The Magic of Deck Quest

“Of course, we all know what more brain-power means in an RPG… more spell power! With your higher intellect, you are able to cast more spells!” – Intelligent Attribute

Magic in Deck Quest is split into two distinctive categories: arcane and holy. Holy magic is bestowed upon players through the Ancients, a mysterious race of deities worshiped throughout the lands. The Ancients are able to pick and choose who receives their gift–so you won’t fine a evil shaman casting holy magic any time soon. Holy magic is reserved for Paladins, Clerics, Knights, and Templars. Holy magic doesn’t carry the same amount of risk as arcane magic and is used almost exclusively to protect and heal. Arcane magic, on the other hand, is available to anyone who taps into the forces of magic spawned in the Arcane Plane.  The Arcane Plane is ruled by the Old Ones, beings even older than the Ancients and much more malevolent in nature. The Old Ones tempt mortals with magic, offering them greater magical power in return for their sanity or soul. Some are born with a natural inclination towards magic and don’t need to deal with the Old Ones; these people are called Wizards. Those who wish to use magic through the use of tools and devices are called Mages. Those who give into the Old Ones and make a contract with them are called Warlocks. Arcane magic is much deadlier than holy magic and is used to snare, maim, and control.

In Deck Quest, you can face off against both an Ancients boss and an Old Ones boss: the “Ancient Guardian” and “Zlanzrwrss The Old One”!



Like the Alpha and the Omega, these two bosses represent different sides of the same coin. The Ancient Guardian is a massive being who towers over your party and may fight you to protect Ancient secrets… or perhaps it is being controlled by some other force? Zlanzrwrss is the youngest of the Old Ones and his true name must never be uttered, for it could cause chaos and madness to spread throughout the land like a plague. His ultimate skill, Call Forth- Oblivion!, lets him summon 7 out of the 8 bosses in Deck Quest, making him a serious threat to behold.


Deck Quest

Deck Quest is now live on Kickstarter! We launched our campaign yesterday morning, and we’ve still got 28 days to go (as of this post)! If you’re interested, give our page a visit!


I’m sure the vast majority of you reading this post already know what Deck Quest is. But, if you don’t know all that much about Deck Quest and want to learn more, or if you’ve never even heard of Deck Quest before, this post is for you.

I’ll start with the basics.

Deck Quest is Garage Sofa Games’ very first official game. We had a game idea called “Shadow Story: Crystal Seekers” before Deck Quest, but it didn’t reach too far into the developmental process until we decided to switch on over to Deck Quest completely.

But what even is Deck Quest in the first place?

In short terms, Deck Quest is, as we like to call it, “an open-ended tabletop roleplaying rpg.”

And what does that title mean? Let’s take a closer look.

We call Deck Quest “open-ended.” But “open-ended” is quite an open-ended word. What we’re essentially trying to convey by saying “open-ended” is that Deck Quest is super flexible. Its specific rules and gameplay mechanics very heavily depend on who, exactly, is playing the game. The Game Master (and the players, too, I guess) are the ones who largely determine how each game of Deck Quest works out. This is all sort of hard to explain without actually showing you some examples and/or writing a longer description, so I’ll provide some links down below for you to check out.

“Tabletop” is pretty self-explanatory. What we mean by “tabletop” is that Deck Quest is a physical, touchable, tangible game. It’s not an online video game or application or anything like that. It’s a real, holdable game like the classics.

“Roleplaying” pretty much means that players of the game take on specific characters within the game. During the beginning of each Deck Quest game, players are able to choose their Class and their Attributes, and depending on which Class and which Attributes they choose, their character/role will be different.

“Card game” is what is says. It’s a card game. This goes hand-in-hand with “tabletop”–it’s just clarifying that Deck Quest isn’t a board game or something of that sort. It’s a card game.

I could go much more into detail about Deck Quest and what it’s all about, but I think there are some other places where we would explain that a bit better. This post was just to get you acquainted with Deck Quest and maybe clarify on some things about the game that you may not have completely understood before.

So yeah!

Here are some links to other places where you can learn about Deck Quest:
Website page:
Overview video:
How to play:
Kickstarter page:



The Importance of the Gamemaster

As you may know already, Deck Quest makes use of a “gamemaster” (GM for short).

