Grandpa Beck's Games

Antiquity Quest



Brilliant, you’ve arrived! By Jove, what an impressive group of prospective archaeologists. You’ve come just in time!

Ancient antiquities and priceless treasures are being stolen at an alarming rate. They should be in a museum to be admired by all, not in the private collections of tycoons. It’s preposterous!

Your mission is to assemble collections of these antiquities and treasures. The more flawless a collection is, the greater the prestige it will earn you.

The person with the most prestige at the end of the mission will earn the most coveted job at Beckston University… You’ll become my personal assistant! (Lucky you!)

Now, a word of warning. Beware of the notorious bounty hunter Tess Wynter. If that grifter gets to any of these priceless items before you, you’ll never see them again!

Pish posh, I sound so dramatic. There’s no need to fear, I’m sure it will all be just smashing! I’ll stop by from time to time to lend my aid as well.

Now off you go!

-Professor Nigel Remington


Landscape Portrait of Board Game representing Antiquity Quest at Grandpa Beck's Games


Your goal in Antiquity Quest is to have the highest score at the end of the game. You can choose to play either a single round for a quick game (20-30 minutes) or a complete game in which you’ll tally scores over three rounds (60-90 minutes).

Each player is dealt two sets of 10 cards at the start of a round. You’ll pick up one set, this is called a hand. The second set, called a cache, remains face down on the table until you’ve played all of the cards from your hand.

You’ll take turns drawing, playing, and discarding cards as you work on creating your own collections and sabotaging the collections that belong to other players.

Collections consist of Antiquity and Treasure cards. The six suits of Antiquity cards represent six ancient civilizations. Treasures are their own suit and are more rare and valuable. The more challenging a collection is to create, the more it’s worth.

A round ends once a player has completed at least five collections and played through all of the cards in their hand and cache. That player earns a bonus for going out first. Every other player takes one last turn, and then scores are tallied.

Your score at the end of each round is the combination of bonus points from going out first, points for completing collections, and points for the cards you play. The player with the highest score at the end of the game wins!


Nigel’s Note: Don’t like reading rules? Watch the “How To Play” video instead.



Antiquities: There are six suits of Antiquity cards in the game, each a different color, representing one of six different ancient civilizations.

Treasures: There is one suit of Treasures. They can be collected separately or combined with Antiquities from one civilization to create a collection.

Collection: A set of Antiquity and/or Treasure cards meeting certain requirements.

Nigel’s Note: The handy reference cards will help you understand all the key information needed for success! I recommend that you give one to each player as you read the rules (basic side up).




Numbered Antiquities: (25 points each) There are 150 Numbered Antiquity cards, made up of six different civilizations (colored suits). There are 25 cards in each suit, numbered 1-5, with 5 copies of each numbered card.

(Not all cards pictured.)

Wild Antiquities: (25 points each) There are 18 Wild Antiquity cards, 3 of each civilization. These can be used in place of any other Antiquity card of the same civilization. Wild Antiquity cards are never considered duplicates.


Treasures: (50 points each) Treasure cards are rarer and more valuable than Antiquities. There are 35 Treasure cards; 7 each of the 5 different Treasures.



When you play a Remington card, you must draw 3 cards from the deck. Place Remington cards face up beside your collections after they are used. They are worth 100 points each.

TESS WYNTER (4): Tess cards are discarded rather than played. When discarded, a Tess card “steals” all cards from the discard pile, removing them for the round. This prevents other players from acquiring them. Stolen cards are moved to the “stolen pile” on the opposite side of the draw pile, with the Tess card on top.

Nigel’s Note: 
Unplayed Remington and Tess cards that are still in your hand or cache at the end of a round subtract 100 points each from your score.


  1. Each player is given a reference card with the basic rules side up.
  2. After shuffling, two piles of 10 cards are dealt face down to each player.
  3. Place the deck in the center of the table as the draw pile.
  4. Each player picks up one of their piles, called their hand.
  5. The other pile, called a cache, remains face down (no peeking!) and is set above each player’s reference card.
  6. Whoever has visited a museum most recently is the first player.
  7. Play continues clockwise.



A turn consists of these three steps which are followed in order:

You must do one of the following:

  • Draw 2 cards from the draw pile, or
  • Pick up all the cards in the discard pile (we’ll explain this shortly).

You may play as many cards as you like or none at all.
Cards are played in the following ways:

  • Start a collection (requires 3 cards) in the area in front of you.
  • Add 1 or more cards to your existing collections.
  • Add 1 or more cards to other players’ collection(s).
  • Play a Remington card to draw 3 cards.

