› Hi, Bot Games
Prompt Quest Say exactly what you mean. The robot does exactly what you say.
A prompting game with Word cards instead of a keyboard. Line up words so a fetch-robot brings back the one Wanted thing — and nothing else. It reads literally, and a Quirk card bends how: short memory, a colorblind camera, mixed-up labels, trouble with NOT. Failed prompts stay on the table for the next player to refine.
2–4 players · ~8–14 + parents · ~20 min · screen-free
Print tonight
Instruction sheet on plain paper, one side, Actual Size / 100%. Cards: Avery 5388 at Actual Size / 100% (never Fit to page). Tear on the perforation.
How to play
A fetch-robot will bring back whatever your words say — exactly what they say. Build prompts from Word cards so the robot fetches the one Wanted thing from the room and nothing else. Each success wins that Thing as a trophy. First to 3 trophies wins.
Quick start — read this, start playing
- Deal 9 Things face-up in a 3x3 room. Turn the last one sideways: that's WANTED. Flip one Quirk card — it says how the robot reads.
- Deal 5 Word cards each. On your turn, draw 1 Word card.
- Then PROMPT (play 1–4 Words in a row), REFINE (add or swap one Word in the prompt on the table), or PASS (discard 1).
- The robot fetches every Thing that matches every word. Exactly the Wanted thing? You win it as a trophy. Otherwise the prompt stays for the next player to fix.
- That is the whole game. Everything below is here for when a question comes up.
Setup
- Shuffle the 18 Things. Deal 9 face-up in a 3x3 grid — the room. Turn the 9th card sideways: that is WANTED.
- Shuffle the 27 Word cards and deal 5 to each player. Hands stay secret.
- Shuffle the Quirk cards and flip the top one face-up next to the room. That is how the robot reads prompts right now.
- The youngest player goes first. Play goes left.
Your turn
- Draw 1 Word card.
- PROMPT — play 1 to 4 Word cards face-up in a row, left to right. Any old prompt on the table goes to the discard first.
- REFINE — change the prompt already on the table: add one Word from your hand anywhere in the row (4 max), or swap one of its Words for one from your hand (the swapped-out card is discarded).
- PASS — discard 1 Word card. Nothing else happens.
- Out of Word cards to draw? Shuffle the discard into a new Word deck.
Run the robot
- After a PROMPT or REFINE, run the robot. Read the prompt left to right, then point at every Thing in the room that matches every word.
- NOT flips the very next word: NOT Red means "not red." A NOT with no word after it does nothing.
- Then apply the Quirk card. It changes how the robot reads — never argue with it.
- GOT IT — exactly the Wanted thing and nothing else. Take the Wanted card as a trophy.
- TOO MUCH, NOTHING, or WRONG THING — the prompt stays on the table. The next player may REFINE it.
New quest
- After a GOT IT, discard the prompt. Deal a new Thing into the empty spot, turned sideways: the new WANTED.
- Put the old Quirk at the bottom of the Quirk deck and flip a new one.
- Stuck? If every player PASSES in a row, flip a new Quirk — sometimes you need a different robot.
Winning
- First player to 3 trophies wins.
- If the Thing deck runs out, the player with the most trophies wins. Ties share the win.
- Example: Room has a Big Red Ball and a Small Red Ball, Wanted is the small one. "Red Ball" is TOO MUCH. Refine to "Small Red Ball" — GOT IT.
What the cards teach
- Word — a prompt is just words. The robot can't read your mind, only the cards.
- TOO MUCH — vague prompts match more than you meant. Add a word.
- NOTHING — over-specific or contradictory prompts match nothing. Take a word away.
- Quirk — every AI has limits: short memory, missing senses, bad labels, trouble with NOT.
- Refine — good prompters change one thing at a time and try again.
Variants
- 2 players — same rules. First to 4 trophies.
- Solo — deal yourself 5 Words and play normal turns. Count your turns until each GOT IT. Finish 5 quests in 15 turns or fewer to win.
- Plain mode (ages 8–9) — leave the Quirks in the box. The robot is always plain.
- Classroom — after each GOT IT, the winner says: "The robot needed __ because __."
Downloads
Instruction sheet
Plain paper · 1 page · 8.5 × 11
One 8.5 × 11 page for the table — quick start, setup, turns, and scoring.
Full rules
Plain paper · duplex · 2 pages
Same game, longer type — plus what the cards teach and the variants.
Things + Quirks (Avery 5388)
Avery 5388 · 9 sheets
18 Things for the room and 9 Quirks that change how the robot reads.
Word cards (Avery 5388)
Avery 5388 · 9 sheets
27 Words — colors, kinds, sizes, and NOT.
Rules preview
Same rules as above, laid out for the table. Keep a printed copy face-up while you score.
On a phone, open the PDF in a new tab — in-page previews are unreliable in mobile Safari.
Played Prompt Quest?
Playtest notes — round length, rule confusion, print quality, teach-back moments — help us tune the game.
Send playtest feedback →Want more than card games?
Want facilitator-ready printables the day they drop, plus the full Activities library for grades 6–12? Activities Pass — 14 days free, then $5/month or $39/year. Browser games like this one stay free either way.
Start 14-day free trial →Homeschooling? Print tips & FAQ · Want the screen-free activity library? Free printables · Start 14-day free trial