Every adventurer has a story. The question is whether yours will become legend… or fall apart somewhere around chapter three.
In Questline, from Thunderworks Games, players gather around the Embermoot, a storytelling contest held in the fantasy world of Ulos. Your goal is to assemble a seven-card sequence representing your hero's adventure and earn the most reputation for the tale you've created.
Rather than waiting through traditional turns, players act simultaneously, drawing, discarding, claiming, and swapping cards as they search for the pieces their story needs. Build an ascending sequence, combine compatible story elements and card effects, and decide when your adventure is complete—but don't wait too long. Other adventurers are racing to finish their stories too.
The result is a quick fantasy card game combining card drafting, hand management, real-time decision making, strategy, and storytelling in a game that can be played in roughly 15–30 minutes.
Game Details
Players: 1–6
Ages: 14+
Playing Time: 15–30 minutes
Publisher: Thunderworks Games
Designers: Marc-André Lavoie & Martin Lavoie
Setting: World of Ulos / Roll Player universe
Style: Fantasy card game, hand management, card drafting, simultaneous play and storytelling
What's in the Box
18 Class Cards
72 Adventure Cards
6 Epilogue Cards
6 Reference Cards
1 Score Pad
1 Rulebook
A Note from the Grand Adventurers Club
Questline caught our attention for a rather obvious reason: a gathering of adventurers competing to tell increasingly impressive stories around a roaring bonfire is precisely the sort of thing we suspect could happen at the Grand Adventurers Club after the respectable members have gone home.
More importantly, we like the idea behind the game. Instead of simply collecting points, you're assembling the pieces of an adventure. The cards you choose ultimately become the tale your hero tells at the table—and because everyone plays simultaneously, you aren't spending half the expedition waiting for someone else to finish theirs.
It's compact, quick to teach, plays solo or with a group, and has enough card interaction and hand management to give the storytelling some actual strategy.
In short: build an adventure, embellish where necessary, and under no circumstances admit that the dragon was considerably smaller than you remember.