Once the last card from your hand is played, immediately pick up your cache. It is now your hand and you may continue playing cards from it.


To complete your turn, discard an Antiquity, Treasure, or Tess card face up.

  • When a Tess card is discarded, the entire discard pile is moved to the stolen pile. Tess cards may still be discarded if the discard pile is empty.
  • If you discard the last card from your hand, immediately pick up your cache. You may look at the cards, but can’t play them until your next turn.
  • Remington cards cannot be discarded (how ungrateful would that be!).

Note: The last card from your cache can only be played after you’ve completed 5 collections, or if by playing that last card you will complete your 5th collection.


Creating collections is your primary goal in Antiquity Quest. Certain kinds of collections are worth more than others. Your objective is to create the most valuable kinds of collections for yourself while looking for opportunities to sabotage other players’ collections.


The highest valued and most difficult to create.


Easier to complete, yet still of respectable value.


The easiest collections to complete, but they aren't worth much.

  • Antiquity cards in a Mixed collection must all be the same suit.
  • Additional cards may be added to Mixed collections after completion.
  • They are the only kind of collection that can exceed 5 cards.



You must lay down 3, or more, cards to start a collection. The cards must fit one of the following criteria:

  • They are all Antiquities of the same civilization.
  • They are all Treasures.
  • They are a combination of Treasure and Antiquities (of the same suit if there’s more than one).

Collections with 3 or 4 cards in them are called incomplete collections. Cards in incomplete collections are arranged vertically, allowing everyone to see their contents. Incomplete collections are placed next to each other in a row at the bottom of each player’s collection area.


When adding cards to your collections, follow these rules:

  • Treasure cards may be added to incomplete Treasure, Antiquity, or Mixed collections.
  • Antiquity cards may be added to incomplete antiquity or Mixed collections, but not to incomplete Treasure collections.

Example: You start a red Antiquity collection by laying down a 1, 3, and 5. On your next turn, you add a red 2 and a red Wild Antiquity, thus completing a Perfect Antiquity Collection. Jolly well done!


Once you’ve started a collection of your own, you’re permitted to add cards to the incomplete collections of your rivals (or completed Mixed collections), following the same rules outlined for adding cards to your own collections.

There are two reasons why you’d add cards to other player’s collections.
To sabotage those collections and lessen their potential value, or
To get rid of cards you can’t or don’t want to use.

Example: Eliza’s incomplete blue Antiquity collection contains a 1, 2, 4, and 5. If she adds a 3 she’ll complete a Perfect Antiquity collection, worth 1,000 points! You play a blue 2 on Eliza’s collection, completing it and changing it to a 500-point Standard Antiquity collection, cutting its value by half.


Completed collections are compiled, as indicated below, for easy reference.  After they’re compiled, move them up to your completed collection row.

​Complete collections may be played straight from your hand directly to your completed collection row.

Remember, Mixed collections may exceed 5 cards. Additional Antiquity cards (of the same civilization) or Treasure cards may be added to them after they are completed. Very handy for offloading unwanted cards!

Nigel’s Note: You don’t have to start a collection just because you can. In fact, it’s often better to try and complete collections in your hand before laying them down to prevent other players from sabotaging them.


At times, you may be able to pick up the cards in the discard pile instead of drawing 2 cards to start your turn. In order to do this, you must have:

1. Already started at least one collection of your own on a previous turn.
2. Have 2-4 cards in your hand from the same suit as the card on top of the discard pile.

Then, you may show those 2-4 cards and add the top card from the discard pile to them to start a new collection. All remaining cards in the discard pile are added to your hand and your turn continues.

Example: A green Antiquity card is on top of the discard pile. You reveal 3 green Antiquity cards from your hand to pick the card up and start a collection and then add the remaining cards from the discard pile to your hand.

Nigel’s Note: Picking up the discard pile can be a key advantage in this quest. Extra cards can be quite useful for both creating and sabotaging collections.



The first player to go out earns a 500 point bonus and triggers the end of the round. Go out by doing both of the following:

  1. Have 5 or more complete collections of any type.
  2. Play or discard the last card from your cache.

After a player goes out, all other players are permitted one final turn, in which they may take all the same actions as they would in any other turn. After this the round ends.


Calculate your score by following these steps:

  1. Give a 500-point bonus to the player who went out first.
  2. Record the total value of all your completed collections.
  3. Record the total value of all cards played in your collection area.
  4. The combined value of any cards left in your hand and/or cache is subtracted from your card score.

