This week we take a look at a game from our Top 10 Anticipated Cooperative Games For 2026! We want to give it some attention because RichieCon 2026 is in a few weeks, and *spoiler* I think some people will really like this game!

Companion Quest is a cooperative dice game that on Kickstarter back in March 2025. It promised delivery in December 2025, but just delivered to my house here in June 2026 … so, it’s about 6 months late.

This is also a game that was on our Top 10 Anticipated Cooperative Games For 2026!
Was it worth waiting for?
Unboxing and Gameplay

Although we got the Kickstarter edition with a few expansions, there are better versions with mats and other upgrades! We’l just be taking a look at the base game.

The size of this box might surprise you a little; it’s a smaller game! See Coke can above for scale.

This is front-and-center a dice-rolling/dice-placement game. But what are the right words to use? Is this a dice-placement game? Is this a dice-rolling game? What’s the right gnomenclature? According to BGG: it’s dice-rolling (but it feels a little like dice-placement).
Although the name and cover might imply a little more questy game (and there is some questing), the dice-rolling/dice-placement portion of this game is the majority of gameplay. If you were looking for a game with lots of story and fighting, you probably need to look elsewhere!

Each player takes the role of a Gnome!

Each Gnome has his own power and a companion that accompanies him!

See all the companions above!

Each Gnome has his own special power, and an attached “companion”! The companions are bonded to the specific Gnomes, so you can’t choose willy-nilly. See above as Bubbles the Gnome has Arlo the companion!

The special powers of the Gnome or companion are activated by “tapping” (turning the card sideways) to show the ability has been used. How do you recharge the power(s)?

You recharge with Cookies of course! Cookies are phenomenally useful in this game! They can recharge any Gnome or companion …

… or the Cookies can be used to recruit new companions to your menagerie! There is always four companions available for recruiting on your turn!

How do you win? There’s “gnominally” (nominally? With Gnomes? Get it? Ok, it’s not that funny) a bad guy named Gu’Gu who is popping around dimensions and causing chaos! To win, you must catch him!

If you can move your Gnome marker (collective Gnome marker) to the Gu’Gu, players win! How do you move?

Every time players complete a “Quest” (see Quest above), the players advance forward one space! The quests are solved by placing dice on the quest spaces!

See above as the Gnome’s Nook is completed by placing dice correctly on the last few spots! Usually, you have to match the color and/or odd/evenness of a space on the quest!

Once you complete a quest, flip the Quest card over to see your rewards; move closer to Gu’Gu AND get some cookies AND increase your carrying capacity! See above!

The carrying capacity defines how many dice you can get on your turn! At the start of your turn, you grab some dice and use the dice to solve either Portal Problems or the Quest! Early in the game you can only grab 3 worth of dice: red, green, and blue cost 1! And orange, purple, and orange cost 2!

Portal Problems are “issues” the players must solve (at the bottom of the board)! Players place dice on them to solve them! There’s two types: Challenge and Danger cards. The Danger cards (with the yellow warning) must be solved before you can Quest again!

To “solve” a Portal Problem, you place dice! For example, to “Unlock The Chest”, you have to play three dice total (possibly over multiple player turns) so that their difference is on an orange die!

For example, 5-3 = 2 works fine, as long as the final dice is orange! See above!

If, on your turn, you DO NOT solve a Portal Problem, Gu’Gu moves forward one space towards the portal! See above as Gu’Gu is almost at the portal!

The game is all about trying to decide how to place the dice you roll on your turn, and when to use the special powers on the Gnomes and companions! Do you solve a Quest to move forward? Or do you solve a Portal Problem to keep Gu’Gu from moving forward? Do you use a precious cookie to augment your companion menagerie? Or do you use your cookie to refresh someone?
This is a game all about balance; you need to Quest to win, but you have to solve smaller Portal Problems along the way to keep the chaos at bay!

This game is absolutely gorgeous! The cover was one of the reasons this game originally piqued our interest! The components are really nice, especially the rulebook.
Rulebook

For such a small box (and arguably smallish game), this rulebook is really good!

The game gets an A on the Chair Test! This rulebook sits very well on the Chair next to me … and it is so very readable! There is no droopiness, the fonts are big and readable, there’s tons of pictures and annotated text, and the colors just pop!

The Components page is great! See above!