In case you’re not quite sure what a gamemaster is/does, here’s a quick description to give you a basic idea:

Provided by the great and powerful Wikipedia
A gamemaster (GM; also known as game master, game manager, game moderator or referee) is a person who acts as an organizer, officiant for questions regarding rules, arbitrator, and moderator for a multiplayer role-playing game

The role of a gamemaster in a traditional role-playing game is to weave the other participants’ player-character stories together, control the non-player aspects of the game, create environments in which the players can interact, and solve any player disputes. The basic role of the gamemaster is the same in almost all traditional role-playing games, although differing rule sets make the specific duties of the gamemaster unique to that system.

We recently conducted a playtesting/Kickstarter filming session with some people to get footage for our Kickstarter video and, of course, to gain more info about what people do and don’t like about our game.

You might know already, but we did another playtesting session a few months before this one as well. It went pretty smoothly–people seemed to enjoy the game, but also gave some really valuable feedback.
You can read more about how we used that feedback here.

Anyway, from both the last playtesting session we did and the one before it, we’ve learned a lot about how important having a decent gamemaster is, especially for Deck Quest.

Deck Quest is very open-ended. Because of that, it’s up to the gamemaster on how/where to add different amounts of structure to the game, and where not to.

Die rolls are one of the key mechanics of Deck Quest. Though the Deck Quest guidebook shows how different die rolls can be considered, it’s really up to the gamemaster to look at the players’ current situation and make the best decision for the game. This “best decision” can greatly change how fun or how boring a Deck Quest game can turn out.

A prime example of a great gamemaster.


So I just emphasized how important this so-called “best decision” can be.

But how do you even determine a “best decision” in the first place?

Well, to start, maybe “best decision” is a too strong of a term. Maybe “great decision” would be better.

You see, another thing we’ve learned from playtesting (and just simple speculation) is that, as a gamemaster, you need to be able to direct the game towards your players’ desires.

This may seem obvious, but it’s the key to getting that “great decision” and making the game fun for everyone.

For us at least, Deck Quest is a funny adventure game.

We like to laugh and goof around, so as gamemasters, AJ and I try to makeplayers face ridiculous and amusing situations when we can. Most of the time, this ends up making the game fun and enjoyable for everyone.

Someone else might go for a different sort of feel to the game–but either way, the point still stands: the gamemaster needs to be able to decide what will make the game more enjoyable for specifically his/her players. S/he can do this by considering die rolls, card draws, etc to cater towards a desired playstyle.

The good news is that doing this usually won’t be very hard. You’ll mostly be playing with friends/family/people you are relatively familiar with, and if not, the “funny” route seems like a safe one (especially for parties and stuff). In other words, you’ll usually know what type of feel you’ll want to go for with the game, and you’ll usually make relatively good decisions based on that knowledge.

And this is why I replace “best” with “great.” The gamemaster may not make the “best decision” 100% of the time, but can get pretty darn close by analyzing what, exactly, might make the players have the most fun with the game.

In essence, the key to having a great game is to have a great gamemaster.



And that’s about all for today!

I hope you’ve learned and/or pondered about a few things regarding being a GM-ing tabletop games (especially Deck Quest), and if you have, please feel free to leave a comment to share your thoughts!

See you next time!






The World of Deck Quest

As you may know already, the setting that Deck Quest takes place in is a very typical, bread-and-butter fantasy world.

It has the usual dragons, mages, Elves, Dwarves, and more; pretty much anything you’ll find in The Hobbit or any Lord of the Rings novel/movie.

But why?

Why aren’t we making a really wacky, non-typical world that nobody has ever heard of before?

Two reasons:

The first reason is that Deck Quest is supposed to be flexible. The game is supposed to be as imaginative as the players want it to be. Since most players will already be relatively familiar with the game’s Tolkien-type fantasy world, they will likewise be more comfortable and more excited to try and add their own imagination and creativity into the mix. Using the bread-and-butter foundation of DQ’s fantasy world, players can make their adventures become more or less wacky/non-typical at their leisure.

I remember at a playtesting session we did at a local summer camp, one of the playtesters kept on using his “poison arrows” to give monsters various real-world diseases, eventually winning the game by waiting out for the diseases to take effect.

In the end, however, whether players want to be super creative or not, the base Deck Quest box will still just come with the typical mage and paladin Class cards and the typical dragon and monster Adversary cards.

But notice how I said “base Deck Quest box.”

Here comes the second reason: expansion packs.

Depending on how successful the Deck Quest Kickstarter is and how well the game does once it officially releases to the public, we’ll make various expansion packs to add different themes than just the typical fantasy that it is now.

We decided to start with fantasy because it made the most sense to us; it provides a good foundation for Deck Quest to start off with, and also makes expansion pack themes look that much cooler.

