Truequest Card Game

Truequest Instructions

Welcome to the world of Truequest, where heroes and heroines leap from the pages of history.  Challenge your knowledge of historical events and people as you race to complete quests by combining strategy and chance.  You never know who you’ll meet but you just might learn something along the way.

 Object:  To be the first to score 100 points by collecting quester cards and completing quests.  Change history to help your cause and slow your opponents.

 Cards:  Each deck contains 50 Quester cards, 10 Quest cards and 10 Change History cards. 

  • Quester cards feature important information about a historical figure along with an image and attributes about the person. 
  • Quest cards feature a quest to complete, a point value for completion and the point totals for each attribute needed to accomplish the quest.
  • Change History cards name an historical event and how it affects the play of other cards.  These cards may be played on any player.  Play is affected immediately as instructed on the card.

 Setup:  Shuffle all cards together and deal out five face-down to each player.  (For 4 to 6 players, use two complete decks.  For 7 to 10 players, use three decks.)  Remaining cards are placed face-down to create the “draw” pile.  Discards are also placed face-down and collectively they are referred to as the History Book.  The play area in front of each player is known as his rack.

 Game Play:  Select a player to play first and continue play to the left.  Draw one card from the History Book.  Only one card is played per turn, either in the player’s own rack or a Change History card on any player’s rack.  The first card played in a player’s rack must be a Quest card.  The second card must be a Quester who is qualified to lead the quest.  Follow instructions on the Quest card for minimum requirements for a Quester to serve as leader.  Other Questers can then be played in the player’s rack until the combined points of all Questers meets or exceeds the minimums required to complete the quest.  Once the quest is complete, return all Questers, Quest and any Change History cards to the History Book discard pile face-down. 

 Example Game (3-player game):

 Player One draws a card from the History Book and now has 4 Quester cards and 2 Quest cards.  He then plays a Quest card on his own rack and ends his turn. 

Play passes to Player Two, who begins by drawing a card from the History Book.  She now has 4 Questers and 2 Change Histories.  Since she has no Quest cards to play on her own rack and begin a quest, she chooses to play a Change History card on the rack of Player One.  The effect is taken immediately and her play is ended.

Player Three then draws from the History Book and now holds 6 Questers.  Since he has no Quest card to begin play on his own rack and no Change History to play on an opponent’s rack, he discards one of his Quester cards face-down next to the History Book draw pile and ends his turn.

Play returns to Player One, who draws a Change History card from the History Book draw pile and plays one of his Quester cards which qualifies to lead the Quest he has played on his own rack.

Player Two now draws a Quest card and plays it on her own rack.

Player Three also draws a Quest card and plays it on his own rack.

Player One draws a Quester and chooses to play a Change History card on his own rack.  He now has 2 different Change History cards in effect on his rack until this quest is completed.

Player Two draws another Quest card from the History Book.  She now selects a Quester who qualifies to lead her quest and plays it on her rack. 

Player Three draws a Quester card from the History Book.  He now holds 6 Questers, but none with the qualifications to lead the quest he has played on his rack.  He must discard one of them face-down to the History Book discard pile.

Play continues in this manner until Player One has played 5 Questers on his rack whose characteristic point totals add up to enough points to complete the Quest as described on the card.  The Quest’s point value is recorded and all of the cards in his rack (including the Quest and Change History cards) are returned face-down to the History Book discard pile.

As players continue to complete quests and return cards and discards to the History Book, they may need to be shuffled to replenish the draw pile.  Players may also choose to select a card from the discard pile to begin their turn, so some strategy may be employed when returning spent cards.

A player wins as soon as he or she has completed a Quest worth enough to equal or surpass 100 total points.


 Multiple Decks – As mentioned, playing with more than one full card deck can facilitate play by many more players at one time.  For 4 to 6 players, use two complete decks.  For 7 to 10 players, use three decks.  Have fun mixing different versions to expand your knowledge of history and your imagination.

 Easy Rules – For game play with younger players, remove the Change History Cards and don’t play with Extra Skills listed on each card.  This will simplify the play but still requires basic addition to complete quests.

 Make your own cards – Use the blank cards provided in each deck as jokers to replace lost or damaged cards or have fun creating all-new cards to personalize your game.  What attributes would you have if you were a Quester?

 Speed Game or Long Game – Shorten the game play to completion of only one quest.  This will emphasize defensive strategies from Change Histories or selecting Quests that can be completed more quickly.  Longer versions may extend play to 200 points or more and give all players a chance to come from behind after a slow start.

 Quester Quiz – Use the Quester cards as a study aid to test each other on history by drawing a card and naming the Quester pictured.  See who can name the accomplishments listed on the card.

 Battle Version (2-player game) – Use only Quester cards.  Deal out all cards face down.  Don’t look at your own cards.  Name an attribute from A to D.  Each player turns over one card.  Whoever’s Quester has a higher point value in that attribute wins the battle and takes both cards.  Use another draw to break ties and take more cards.  Rotate attributes with each battle.  Shuffle accumulated cards as play proceeds.  See who can collect all the cards to win the war.