So how do we fix the problem of no one wanting to really every play Quests? At last year's GenCon Championships, no one was using them and I heard from nearly everyone there (some of whom were even just casual players at heart) that they're 1. too difficult to fit into a tight 50-card deck, 2. too difficult to keep a Unit on them to get them to fire-off, and 3. just weren't that great in general for what they offered.
I've heard some suggestions that making stronger Quest rewards would work, though I think that just leads to Power Creep that ruins older quests so I'm not in favor of that.
The suggestion I have is for FFG to allow players to start with 1 Quest card in play at the beginning of the game. You'd have to rule that the Loyalty symbol on a Quest that starts in play is NOT counted, though.
To me, that seems like the best solution and easiest, overall. As it currently stands, Quests just aren't much more than an uninteresting and barely functional side-track to the main game.
Let's hear your thoughts, folks! ![]()