What is Quest?
Quest is Don Eskridge's successor to The Resistance and Avalon — the same delicious game of hidden loyalties, stripped down and sharpened. Everyone is secretly dealt a character on the side of Good or on the side of Evil: the Minions of Mordred know each other (with a few printed exceptions), while Good knows nothing and must reason its way to the truth. Round after round, a Leader sends a team on a quest — and if even one Evil player slips onto the team, the quest can fail.
What makes Quest different is its pace. The endless team votes of its predecessors are gone: the Leader simply picks the team, then hands the crown to whoever they choose next, and each player leads only once per game. Special characters — the loyalty-checking Cleric, the magic-proof Morgan le Fay, the sinister Blind Hunter — twist every reading of the table, and even a lost game isn't lost: fail three quests and Good gets one last, all-or-nothing chance to unmask Evil completely.
Never played hidden roles before? Nothing here is hidden from you except who is who. You always know the rules, the team sizes, and the results; the only unknown is people. Lying is expected and completely fair play — the good players are trying to build a picture of the table from behavior, and the evil ones are trying to paint a convincing false one.