Companion Quest
Companion Quest Rulebook
Table of Contents
Table of Contents
Everything You Need to Play
- 3 wooden meeples (Gnome, Gu'Gu and Hat)
- 20 Snack Tokens
- 1 Danger Token
- 4 Quick Reference Cards
- 1 Game Board
- 18 dice (3 each of Blue/Water, Yellow/Flowers, Red/Apples, Purple/Cosmic, Orange/Volcano, Green/Cactus)
- 6 Gnome Cards
- 6 Starter Companion Cards
- 51 Companion Cards
- 12 Quest Cards
- 20 Portal Problem Challenge Cards
- 8 Portal Problem Danger Cards
Getting Started
1. Create the Quest
- Choose 1 Quest Card of each stage.
- Stack them face-up in descending order on the Game Board.
- Place the Hat on its spot on the Quest Card.
2. Add the Portal Problem Cards
- Draw 10 Challenge Cards and 2 Danger Cards. Shuffle them together.
- Deal 4 cards face-down into each of the three Challenge Zones on the Game Board, then flip the top card on each zone face-up.
- If you reveal a Danger Card, place the Danger Token on the Quest Card.
3. Reveal the Wilderness
- Shuffle the Wilderness Deck and place it face-down below the board.
- Draw 4 Companion Cards and place them face-up in a row.
4. Set the Chase
Place the Gnome and Gu'Gu on their spaces.
5. Add Dice
Add Dice to their spaces on the Game Board.
6. Add Snacks
Place the Snack Tokens next to the Board.
7. Choose Your Gnomes
- Place your chosen Gnome and their Starter Companion in front of you.
- Take a Reference Card and Snack Tokens equal to the number of players under Starting Stuff on the Game Board.
The Aim of the Game
- To WIN the game, the Gnome representing your Gnome Party must catch Gu'Gu by landing on the same spot on the Mischief Meter.
- YOU LOSE if Gu'Gu reaches the Portal at the end of the Mischief Meter!
Mighty Gnomes
At the start of the game, choose a Gnome and place their card in front of you with the Gnome Ability side facing up. Each Gnome comes with a Starter Companion.
On each Gnome Card you will find:
- Your Gnome's name.
- Their Starter Companion. Each Gnome starts their Quest with a loyal Starter Companion. Take their matching card and place it next to your Gnome.
- Their Gnome Ability. Use your Gnome's Ability to help out another Gnome during their turn. After using this ability, flip the card over.
Trusty Companions
Gnomes can Tame Wild Companions and use their special abilities. There is no limit to the number of Companions your Gnome can have.
On each Companion Card you will find:
- The Companion's name.
- Their Wake Up Dice Color. Place matching dice to this color on a Quest or Portal Problem Card on the Game Board to Wake Up a Resting Companion.
- Their Companion Ability. If your Companion is Awake, you may use its ability on your turn. Starter Companions have 2 Abilities. When activating it, choose one ability and then Rest the Companion.
Companion Abilities
- To use an Ability, Companions must be Awake.
- Use their Ability by following the text on the card.
- Rest the Companion by turning the card sideways.
To Wake Up a Resting Companion
A. Place a die matching their Wake Up Dice Color on a Quest or Portal Problem. B. Wake Up the Companion by turning their card upright.
NOTE: You can only wake up 1 Companion per die you place.
How to Play
Taking Your Turn
- Gather and Roll!
- Gather dice equal to your Carry Capacity.
- Roll your dice!
- Adventure Time!
- Place dice on Quest and Portal Problem Cards. When you place dice on Quests and Portal Problems that match a Companion's Wake Up Dice Color, you can Wake them up!
- Use your Companions' Abilities if they are Awake.
- Call on a fellow Gnome to use their Gnome Ability.
- Use a Snack Token.
- Sharing Is Caring!
- You may share 1 unused die with the next Gnome. They can roll that die for free on their turn!
Ending Your Turn
Before you start the next Gnome's turn:
- Move the Hat to the furthest Quest Card space with a die on it, then return any dice on the Quest Card to their spaces on the Board.
- If you Completed a Quest, flip it over and follow the reward steps.
- If you Completed Portal Problem Cards, return the dice, discard completed cards, and flip over the facedown Problem Cards.
- Check to see if the Gnome or Gu'Gu moves along the Mischief Meter.
Example Turn
Crumbles uses her Carry Capacity of 3 to gather 1 die, 1 die, and 1 die, then rolls them. She looks at the Game Board with the other Gnomes. She CANNOT play any dice on the Quest because there's a Danger Token on it. But she CAN play on a Challenge Card by placing a die on it; this also wakes up Prost, whose Wake Up color matches. Prost uses their ability to +1 to Crumbles' die, so she plays her die as well. Finally, she passes her last die to Bubbles and ends her turn.
