Staffs
Rare · A Hoard of 2 · Full: +6 bonus Essence


Steady Hand Stonebind can't be cast on you.

Find the relics. Claim their power. Ascend.
A dark fantasy card game of relic hunting, Hoards and hexes for 2–8 players. Play solo against cunning AI rivals, pass one phone around, or host a table that friends join from any phone.
Also for Windows and Mac, or right here in your browser on iPhone and anything else · Learn to play
Across the magical places of the world, the relics of power have been scattered: staffs that hold storms, potions brewed from moonlight, blades that cut the dark itself. Twelve Patrons have set out on a scavenger hunt to find them.
Gather relics of one kind into a Hoard and its power is yours. Every relic on your table feeds your Essence. The first to gather enough Essence ascends, a god among mortals.
But the others are hunting too. A whispered Pilfer lifts a relic from your table, a Plunder carries off a whole Hoard, and every round the hunt moves to a new place that bends the rules.


Everything you need to play your first game. Glim, the little spark in the corner of the game, will walk you through it again at the table.
Every relic on your table is worth 1 Essence. Fill a Hoard (a Full Hoard) and it pays its size again as bonus Essence; the rare Staffs and Rings pay 6. Reach the table's target to ascend and win.




Draw 2 cards (5 if your hand is empty). Then make up to 3 moves, in any order. Tap End Turn when you're done.
Coin to purseRelics of one kind go into the same Hoard. There are seven kinds, from two Staffs to four Potions. Staffs and Rings are rare: no two-type wild fits them, so only their own relics (or a Mimic) fill them, and a Full one is worth 8 Essence. Fill one and draw 2 cards at once, and its Full Hoard power is yours, like Quickening (an extra move every turn) or Monster Raid (Ward can't stop your Plunder).
A Full Hoard is safe from Pilfer, but not from Plunder.




Five wild relics each belong to two of the common Hoards, and four Mimics fit any Hoard. A two-type wild counts as a true relic of either Hoard, so it can even fill one by itself. A Mimic can't: Mimics alone never fill a Hoard, they need a relic or a two-type wild beside them. When a relic turns up, you choose where the wild moves.

Spells that hit a rival are hexes: Tribute, Toll of Bells, Pilfer, Plunder, Glamour and Stonebind. Keep a Ward in your hand. When someone hexes you, block it with the Ward, even on their turn.
Coins go into your purse. When a rival makes you pay, it comes from your purse first, then from relics you choose off your table. No change is given. A spell put in the purse becomes coins worth its printed value, for good.
1
2
5
8
10
20Every round the hunt reaches a new place that bends the rules for everyone: the Gilded Market makes Tribute richer, the Sanctum seals every hex, the Hollow Moor's fog snuffs out every Warding Circle. Plan around it.
Each player is a Patron with one special ability: the Scholar takes 4 moves a turn, the Cutpurse can Pilfer from a Full Hoard, the Oracle peeks at the top of the deck. Let Fate deal you one, or pick your favourite.



The first time the draw pile runs out, the discard pile is shuffled into a new one. The second time, that round is the last: when it ends, the Patron with the most Essence ascends. Usually someone gets there first.
Every relic is one of a kind. Tap any card to see it up close.
Rare · A Hoard of 2 · Full: +6 bonus Essence


Steady Hand Stonebind can't be cast on you.
A Hoard of 3 · Full: +3 bonus Essence



Green Thumb Grow a Ward, Beastcall and breaking Stonebind cost you 5 instead of 10.
A Hoard of 3 · Full: +3 bonus Essence



Quickening You get 1 extra move every turn.
Rare · A Hoard of 2 · Full: +6 bonus Essence


Tailwind Moving magical items between your Hoards is free (no move).
A Hoard of 4 · Full: +4 bonus Essence




Restorative Whenever you play a Ward, draw a card.
A Hoard of 4 · Full: +4 bonus Essence




Monster Raid Ward can't block your Plunder.
A Hoard of 3 · Full: +3 bonus Essence



Sharpened Your Pilfer can take a relic even from a Full Hoard.