Nigel’s Note: You earn points for ALL cards played in your collection area, including those in both your completed and incomplete collections.

Since Robert went out first he earned a bonus of 500 points. Also, as he played all his cards, he did not have to subtract any points from his score.
Robert feels accomplished for his excellent score, and an even 
greater sense of pride that he didn’t need a calculator like his millennial grandchildren. He takes a long draft of prune juice to obscure the grin on his face. Fax machines, self-checkout, and “The Twitter” may remain mysteries, but Robert’s mental math skills are impeccable.


Once you have played several rounds of the basic game and you feel you’ve got the core strategies and rules locked down, you can incorporate some or all of the rules for advanced play.


You’ll have noted by now that each of the reference cards has a different color symbol in the corners on the side for basic play. These symbols represent the 6 different civilizations and are important in the advanced rules of play.

Start a round by laying out the reference cards Advanced side up. Each player selects a card and secretively lifts the corner to view which suit they have been assigned. Extra reference cards are placed back in the box without being viewed.

At the end of the round, you’ll earn bonus points for each complete (Perfect, Standard, or Mixed) collection created that incorporates Antiquity cards from your assigned suit. The bonus for your first collection is 250 points, your second collection will earn you an additional 500 points, your third an additional 750 points, and your fourth and beyond will net you a cool 1000 points each!

Example: You’re randomly assigned the green civilization. By the end of the round, you’ve completed 3 collections containing green Antiquity cards. You earn 250 bonus points for the first collection with green Antiquities, 500 for the second, and 750 for the third. Your total Civilization bonus is 1500 points.


Tess and Remington still carry the same abilities from the base game (Tess destroying the discard pile, and Remington causing you to draw 3 cards), but in the advanced rules of play both are granted a secondary ability, which may be used instead of their primary ability. Their secondary abilities are as follows:

Tess Wynter: Play a Tess card on top of another player’s incomplete Antiquity or Mixed collection to remove it from the game. The cards are placed in the stolen cards pile on the opposite side of the draw pile underneath the Tess card you just played. You cannot use this ability on incomplete Treasure collections, or on completed collections of any type. Note that when used in this manner, Tess is played in the second phase of your turn and does not count as a discarded card.

Nigel Remington: Play a Remington card to swap any completed Antiquity or Mixed collection from your play area for a collection of the same kind (e.g. a Standard collection for another Standard collection, or a Perfect collection for a Perfect collection) in another player’s possession.

Nigel’s Note: Using one of my cards in this manner can help you to secure an additional collection of your assigned civilization, increasing your civilization bonus.



In the advanced rules of play, once a player goes out, the round ends much more abruptly. Other players don’t get an additional turn. Instead, they are only permitted to play cards from their hands into their own collection area. All players do this simultaneously.

Players cannot add cards to other players’ collections during this final round. They are not allowed to pick up their cache if they have not already done so.

Nigel’s Note: Playing with this rule adds additional strategy and intensity to the game as you never know when a player could go out, potentially leaving others with a load of un-played cards that hurt their score!


Playing With Partners

Antiquity Quest is great as an individual game, but it works equally well when played in pairs. As fewer cards are used in a partner game, you can increase the maximum player count to 8. While the core game remains the same, there are a few essential differences.

  • Partners sit across the table from each other, with the other set(s) of partners between them to either side*.
  • You cannot discuss strategy with or ask for advice from your partner.
  • Before starting the game, decide whether you will play with the basic or advanced rules.
  • When playing with the Civilization bonus rule, both partners share the same assigned civilization.
  • Three sets of 10 cards are dealt face-down to each partnership: a hand for each player and a joint cache.
  • You are building your collections as a partnership, so decide between yourselves who will manage them. They will only be laid out in front of one of you and that same player will also keep the cache in their area.
  • Once one player in a partnership has started a collection, both are permitted to pick up the discard pile or play on other partnerships’ collections.
  • The first player in a partnership to finish their hand picks up the cache.
  • Neither partner can play, or discard, their final card until they have completed 7 collections.

The actions taken after a player goes out vary based on which rules you’re playing with:

  • Basic Play: Follow the exact same rules.
  • Advanced Play: Follow the same rules, but have players take turns instead of playing all at once.



Our youngest son, Harrison, is married to Jessica (AKA Tess Wynter) and they have two adorable children. They live in western Washington and he is on the path to becoming an airline pilot. In their free time, they love to play games together.