Codex Gamicus
"Puzzle Quest" redirects here. For the sequel, see Puzzle Quest: Galactrix.

Puzzle Quest: Challenge of the Warlords is a video game developed by Australian company Infinite Interactive and published by D3 Publisher. The game combines role-playing with strategy and puzzle elements. It utilizes a competitive Bejeweled-style playfield to simulate combat and other activities common to role-playing games.

The game was first published simultaneously for the Nintendo DS and PlayStation Portable in early 2007, and several ports to other systems were subsequently announced. The Xbox Live Arcade version was released on October 10, 2007.[1] The Wii version came out on November 29, 2007.[2] The retail version for Windows came out on October 22, 2007,[3] although the downloadable PC version was available as of October 10, 2007.[4] A version for PlayStation 2 was released on November 13, 2007, and was followed by a mobile version for cell phones in early 2008.[5] It was released for PlayStation 3 on October 9, 2008 through the PlayStation Network, and for the iPhone OS through the App Store on December 23, 2008.[6]

On November 16, 2007, at Game Connect, a conference for Australian game developers, lead designer Steve Fawkner announced that Infinite Interactive is working on a free, web-based game that will tie-in with Puzzle Quest and the developer's future titles.[7]

In a D3 Publisher press release regarding the hiring of Adam Roberts as VP of Europe, a sequel was announced for Puzzle Quest with a 2008 release date.[8] At the 2008 Game Developers Conference, Galactrix became publicly known as Puzzle Quest: Galactrix.[9]


The story of Puzzle Quest is based in the Warlords game universe. Players assume the role of a character with various statistics such as combat ability, morale, and magical affinity. A character's predisposition toward individual attributes and spells is determined by the selection of one of four professions at the start of the game. During play, the player takes on quests as part of the main storyline, as well as accepting side quests in order to gain items, experience and gold. Gold can be used to buy equipment that offers bonuses in combat, or it can be used to build up a citadel that unlocks additional content and customization for the character.

The game uses a simple map, and as players accept quests, new towns, cities, and other points of interest appear as available destinations. Each location is connected together by roads, and foes periodically appear between locations, blocking movement until they are defeated. Key quest locations are also marked on the map, and completing quests typically involves visiting such locations in order to defeat one or more opponents in one-on-one battles.


File:Puzzle quest 360.jpg

The combat screen in Puzzle Quest with the player (left) facing against a computer opponent (right). Image is from the Xbox Live Arcade version of the game.

Combat in the title is conducted entirely via turn-based puzzle action similar to Bejeweled or Zoo Keeper. The player and the computer-controlled opponent take turns swapping the position of two horizontally or vertically adjacent tiles on a grid to make a row or column of at least 3 like tiles; these tiles are removed with various effects as listed below, and all tiles above them fall to fill in the spaces, with new tiles created at the top of the board. If, by this action, a new row or column of three or more like tiles is formed, this is also removed and the chain can continue indefinitely. An extremely long chain can earn the player additional bonuses.

Once either the player or computer opponent runs out of life, the battle is over. Most battles can be re-fought if the player loses, although only those which are part of the main quest need be completed in order to advance the game plot.


Tiles have 5 basic forms:

  • Colored tiles (red/fire, yellow/air, green/earth, blue/water) represent mana; for each tile removed, the character gains one mana of that color.
  • Experience tiles (purple stars) grant the player additional experience after the battle is completed.
  • Gold tiles which earn money for the player.
  • Skull tiles that directly damage the other player. Some skulls will glow red; these are "+5 skulls", and will then cause more damage as well as destroying adjacent tiles when removed.
  • Wildcards, which appear as a multiplier and a number, such as "x5". When wildcards are matched with two or more gems of the same color, the matcher acquires the mana for those gems, multiplied by the given number.