Plants or
Gems

Gems or
Potions

Potions or
Monsters

Monsters or
Blades

Blades or
Plants

Any Hoard at all
The deck grows with big tables: from five players up it shuffles in more coins and spells (the counts here are for two to four). The relics, wilds and charms stay one of a kind.
Choose one of your Hoards. Every rival pays you its tribute: the more relics you hold in it, the more they pay.
Hex · a Ward can block it
Every rival pays you 2.
Hex · a Ward can block it
Take one relic from a rival, unless it sits in a Full Hoard (the Cutpurse may take from a Full Hoard).
Hex · a Ward can block it
Take one of a rival's Full Hoards, wilds included. Ward can block it; a Hoard under the Warden's circle cannot be taken.
Hex · a Ward can block it
Bewitch a rival into a trade: swap one of your unprotected relics for one of theirs.
Hex · a Ward can block it
Draw 2 cards.
Aims at nobody
Take any one card from the discard pile into your hand.
Aims at nobody
Cancel a hex aimed at you. Play it any time, even on a rival's turn.
Reaction · play it on anyone's turn
Bind a rival's Patron in stone: their ability is off until they pay 10 on their turn (paying is not a move).
Hex · a Ward can block it
Every rival pays you their smallest coin. A Ward blocks it, rival by rival.
Aims at nobody
Cancel a hex aimed at you and cast it back at its caster. Play it any time, like a Ward.
Aims at nobody
Choose a rival's Full Hoard. It grants no power and no bonus Essence until your next turn. Ward can block it.
Aims at nobody
Painted relics you cast like spells. They aim at nobody, so no Ward can stop them.



Unlock: until your turn ends, your Pilfer, Plunder, Glamour and Beastcall reach into Full Hoards, Warding Circles and Bulwarks.



Echo: cast one of the last three spells in the discard pile again, as your own. It stays where it lies.



Lantern-light: look at the top 5 cards of the draw pile and take one into your hand. The rest go back as they were.



Bulwark: until your next turn begins, no relic can be taken from your table. Only a Key unlocks it.



Second Wind: take 2 more moves this turn (casting it is one of them).



Starfall: draw 3 cards, then discard 1 of your choice.



Grave Call: take a relic from the Ash Heap straight onto your table.



Eclipse: the place's rule is suspended until your next turn.
Each speaks their spells in a voice of their own.


the Warden · Circle of the Oak
Warding Circle. before ending your turn, choose one Hoard. Its relics can't be taken by rivals.


the Lucky Fool · Circle of the Oak
Fool's Luck. when a rival casts a hex at you, draw 1 card.


the Scholar · Circle of the Raven
Studied Hand. take 4 moves a turn instead of 3.


the Cutpurse · Circle of the Thorn
Light Fingers. your Pilfer can take a relic from a Full Hoard.


the Herbalist · Circle of the Lantern
Grow a Ward. once per turn, pay 10 to grow a Ward card into your hand. Free — costs no move.


the Dreamer · Circle of the Raven
Dreamwalk. at the start of your turn, draw 3 cards instead of 2.


the Hexer · Circle of the Thorn
Evil Eye. once per turn, a rival holding 4+ cards must discard a card of their choice. Ward can block it. Free — costs no move.


the Scavenger · Circle of the Lantern
Rummager. at the start of your turn, take your 2 cards any way you like: both from the draw pile, one from each, or both from the discard pile.


the Alchemist · Alchemists' Guild
Transmute. once per turn, burn a card from your hand (it goes to the discard pile), then draw a card from the draw pile. Free — costs no move.


the Beastmaster · Wildwardens
Beastcall. once per turn, pay 10 to take a Monster or Plant relic from any rival, even from a Full Hoard. Ward can block it. Free — costs no move.


the Oracle · The Veil
Second Sight. once per turn, look at the top card of the draw pile. Keep it, or discard it to the discard pile.


