players for the quest. The number varies by quest and player count.

Voting

All players vote simultaneously. If the majority rejects, the leader token passes clockwise and a new team is proposed. After 5 consecutive rejections, Evil wins automatically.

Quest Resolution

Approved team members each secretly submit a success or fail card. Good players must always play success. Evil players may play either.

Assassination

If Good completes 3 quests, Evil gets one final chance: the Assassin (an Evil role) attempts to identify and assassinate the Commander. If successful, Evil wins despite the 3 quest successes.

Scoring / Victory Conditions

Good wins: Complete 3 of 5 quests AND the Commander survives assassination.

Evil wins: Fail 3 of 5 quests, OR 5 consecutive team rejections, OR successfully assassinate the Commander.

Special Rules & Edge Cases

Player Reference

Player Count Good Evil Quest Sizes
5 3 2 2-3-2-3-3
6 4 2 2-3-4-3-4
7 4 3 2-3-3-4-4
8 5 3 3-4-4-5-5
9 6 3 3-4-4-5-5
10 6 4 3-4-4-5-5