

Pathfinder Quest
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FroGames — Moments You'll Remember
When you close the box after three hours, someone says, "Next time I'm taking the ranger." Someone else immediately opens the Adventure Book to see what would have happened if we had chosen the other path. And you're already thinking about which class to try.
WHAT IT'S ABOUT
A fantasy adventure where your choices build a unique campaign
Designed by Jason Bulmahn and Joe Pasini for Paizo Publishing, Pathfinder Quest is the first cooperative board game to bring the experience of the celebrated RPG into a complete GM-less campaign. Set in Darkmoon Vale, it offers 12 interconnected adventures where decisions made in one session change subsequent ones. You create your character by choosing ancestry, class, and skill cards, or you can pick a pre-built iconic hero and start right away.
At the table, you explore modular maps, resolve narrative encounters from the Challenge Book, and engage in tactical combat with custom dice and action cards. Each game lasts approximately 2 hours, rules are learned as you play thanks to a guided introduction, and the group progresses together towards an ending that depends on the paths you've taken. You don't randomize dungeons: you build a story.
What they say abroad
No GM needed, no preparation needed. Open the box, choose your class, and you're already in a story with the depth of an RPG campaign.
— FroGames
A complete campaign that changes based on your decisions. Each group will have a different story, and next time you can take the other path.
— FroGames
Pathfinder Quest
The game supports official solo play by controlling multiple characters or playing a single one with balanced rules. The narrative experience is complete, but you lose the group discussions about difficult choices and tactical negotiation in combat. Ideal for those who want to experience a Pathfinder campaign at their own pace.
What you'll find in the box
Components to build your adventure
Adventure Book
12 possible adventures with narrative branches: read the encounter, the group decides, and the story branches. Each session opens or closes paths.
Challenge Book
Contains the hidden outcomes of your choices. You don't know what happens until you open the page: traps, allies, enemies, treasures. Surprise is guaranteed.
Hundreds of cards
Skill cards to build your character, action cards for combat, equipment cards collected during the campaign. The build is in your hands.
Modular maps and miniatures
Tiles to build dungeons and wilderness, selected miniatures for bosses, and tokens for monsters. Each scenario has its tactical theater.
Recommended sleeves 59 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 88 × 125 mm | 59 |
| Total cards | 59 |
In a few months, you'll have completed the campaign. And you'll know exactly which path you didn't take.
A game in five moments
What happens at the table
Not the rules. The experience.
Choose who you are
Open the manual, browse the ancestries (human, elf, dwarf...), choose your class (warrior, wizard, rogue...), assemble your skill deck. Or take a pre-built iconic hero and you're ready to go. Someone laughs because they chose the gnome barbarian. Someone else reads every card carefully. Five minutes and the party is formed.
The road opens
Adventure Book open in the center of the table. Someone reads the encounter aloud: a burned village, fresh tracks, voices in the night. The group votes on the direction. Follow the tracks or question the survivors? The choice is yours. Open the indicated page of the Challenge Book. The story changes.
Combat explodes
Modular maps set up, monsters placed, initiative rolled. Each character plays skill cards, rolls custom dice, moves on the grid. The wizard casts Fireball, the warrior charges, the rogue flanks. Tactics matter: position, timing, synergies. An unlucky roll can ruin you, but you always have options. High tension.
The difficult choice
The Adventure Book presents you with a fork in the road: save the hostage or pursue the fleeing boss. You can't do both. The group discusses, some want gold, others want justice. You vote. Open the page. Immediate consequences and a note on the campaign sheet: this choice will change Adventure 8.
Session end, story beginning
Boss defeated or fled, treasure collected, equipment cards added to the deck. Someone marks XP, someone else reads the epilogue. The Adventure Book indicates which adventures are now available. Next time you can choose between three different paths. Close the box knowing that the story is yours alone.
How to play
The flow of each adventure
Each session alternates narrative exploration and tactical combat, with choices that change the campaign.
Read the encounter from the Adventure Book. The group decides what to do: negotiate, fight, investigate, flee. Open the corresponding page of the Challenge Book to discover the outcome.
Assemble the modular maps as indicated, place the monsters, roll initiative. Each character prepares their skill and equipment deck.
Play skill cards, move on the grid, roll custom dice for attacks and spells. Resolve enemy actions from the Challenge Book. Manage hit points, conditions, inventory.
Collect rewards (gold, items, XP), update the campaign sheet, record choices made. The Adventure Book indicates which adventures are now accessible for the next session.
Why it's different from others
Six mechanics that make a difference
Deep character creation
Branching campaign in 12 adventures
Hidden Challenge Book
Tactical combat with custom dice
No GM, rules taught by playing
Endless Adventure mode included
How it ends
How to win and how to lose
Each adventure has specific objectives. The campaign ends when you reach one of the possible endings, determined by the accumulated choices.
Victory
- Complete the adventure objective (defeat the boss, save the hostage, retrieve the artifact)
- Survive long enough to unlock the campaign ending corresponding to your choices
- Accumulate enough experience and equipment to successfully tackle the final adventure
Defeat
- All characters drop to 0 hit points in the same combat (party wipe)
- Fail a critical objective indicated by the Adventure Book (some narrative choices lead to game over)
- Time runs out (some adventures have turn limits to represent impending threats)
Pathfinder Quest is not a dungeon crawler to be repeated: it is a campaign to be experienced once, with the awareness that every choice matters and every group will have a different story.
Frequently asked questions
FAQ about Pathfinder Quest
Do I need to know the Pathfinder RPG to play?
No. Pathfinder Quest is standalone and teaches everything by playing. If you know the RPG, you'll recognize classes, monsters, and setting, but the mechanics are different and designed for cooperative table play without a GM. It also works great for those who have never played an RPG.
How many sessions does a complete campaign last?
It depends on your choices. The campaign offers 12 possible adventures, but you will probably play 6-8 in a complete run (about 2 hours each). Some choices close paths, others open new ones. A complete campaign requires 12-16 hours spread over 6-8 evenings.
Can I play multiple campaigns with the same group?
Yes, and it will be different. Narrative choices branch the story: by taking different paths, you will see new adventures and alternative endings. You can also try different classes, radically changing tactics and approach. Replayability is high.
How does solo play work? Do I control multiple characters?
You can play by controlling 2-4 characters (a complete tactical experience but more managerial) or just one character with balanced rules (faster, fewer choices to track). Narrative adventures work great solo, but you miss the group discussions about difficult choices.
Is the edition for sale in Italian?
No, this edition is in English. The game includes the Adventure Book, Challenge Book, and hundreds of cards, all in their original language. Good English proficiency is required to manage narrative texts and skill cards. There is currently no announced Italian edition.
Pathfinder Quest is a cooperative board game for 1-4 players, lasting 120-180 minutes, recommended age 12+. Designed by Jason Bulmahn and Joe Pasini for Paizo Publishing, it offers a complete campaign of 12 branching adventures without the need for a game master. You create your character by choosing ancestry, class, and abilities, explore Darkmoon Vale through modular maps, engage in tactical combat with custom dice, and make narrative decisions that change the story. Includes Adventure Book, Challenge Book, skill and equipment cards, selected miniatures, and an Endless Adventure mode for infinite random encounters. Available on FroGames.it.

Pathfinder Quest
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