· Hollow Court
Unmaking. pay 50 (purse and relics) to strip a rival Patron's ability for the rest of the game. Uses your whole turn and can't be blocked.


the Cartographer · Circle of the Raven
Wayfinder. once per turn, look at the next place the hunt reaches. You may swap it with the one after. Free — costs no move.


the Mimic-born · A Mimic
Many Faces. your Mimics each score 1 extra Essence, and moving a Mimic between your Hoards costs no move.


the Keeper · The Sanctum
Sanctuary. while you hold no hex in your hand, your Full Hoards can't be Plundered.


the Tidecaller · The Drowned
Undertow. once each round, you may pay a bill with cards from your hand instead of your purse.


the Duellist · Hollow Court
Riposte. when a hex aimed at you is Warded, its caster discards a card.


the Ironmonger · Circle of the Thorn
Usury. whenever a rival pays you, they pay 1 more.


· Hollow Court
Hollow Voice. once per turn, choose a rival's Full Hoard. It grants no power until your next turn. Free — costs no move.
A dead moor under a dark moon. The fog drinks lantern light and every circle drawn in chalk forgets its shape.
A market of a thousand gilded stalls where debts are collected with interest and the scales tip toward the greedy.
Tunnels under the city where the cutpurses' guild keeps its halls. Down here no lock holds and nothing stays in its case.
A temple older than the kingdoms, where no spell may be raised against another. The wardens throw hexers into the night.
A vault lost for an age, its doors fallen open. Relics and coin lie heaped in the dust for whoever reaches in first.
A bridge over a black river, kept by a hooded collector with an iron box. Every purse pays to cross.
A high pass where the wind runs faster than thought. Hands move before eyes, and deals close before they are spoken.
A maze whose walls walk. Turn a corner and what you carried is in your neighbour's hands.
An old stone well in the wilds where the full moon drowns itself each night. It is said to give to whoever has least, and to keep what the greedy throw in.
A meadow where stars come down to die. Relics lie in the craters, still warm.
The forge that made the Blades. It still remembers them, and holds whatever is set on the anvil for a round.
Trees grown from grave-goods. Nothing is thrown away here; it goes in the ground and comes up as fruit.
A tower that keeps time for the whole world, badly. When it runs backwards, so does the table.
Hob Greaves's wetlands, loud with things that bite. Set a Monster or a Plant down and something hands you a card.
Shelves under a lake. The Tomes read themselves, and reading costs nothing.
Sand fused to glass by something that happened once. Mimics count for nothing here; Thessaly likes that.
The merchants' road, taxed by the mile. Tribute here is collected from the richest rival only, and doubled.
A chapel where the dead are sat up and given candles. Hold too many cards and the Vigil keeps the rest.
Corvin Ashe's observatory, the roof open to the whole sky. Lanterns see further here, and so does everyone.
It cries for everyone who went through and did not come back. Nothing kept here can be kept.
Nell's shoal, where the sea pays its debts. Spend your last coin and the tide brings two cards in.
The Circles' council hall, where everything is overheard. A Glamour can't be Warded; everyone already knows.
The road to the Court. Nobody takes it twice. Whoever leads loses a relic to the ditch every turn.
Where the nine who ascended stand and wait. Full Hoards grant nothing; they have seen what full looks like.
The throne under the dead sun. Unmaking is cheap here, and every third round the fog comes down.
Updates arrive inside the app. Android 8 or newer.
Windows 10 or 11, 64-bit. Nothing to install; the first start takes a few seconds.
xattr -cr "/Applications/Relic Quest.app" (or the path where you put it), then open it again.macOS 11 or newer, Apple Silicon and Intel. If it won't start, the reason is in ~/Library/Logs/Relic Quest.log.
Tip: on iPhone, Share, then Add to Home Screen, to keep it a tap away.
No ads, no account, no internet needed to play.