Everything about this rulebook is quality. I don’t think it needs an Index because the game is pretty straight-forward! There aren’t a lot of keywords, so I won’t ding it for not having an Index.
There are two things that needed a little more discussion, but we’ll go over those below.
Otherwise, just a great rulebook!
Solo Play

So, congratulations to Companion Quest for following Saunders’ Law! We have a solo mode! The solo mode is a true solo mode, where the solo player takes the role of a single Gnome! The rules are well-defined on page 16 of the rulebook.
Normally I don’t “love” solo rules that change up the game, but the solo rules are pretty simple. There are two changes:
- The solo Gnome can activate his own Gnome’s power to help himself (in the cooperative game, your Gnome power can ONLY help others). This is pretty typical of true solo modes: any ability that normally helps other players can be used to help yourself instead!
- When you “refresh” your Gnome, you actually need to get a new Gnome instead! This forces you to cycle through the Gnomes and their special powers.
You can also keep a die from a previous round, but this is pretty much the same as the cooperative game; it’s just “the next player” isn’t someone else, it’s you!

The solo game is an easy way to learn this game. All the rules are there, and it’s pretty easy to jump straight in. I had a fine time learning the game this way. I played about three solo games; I had a good time while getting the gist of the game. It’s pretty fun to roll the dice, think about which dice to use for which thing (Quest? Portal Problem? Companion?), and try to catch Gu-gu. There is some brain power needed to do well; it’s not as simple and cute as the rulebook and look belies.

The balancing for the solo game seems to be achieved by cookie distribution. If you have just one Gnome, you start with two cookies, and get another two cookies at the end of a quest stage (see above). Since cookies are pretty powerful (usually in getting companions), it’s clear these need to be rationed. A 2-Player games starts with two cookies distributed amongst the two players (one each) . Interestingly, a 3 and 4-player game start with no cookies. We’ll revisit that decision some more below.
The solo game is cute and adorable, and it’s a great way to learn the systems of the game. I might come back to it again as a solo player, but I think cooperatively is the funner way to play. You might say, cooperatively is “gnominally” the best way to play! Sorry, that joke should get gnominated as worst joke in this review!
Cooperative Mode

I’ve been able to get Companion Quest played at 2 and 3 players. I’ve played a couple of times with my friend Teresa (below) and one with my niece Megan (see above).

So, the rule about “you can only use someone else’s Gnome powers” makes the game a little more cooperative. Players then need to talk a little more about what you can do “Hey Rich, I need a +1, can you help me get that with your Gnome?” So, that simple mechanism does help bring players interact more.

There is a little bit of downtime between turns, as you really do need to think a bit about the best way to use your dice. Depending on the group, this will either bring out conversation (making the game more interactive) or it MIGHT invite the dreaded Alpha Player in (making it less fun)! You get so excited when you see someone else roll the amount they need that sometimes you start accidentally Alpha Playering! I KNOW I did to Teresa a few times and I feel terrible! For Megan, she was asking for help more, so it worked out there more (my Alpha Player was more of a teacher). But I think you need to be a little careful about making sure you don’t Alpha Player!!!

With that little warning, I do think cooperatively is more fun that solo! Most people love the little Gnomes and their little companions. The game is pretty quick (besides some of the thinkiness that might occur on your turn), and the 30 minutes playtime as indicated on the box is about right. Most turns are pretty multiplayer solitaire (if you don’t have an Alpha Player … Rich …) so it’s still fun to make your own choices!

The game is bright and gorgeous and draws people in with its art. The cooperation is pretty good; even if you can’t use a die on your turn (sometimes, you just can’t get a die out), it’s pretty cool you can pass a die to the next player for their turn. It makes you feel like you are helping them! That rule (and the “you have to use someone else’s gnome powers”) make the game pretty cooperative and interactive despite the multiplayer solitaire nature of each turn.
Things I Liked

Using Dice for Wake-up! We didn’t mention this in the overview, but there is an another way to wake-up companions! We mentioned that you can use a Cookie to “wake up” a resting (tapped) companion … but there is another way to “wake up” a companion! Using a colored die wakes-up a companion! You might notice that every Companion has a color associated with it! Kusa (above) is red and Peppy and Snaps are both yellow. If you ever place a die, you can wake up one companion of that color! So, placing the yellow die above, we can wake up Peppy!
This really expands the choices you can make in the game! When you get some dice at the start of your turn, do you get dice to help with the Quest? Do you get dice to help with the Portal Problems? Or do you get dice to wake up your companions? This just really makes the choices so interesting! I really think this one mechanism elevates the game!