Gnome Magic and Dice
Gnomes can use the natural world to channel magic into energy that aids them on their adventures. In Companion Quest, this energy is represented by dice that Gnomes gather with Carry Capacity.
Players use dice to complete Quests, solve Portal Problems, and Wake Up their Companions so they can leap into action! Each type of dice has a Space and Carry Capacity Cost on the Game Board.
- Dice on the LEFT side of the board cost 1 POINT to gather.
- Dice on the RIGHT side of the board cost 2 POINTS to gather.
Dice types by icon and color: Blue (Water), Yellow (Flowers), Red (Apples), Purple (Cosmic), Orange (Volcano), Green (Cactus).
Gathering Dice
- At the start of your turn, check your Carry Capacity, found in the space next to the Quest Deck. Gnomes always begin with 3 Carry Capacity, but this goes up as they Complete Quests.
- Gather dice adding up to your Carry Capacity. You can mix 1 and 2 point dice when doing this.
For example: Crumbles starts her turn with 3 Carry Capacity. This means she can gather any combination of dice from the board as long as the total isn't more than 3.
Quests
By completing Quests, the Gnomes move closer to catching Gu'Gu on the Mischief Meter and to winning the game.
- To complete Quests, you must move the Gnome Hat from its starting spot (marked with a Hat icon) to the Portal at the end of the path.
- To move the Hat, you must place a matching die on the next space on the path. At the end of your turn, move the Hat to the furthest space that has a die on it, then return the dice to their space on the Board.
- When the Hat reaches the end Portal you have completed the Quest! When this happens at the end of your turn, follow the steps below.
Example: For Bubbles to move on this Quest, he needs a die with an odd number. He rolls a 3 on his die, places the die on the odd space, moves the Hat forward at the end of his turn, and returns the die to its space on the board.
Quest Rules
Each Quest comes with extra rules that affect how you play! You can find them on the flag under the Quest's title on each card. Until you complete that Quest, you must follow its rules.
Did You Complete a Quest?
If you completed a Quest at the end of your turn, flip over the Quest Card and place it to the right of the Quest Deck.
- Catch that Gu'Gu!!! Move the Gnome 1 space forward on the Mischief Meter.
- If you land on the same space as Gu'Gu YOU WIN!!!
- If you don't land on the same space as Gu'Gu THE CHASE CONTINUES!
- New Quest, New Wilderness! New companions appear in the Wilderness!
- Discard the existing row of Companion Cards in the Wilderness.
- Draw 4 Companion Cards from the Wilderness Deck to replace them.
- Reap the Rewards! Give each Gnome their reward listed on the back of the Quest Card based upon the number of Gnomes playing.
- Increased Carry Capacity! The amount of dice Gnomes can gather on their turn increases each time you complete a Quest.
For example: In a 2-Player game, each Gnome gets 1 Snack Token and 4 Carry Capacity.
Portal Problems
As the Gnomes chase Gu'Gu by Completing Quests, Solving Portal Problems slow him down and even move him backwards on the Mischief Meter!
Dice played on a Portal Problem Card must stay on that card until it is solved, then return them to their space on the Board.
There are two types of Portal Problem Cards:
- Challenge Cards: Obstacles that get in the way of the Gnomes catching Gu'Gu.
- Danger Cards: You MUST defeat these before you can place a die on a Quest Card.
To overcome Challenges: Place dice matching the symbols on the card. Some cards have special rules listed under the card title.
To defeat Dangers: Place dice that meet the special rules on the card. When the total of the Dice on the card is equal to or higher than its health, the Danger is Defeated!
Make sure you manage your dice carefully so that you and your fellow Gnomes don't run out of the dice colors you need to fulfill other cards. As a last resort, you may return dice from any Portal Problem Cards to their space on the Board on your turn.
Solved Any Portal Problems?
At the end of your turn, follow A, B or C below. If Gu'Gu lands on the same space as the Gnome you win!!! If Gu'Gu lands on the Portal you lose!
- A. One problem solved - Gu'Gu is still in your sights! Gu'Gu does NOT move on the Mischief Meter.
- Return the dice placed on that card to their spaces on the Board.
- Discard the Solved Portal Problem Card and reveal the next card in that Challenge Zone.
- B. No problems solved... Move Gu'Gu 1 space forward on the Mischief Meter.