Advanced Tiles (Minigames):
As the game progresses, players can engage in multiple style minigames aside from main quest and battle formats. These include the collection of runes, mounts, or capturing enemies. Some of these minigames introduce new tiles:

  • Scrolls tiles are revealed when players make a column of 4 or more tiles in some minigames. The collection of scroll tiles to a predetermined amount helps satisfy minigame quest requirements.
  • Hammer/Anvil tiles are also available in select minigames and the player is required to rid the board of them to complete a specialized quest.

Four in a Row: When a player gets a row or column of 4 or more tiles, they will be granted an extra turn.

Five in a Row: A row or column of 5 will additionally make a wildcard tile appear.

Six, Seven, Eight in a Row: It is possible to do Puzzle Quest 6, 7 and 8 in a Row, but no extra rewards are registered.

As the player gains levels and distributes skill points, they can alter the benefits received when clearing tiles, such as receiving additional mana when a certain color tile is cleared. Similar effects are provided by armor, weapons, and accessories the player can purchase, manufacture, or obtain through quests.

A player that makes an illegal move suffers self-inflicted damage, the move is ignored, and the player must choose a different move. Should no legal move be possible, the board is reset/cleared, and both players lose all accumulated mana.


As players gain mana, they can opt to cast a spell instead of swapping tiles, but only if they have enough of the appropriately colored mana. Spell effects include direct offensive damage to the other player, defensive spells, ones that affect certain tiles on the board, ones that make the other player skip a turn, and many more. Certain spells are more powerful, but require more mana. Additionally, in the PC, PlayStation 2, Xbox 360, iPhone, and Wii ports, certain spells have a "cool-off" time before they can be cast again. Players select which spells to bring into a battle ahead of time, and may only cast spells from this limited repertoire. A player may also have an "extra" spell provided by a monster that they have captured and used as a mount. This "mount" spell is only filled when a mount is used, and is not available to hold another spell if no mount is used.

Computerized opponents can also cast spells during their turn, with the available spells depending on the type of foe. For example, a fire elemental opponent might specialize in spells which make heavy use of red mana. Players can use this knowledge to try and plan their own strategy, e.g., attempting to deny access to chains of gems of a given color.

Spells also are associated with one or more of the four elements of mana - air, earth, water, and fire. Equipment, abilities, and spells used by both the player and his/her opponents can provide resistance to one or more of these elements. This is expressed as a percentage chance that a spell that uses the color of that mana failing when an opponent uses it. As most spells use more than one color of mana, resistances can have wide-ranging effects.


The main character receives companions during the game. These companions provide various bonuses in battle, such as damaging enemies or providing bonuses to the main character's attributes. Some companions are fixed to join the player as the game progresses, while others may be obtained via choices that the player makes. The presence of certain Companions unlock various subplots and extra quests. Companions may also be left behind and picked up again at specific locations, as well as leave the player permanently due to conflicting interests. Companions may interact with each other in subplots.

Citadel actions[]

With the money earned from combat and questing, players can either purchase items to provide benefits in battle, or can spend the money to build up their citadel. With an appropriately augmented citadel, players can "capture" enemies they've defeated multiple times in order to learn spells from them, store & train mounts and receive various other benefits. In many cases, actions at the citadel require completing a single-player challenge based on modified game rules. For example, to forge a new item, the player must clear at least one "hammer and anvil" symbol from the board by either matching at least 3 of them in a row or column, or having one in a row or column of a 4 or 5-length match, before the board has no more legal moves.

Once the citadel has received certain upgrades, gold can also be spent at the citadel in order to directly improve player statistics (through training). The cost for such training increases as the current value of the statistic increases.

A player's citadel is initially accessible only from a single city, but players can gain access to the citadel screen from other cities by successfully laying siege to these locations. After defeating the city itself in combat, the city is captured and citadel management becomes available from the new location.

