
- BGG rank
- BGG #15,571
- BGG rating
- 5.8
Flying Carpet
- 3–6 players
- 20 min
- Complexity 1.5/5
- 1987

1984
Rules assistance for 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.
Quest is a board game released in 1984 for 3–6 players, 50 minutes per game, and ages 12 and up. It was designed by Kurt Feyerabend and Tom Ring and its main mechanics are Point to Point Movement and Pick-up and Deliver.
"A family game of knights in search of the magical ring, set in the age of myths." Each of the four states of Tirad, Urgad, Galad and Elgad has one large city. Life in a city flourishes for the inhabitants only when the magical ring is there. Unfortunately, the ring never stays long in one place. A band of brave knights is gathered together in Galad where they hear rumours that the ring has been seen in Tirad. The Quest begins... Each player tries to find the ring and transport it to the cities. As a reward, they receive the seals of these cities. Collect three different seals to win. Many obstacles are to be overcome and dragons slain before a knight's quest is complete. This is a fairly abstract game. Each player has three extra "lives" and loses one when defeated by a dragon or when attacking another player. These lives are replenished by visiting cities. The ring allows its bearer some significant advantages such as passing through obstacles. Special spots on the map allow new obstacles to be placed or existing ones to be moved, so a player can be affected even by other players far from him. The end game can drag a bit as all the other players coordinate their efforts against the leader.
Quest supports 3–6 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 Quest is 50 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 Quest for ages 12 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.
Quest has a complexity rating of 1.8 out of 5 from BoardGameGeek players, which makes it a 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.
Quest belongs to these categories: Fantasy, Adventure, and Medieval. Its main mechanics are Point to Point Movement and Pick-up and Deliver. 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 Quest are: Kurt Feyerabend and Tom Ring. 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 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.