Quests are adventures you can choose to pursue in the Vikja world. There are 3 types of quests, main quest, normal quest and side quest. These can be short or long and are a means to improve your character to get more skills, items, power, clues or other stuff. There is a great many variety in quests. A number of quests are special like group quests, contests or a follow up of a particular event. Some quest examples are exploration, hunting, burials, raids, tracking, arson, sabotage, ransom, conquest, kidnapping, trade, stealing, murder, contests or investigations. In some cases you need to fulfill preconditions to start or finish a quest. All quests give rewards or bonuses when successful and a loss of something when unsuccessful.
The most common rewards are power tokens, skill tokens, silver, clue tokens or items. The more difficult quests can have more elaborate rewards like an increase in renown, a maneuver card, a tactic card or a warband. These bigger quests usually require more investments in silver, food, ships and need extra troops to accomplish. As a player you decide which quest to pursue, this is an important decision as it will get you closer to the main goal. Do I do this small quest first to increase my strength or do I follow the main quest to defeat the villain with a bit of luck. Whatever you decide try to specialize in the skills you already have this will increase you chances in these areas and you are more likely to succeed.
Quests - Attributes
There are no basic attributes for quests except name and type (see top of the card). Quests have a left and right column. On the left side there are negative attributes and on the right side the positive attributes. The left attributes are often applied when a quest is unsuccessful or when you need to hand in stuff beforehand. This means that certain preconditions need to be met before a quest can be started. For example when an item has to be exchanged in return for something else. The right attributes are rewards in resources, tokens, items or other things. Some rewards can be negative, for example infamy, as the quest goal was dubious or close to a criminal act itself.
In the text box there is a description of the quest, associated events, locations and information on possible outcomes. Quests cards can be very diverse in sets of attributes and outcomes and need to be read carefully. Pre- and postconditions can be difficult to set apart, although the aim was to make it as clear as possible. In a number scenarios the group quest cards are gathered in a quest group box. These quests can be started by all characters together at any time as long as the preconditons are met. In competitive play all quests are player bound, so group quests cannot be shared.
Quests - Examples
A few examples of quests can be seen below. The first card on the left is a burial of a chieftain. You need to travel to the burial event and offer an item to be left in the chieftain grave. In return you get 2 power tokens and gather 1 clue token. The clue token is given as you speak to invited guests who have information about a certain event you are investigating. If you have no item you cannot finish the quest and thus gets no reward, the item is a precondition here.
The second card in the middle is hunt. You have to hunt a boar in a forest and kill it. This boar can be given as a contribution to a local feast or tradition. The locals respond in kindness and offer you an item, a few power tokens and game resources. The precondition here is that you need to kill the boar otherwise you have nothing to offer to claim the rewards.
The third card on the right is about arson. You need to sneak to an enemy settlement with harbor and set fire to a ship. If you succeed without being seen you get 1 skill token and 5 power tokens, if you get caught your drop in renown and power is inevitable.