Futuristic, Western, Eastern, Prehistoric, and Expanded Fantasy are only some of the current ideas we have…

And yeah!

Have any thoughts/questions/comments to add?
We’d love to discuss them!
Feel free to leave them in comments, and we’ll respond ASAP!
Also, please share this post with others through your social media, word-of-mouth, etc–it really helps a ton.

Thanks for reading!

Deck Quest: Then & Now


Deck Quest: Then & Now ~

As you may or may not know already, Deck Quest has come a long way from where it first started.

Not only has the interface of each DQ card changed, but also the gameplay of DQ itself and a few of its core mechanics.

The original idea for Deck Quest was extremely open-ended. So open-ended, in fact, that it seemed as if the game could only be enjoyed to its fullest when the players were already very familiar with the game and/or were playing with someone who was.

However, after collecting results from an awesome local playtesting session and making some other edits and revisions, Deck Quest has evolved into a more structured (yet still as imaginative) game than it was before.

The changes made to the card interfaces largely reflect the structural gameplay changes made for DQ over the months.

Deck Quest Evolution

DQ 1.0 was really, really “alpha-esque.” The cards pretty much just showed the basic gist of the character/item/whatever it was representing, but not much else.

So, in 2.0, we decided to add numbers. Generic numbers. Numbers for players to use in various situations. We also added suggested movesets, but as you’ll see soon, we removed them in DQ 3.0.

For the aforementioned playtesting session that we did, the DQ interface was changed to 2.1 Beta–it looked a bit less confusing, and stayed more true to the original card design in 1.0 Alpha.

In DQ 3.0, we decided to remove the whole theme of “generic numbers” and “generic movesets.” During the playtesting session, all those numbers with different symbols seemed to confuse people, and the suggested skills didn’t really feel all that necessary.

But as you’ve probably noticed already from the DQ timeline picture, DQ 3.0’s design just screams “ESSAY.”
I mean, look at the name AJ dubbed under the 3.0 picture.

And now we have DQ 3.1. We re-implemented numbers, but now they have specific meanings within the game. We also went back to having two sections of text, one giving a broad description of the card itself, the other giving more specific advice.

Deck Quest 3.1 is looking real close to the final version of the game. In fact, it might very well be the final version.

What are your thoughts on the development process of DQ? Any questions or comments? We’re open to anything! Have any suggestions? Feel free to tell us.

Thanks for reading!

See you, [space cowboy] Deck Questers…


Newer & Nicer

We’ve recently been doing a bunch of research in preparation for our upcoming Kickstarter campaign, and looking at what people have said throughout the various posts we’ve read on other blogs and websites, we’ve decided that starting a blog of our own might be kinda cool. We’ve also started up a Tumblr-type blog as well (click the link if you’re interested in checking it out).

And so here we are.

In case you’ve visited our main site before, you may have noticed that we actually already have a small-ish blog on there as well. The problem with it, though, is that it’s sort of a hidden, forgotten-about part of our website, so we’ve discontinued it and started this blog instead. We feel that a dedicated, consistent, and more nice-looking blog would be both better for you readers as well as us.

Anyway, I guess this is sort of just an introductory post to get us started along our way of becoming world-renowned bloggers (I just know that it will happen someday…).

So yeah.

Since, as previously mentioned, we’re currently working on a Kickstarter for our first game, Deck Quest, the next few posts or so will probably be about the coming along of that and how things are going behind the scenes.

See ya!
~ Sky


Welcome to the Blog!

Hello all! Welcome to the official Garage Sofa Games blog!

Are you new here? Are you familiar with us as a company, but you’re just new to this blog? Or could this be the first time you’ve ever heard of us and you’ve somehow happened to stumble across this blog?

Do not fear! For this welcome post is here!

If you’re new to Garage Sofa Games, or maybe you’ve heard of us before somewhere but don’t really know too much more than that…

We’re a company that makes games (as the name implies). As of now, we’re in the process of developing Deck Quest–an interesting take on the classic tabletop RPG. Take a peek at our main site to find out more about us and our game. You can also check out our social medias: FacebookTumblr, and Twitter.

We’ll post on this blog every so often–we’ll talk about what’s going on with us, whatever we’re working on at the time, other people/companies in the tabletop gaming industry, and more.

And that’s about all. Feel free to browse around this blog whenever you like; connect with us in the comments, shoot us an email through the “Contact Us” tab, give us feedback, praise us, and more!


~ the GSG team