How to play, and how to run it. Part 1 is for players. Part 2 is for the grown-up.
You can read this bit and stop. The rest is for the grown-up.
That's it. You're in.
Everyone is one of three kinds. Yours was picked for you.
| You are a… | What you are good at |
|---|---|
| Guardian | Keeping your friends safe. You can take a hit for them. |
| Sage | Energy. You have lots and you can give it away. |
| Mender | Healing. You can bring a friend back when they run out of health. |
Nobody is better than anybody else. You are good at different things on purpose, so you need each other.
| Number | What it means |
|---|---|
| ♥ Health | How you are doing. If it runs out, a friend can help you back. |
| ⚡ Energy | You spend this to use a power. It comes back every day. |
| ✦ XP | This only ever goes up. Enough XP and you go up a level. |
| ◉ Gold | For looks only. Hats, clothes and pets. Gold never makes you stronger. |
Tap Use a power. You can only ever help someone. There is no way to attack anyone in this game, and there never will be.
| Power | Who has it | What it does | Energy |
|---|---|---|---|
| Shield ◈ | Guardian | You take your friend's next hit, so they lose no health. | 5 |
| Bandage 🩹 | Guardian | Gives a friend 10 health. | 5 |
| Share Energy ⚡ | Sage | Gives a friend 10 energy. | 10 |
| Mend ✚ | Mender | Gives a friend 25 health. | 10 |
| Rally ✦ | Mender | Brings a friend back when they are at zero health. You need level 3. | 15 |
Helping earns you XP too. Looking after your team is one of the best ways to go up a level.
You are not out of the game and you have not lost. Your screen will tell you which of your friends can help you. Ask them. A Mender can bring you back with Rally.
It will ask "Are you sure?" before you buy, because you cannot get the gold back after.
Some things say "at level 3". That means keep going — you will get there.
Tap Use a power, then Ask for something. Your teacher sees your ask and decides. Asking costs you nothing.
Setting it up and running it. Nothing here is for the children.
On the class screen: tap a child, then tap a behaviour. Two taps, done. No confirmation box — that is on purpose, because every award can be undone.
A bar appears at the bottom with Undo on it. Mis-tapped? Undo it. The correction is kept in the history rather than hidden, so nothing is ever silently rewritten.
The name tiles are coloured by kind — Guardians blue, Sages purple, Menders green — so you can aim at a child rather than read the whole grid.
| Button | What it is for |
|---|---|
| Needs you | Anyone at zero health, and any child asking for something. A number appears when something is waiting. |
| Teams | Make teams and move children between them. |
| Roster | Add children, set PINs, change someone's kind. |
| Lists | Your behaviours, your privileges, your events — and How it's going. |
| Timer | A countdown, and a pick-a-name button. |
| Event | Draw today's class event. |
| Screen | The projector view. Put this on the big screen. |
Questrium ships suggestions, not rules. All of it is editable.
Event → Draw today's event. One per day, applied to the whole class, and it shows on the projector all day.
An event can only ever give — XP, energy or gold. It cannot take anything away, and it cannot touch health at all. That is enforced in the database, not just hidden in the screen.
You can undo the whole event. Undoing does not let you draw a different one the same day — so nobody can re-roll for a better outcome.
Start a countdown and it appears large on the projector too, so the room can watch it. Give it a name like "tidy up" if you want. The picker chooses a name at random, and picks are independent — the same child can come up twice. That is an honest lottery rather than a queue.
Team standings, today's good moments, the event, and the countdown. It polls by itself, so it can stay up all day.
Lists → How it's going. This is about your practice, not about any child:
There is deliberately no per-child history here — not even for you. A browsable record of every bad moment turns this from a game into a file on a child, and you already have the better instrument: you were in the room.
With two or more classes a class switcher appears in the dark bar at the top. With one class it stays hidden, so you keep the tap. Children always type one code and never pick a class.
| Not possible | Why |
|---|---|
| Ranking children against each other | Team progress yes, child leaderboards no. |
| Attacking, stealing or any power used against someone | Every power helps. There is no other kind. |
| Penalising a team for one child's behaviour | No child is punished for something they did not do. This is the single thing we most deliberately do not copy from other tools. |
| Buying anything but looks with gold | Gold is hats and pets. It never buys power, health or privileges. |
| XP going down | XP only ever rises. |
| Showing health publicly | Visible to the child, their team and you. Nowhere else. |