Version differences[]

A side-by-side comparison of the DS and PSP versions by Kotaku noted that the PSP version has a much more challenging artificial intelligence along with a larger screen and more in-game effects.[10] However, the PSP version also has a bug relating to in-game companions that is not present in the DS version; the companions' stated special abilities do not work.[11] While game designer Steve Fawkner has acknowledged this bug, he claims that only Vicious Cycle, the port developer, has the ability to produce a patch.[12] No patch or fix has been announced.

Xbox Live release[]

In addition to releases for the PlayStation 2 and Wii consoles, the game was ported to Xbox Live Arcade, using the service's built-in networking to allow players to compete online similar to the player matches available in the DS and PSP versions.


An expansion for the game, Revenge of the Plague Lord, was released on July 23, 2008 for the Xbox Live Arcade and was included in the October 9, 2008 release on the PlayStation Network. It was also released as a free update for the iPhone OS version. The expansion features 4 new character classes (Bard, Rogue, Ranger and Warlock), and an expansive new area on the Southern Map containing more than 25 challenging quests, 50 new spells, 40 new magical items and new monsters to combat, as part of the story of Antharg, the Lord of Plague and brother to Lord Bane.[13]


Puzzle Quest was a giant surprise hit, receiving generally favorable reviews from the gaming community.[14] IGN stated that the PSP version of the game, "managed to combine the best aspects of both [puzzle and RPG] genres into one nice little package."[15] Hyper's Maurice Branscombe commends the game for being a "fantastic puzzle game, mixed with simple, yet compelling, RPG elements". However, he criticises it for having a "cookie cutter RPG story".[16]

MTV Networks' GameTrailers awarded Puzzle Quest the title of "Best Puzzle/Parlor Game" of 2007.[17] Future's Next Generation online ranked it as the 17th best game released in 2007.[18] GameSpy awarded it "Best Xbox Live Arcade Game" of 2007.[19]

See also[]


  1. Gamerscore Blog
  2. Red, Carmine M. (2007-11-29). D3Publisher of America Ships Critically Acclaimed Title to Retailers Across North America. Nintendo World Report. Retrieved on 2007-11-30
  3. Infinite Interactive Puzzle Quest. Infinite Interactive (2007-10-04). Retrieved on 2007-10-04
  4. Puzzle Quest: Game Features. Retrieved on 2008-02-08
  5. D3Publisher of America Announces Fan Favorite Puzzle Quest: Challenge of the Warlords to Debut on Wii, PlayStation2, PC and Mobile (2007-07-17). Retrieved on 2008-02-08
  6. Puzzle Quest Now Available for iPhone, iPod Touch (2008-12-29). Retrieved on 2008-12-29
  7. Puzzle Quest To Get Free Web Game Tie-In (2007-11-16). Retrieved on 2008-02-09
  8. Puzzle Quest Sequel This Year (2008-02-08). Retrieved on 2008-02-08
  9. GDC '08: Puzzle Quest: Galactrix First Look (2008-02-22). Retrieved on 2008-02-23
  10. Kotaku - Puzzle Quest: DS versus PSP (2007-03-27). Retrieved on 2008-02-08
  11. PSP version of Puzzle Quest: Challenge of the Warlords ability bug (2007-03-22). Retrieved on 2008-02-08
  12. Bug in PSP version?1st Companion special ability not working (2007-03-22). Retrieved on 2008-02-08
  14. Search Results from
  15. IGN: Puzzle Quest: Challenge of the Warlords Review (2008-03-29). Retrieved on 2008-02-08
  16. Branscombe, Maurice (August 2007). "Puzzle Quest: Challenge of the Warlords". Hyper (Next Media) (166): 65. ISSN 1320-7458. 
  17. GameTrailers Game of the Year Awards 2007: Best Puzzle/Parlor Game (2007-12-26). Retrieved on 2008-02-08
  18. Next-Gen's Best 30 Games of 2007 (Page 3) (2007-12-16). Retrieved on 2008-02-08
  19. Best XBLA Game - Puzzle Quest: Challenge of the Warlords. Retrieved on 2008-02-08

External Links[]