
- BGG rank
- BGG #8,218
- BGG rating
- 7.8
Aberration
- 1–4 players
- 60–90 min
- Complexity 2.6/5
- 2025

Rules assistance for Companion Quest
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Companion Quest is a board game released in 2026 for 1–4 players, 30 minutes per game, and ages 10 and up. It was designed by Mark McIntyre and its main mechanics are Dice Rolling, Variable Set-up, and Cooperative Game.
Stibbles and his family of tiny gnomes have BIG trouble on their hands... The mischievous creature, Gu'Gu, is up to no good. Opening portals across the land and causing chaos. These magic doors drop dangerous creatures everywhere they don't belong, and the many locations you'll venture through contain challenges the gnomes must face. This band of unlikely heroes will need to team up with wild Companions along their journey, as well as collect resources and complete Quests with the helpful guidance of the legendary adventurer Stibbles! A long and magical path stands between the gnomes and the troublesome Gu'Gu, venture through the portals, and set things right! Companion Quest is a cooperative game for 1-4 players, who take on the role of gnomes, tasked with preventing Gu'Gu from causing chaos. Players will collect magical Energy Cubes (dice), tasty Snacks (resources), and fantastical Companions (abilities) along the way. Each Companion has unique abilities that allow players to manipulate their dice to overcome the challenges they will face. Complete quests before the Mischief Meter reaches the end of the track and things spiral out of control! —description from the publisher
Companion Quest supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Companion Quest is 30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Companion Quest for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Companion Quest has a complexity rating of 2.3 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Companion Quest belongs to these categories: Dice. Its main mechanics are Dice Rolling, Variable Set-up, and Cooperative Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Companion Quest are: Mark McIntyre. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Companion Quest as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.