Art: I adore the art in this game! That cover may be one of my favorite covers of the year! I also really like how this game uses color! I love the colors in this game!
Things I Didn’t Like

Dice: At the end of the day, it’s still a dice game and you may get stuck with bad rolls. This is balanced out by it being a pretty short game; I don’t might a dose of randomness for a 30 minute game. Also, you generally can mitigate bad dice rolls with all the special powers you have.

Cookie Balancing at 3 and 4-Player: One of the funnest parts of the game is deciding when to use the cookies for their myriad of effects! (Recruit? Awaken? Reinvigorate?) Yet, the 3 and 4-player games start with NO COOKIES. It’s clear that when you finish a quest that everyone generally gets a cookie, but our first few 3-Player games seemed “less fun” and “less balanced” as we struggled more with no cookies to start the game. It “feels like” that there should be at least 2 cookies always at the start of the game? The balance felt a little off in the 3-Player game without cookies. In the end, after failing multiple times at 3-Players, we sorta started with a couple of cookies and that seemed to make the game a little more palatable. This probably sets the balance off a little at later levels, but it made us want to play more because cookies make it more fun!

Some Clarity: It seems like, when you play, that “completing a quest” should stop Gu-gu from moving forward. After searching the rules several times, it seems clear that Gu-gu will ALWAYS move if you don’t finish a “portal problem!” The interaction between those two (finishing Quest and finishing Portal Problems) should have been more specified! If you “cheat” and don’t move Gu-gu after a quest, then the game may seem too easy? But it also is MUCH harder if you do move Gu-gu! I wish this had been clearer in the rules. (Arguably it’s the flow of the game, so it doesn’t need to be specified, but the intuition seems to be counter-intuitive on this point … requiring more specification). Look, maybe you won’t have this problem, maybe I saved you from looking something up, but just be aware that completing a quest isn’t considered solving a portal problem (for Gu-gu movement purposes).

Modular Arithmetic: So, this game embraces that “adding 1” to a 6 flips it to a 1. And subtracting 1 from a 1 turns it into a 6. That’s modular math!!! Additions roll over, and subtractions underflow. That’s great! Because of this one feature, we are now using modular math (Modulo 6, Offset 1). This usually makes sense in the game, but they need some discussion. And what about negative numbers? What is 3-4 in this system? There is NO discussion of this! By opening the door to modular math, they need to define what that means! So, 1+6 = 7 = 1. Easy. 2+6 = 8 = 2. Easy. 3-1 = 2. 3-2 = 1. 3-3 = 0 = ??? By the rules we have, this should be 6!!! So, 3-4 = -1 = 5. An easy way to think of this; just do the normal math and add 6 or subtract 6 from the number until you get a number that’s between 1 and 6!
Some of cards, like “Unlock The Chest” (above) can be a lot easier if you can do modular math. And the game has opened the door for this! But they need to embrace the modular math and show examples! 6 is the additive identity here! I don’t think you can open the door and not specify this.
Conclusion

Companion Quest is a fun little cooperative dice-rolling/dice-placement game, but be aware! Compansion Quest is a lot more thinky than it looks! I don’t think this a gateway game; I think this is a game that needs a little sophistication and brain-power. Don’t get caught in the trap of thinking “Aw, it’s so cute, it must be simple!” This isn’t something super deep and heavy (remember, games really only last about 30 minutes), but it does have a lot of thinky decisions.

With an appropriate shepherd, I think most people can play this, but it might be a little too much out of the box for newbies.
But, overall, all my friends and nieces liked Companion Quest; it was a fun, cute, fast, simple game with deceptively more thinkiness than you might imagine. I might play it again solo? It’s a good game solo, but for me, the better game is the cooperative game with the dice-sharing and gnome-power sharing! I’d give this a [6.5-7/10] for solo and [7.0-7.5/10] for cooperative. It’s good! But, at the end of the day, it’s still a dice game and that randomness can be too much! That’s why we have a ranged rating; when the dice are poorly behaved, the game is less fun (for the lower ratings), and the game is more fun when the dice don’t conspire against you (for the upper rating).






























































































































































































































































