- C. Two (or more) problems solved - Gu'Gu is confused! Move Gu'Gu 1 space backwards on the Mischief Meter.
If solving a Portal Problem reveals a Danger Card: if it is not already there, place the Danger Token on the active Quest Card between the Hat and the next space on the path. ALL DANGERS MUST BE CLEARED TO REMOVE THE DANGER TOKEN!
Know Your Dice
The numbers on dice loop around. For example, +2 to a 5 would turn it to a 1. Similarly, -1 to a 1 would turn it to a 6.
Sharing Dice
- If you have any dice that you couldn't use on your turn you can pass 1 unused die to the next player to use on their turn for free.
- If you still have dice left over, return them to their spaces on the Board.
Tasty Snacks!
All Gnomes gain Snack Tokens as they complete Quest Cards. There is no limit to how many Snacks you can have or use in one turn.
Use a Snack Token on your turn to:
- Tame a Wild Companion.
- Wake Up one of your Resting Companions.
- Refresh your Gnome.
Refreshing Your Gnome
During the game, Snacks and some Companion Abilities allow you to Refresh your Gnome after they have used their Gnome Ability. To Refresh your Gnome, simply flip their card back over to the side with their Gnome's ability. Once refreshed, that Gnome Ability is available to be used again.
Into the Wilderness!
Taming Wild Companions
To aid them on their Quest, Gnomes can tame Wild Companions from The Wilderness set up at the bottom of the Game Board.
To tame a Wild Companion on your turn:
- Use a Snack Token and take the Companion Card you have Tamed.
- Place this new Companion Card Awake with your other Companions.
- Draw a new Companion Card from the deck for The Wilderness.
Easy Mode
Finding it hard to get the drop on Gu'Gu? Try playing on Easy Mode!
Changes to setup, step 2 (Add the Portal Problem Cards): Replace 1-2 Danger Cards from the Portal Problem Deck with 1-2 Challenge Cards.
Hard Mode
Become an expert at catching Gu'Gu? Give yourself a REAL challenge!
Changes to setup, step 2 (Add the Portal Problem Cards): Replace 1-2 Challenge Cards from the Portal Problem Deck with 1-2 Danger Cards.
Solo Play
Companion Quest can be played by just one Gnome. If you decide to go after Gu'Gu alone, use these rule changes:
- You can play your Gnome's Ability on your Gnome on your turn.
- You can keep 1 unused die for your next turn. You can then roll it for free along with any dice you gather on your next turn.
- Each time you Refresh your Gnome, you must replace it with another Gnome not in the game, including Gnomes you've refreshed on an earlier turn. You do not gain or replace your original Starter Companion.
FAQ
Q. Can you use Gnome and Companion Abilities to alter dice already placed on Quest or Portal Problem Cards? A. No, once a die is placed on a card it cannot be altered.
Q. When placing dice on the Danger Card Twin Troll do both matching dice have to be placed together at the same time? A. Yes.
Q. The Challenge Cards A Mountainous Decision and Falling Fish ask for dice to be in ascending or descending order. Do they need to be placed in this order when placing them on the card? A. No, it is only when the cards are complete they must be in this order. For example, you could place the highest and lowest numbered dice on these cards first then place the middle two dice to complete this card.
Strategy Tip: Don't Forget About Quests!
Each time you complete a Quest you increase the amount of dice you can collect each turn. Complete Quests as early and often as you can, this will allow you to gain ground on Gu'Gu later in the game!
The Master Key
Symbol key printed on the last page. Its symbol graphics are not reproduced; each entry is transcribed from the printed text, with two columns per row (left and right).
- Any color / Any number (left); Must be color shown / Any number (right).
- Any color / Must be number shown (left); Must be color shown / Must be number shown (right).
- EVEN: any color, number must be even (left); color shown, number must be even (right).
- ODD: any color, number must be odd (left); color shown, number must be odd (right).
- HIGH: any color, number must be the highest on the card.
- LOW: any color, number must be the lowest on the card.
- Spaces A and B (ordered): You must play on A before you can play a die on B. (Reverse: you must play on B before you can play a die on A.)
- Less than: The number on A must be less than the number on B. (Reverse: the number on A must be greater than the number on B.)
- Add: Add the numbers of A and B together when playing on this card. (Subtract: subtract the number of B from A when playing on this card.)
- Equal: The numbers of A and B must be equal.
- A OR B: Choose to play on A or on B, but not both.
Dice colors: Blue (Water), Yellow (Flowers), Red (Apples), Purple (Cosmic), Orange (Volcano), Green (Cactus).