
2026-10-25 · 7 min read
Tunabee's Quest Cards: How the Two-Player Tabletop Adventure Works on Your Table
How Tunabee's Quest Cards works — a two-player mixed reality board game on your table for ages 10+.
By AeternusVita
“How Tunabee's Quest Cards works — a two-player mixed reality board game on your table for ages 10+.”
Tunabee's Quest Cards puts a board on your real table and lets two players move hero pieces by hand, roll a virtual die and puzzle together. The board sits in mixed reality, so you see it on the table in front of you.
It is coming soon from aeternusvita.io. This guide explains what the game is, how a turn works, what the encounter cards do and who it suits, using only the details from the project brief and the Play copy. If you want to hear when it is ready, you can get notified from Tunabee's Quest Cards.
What Tunabee's Quest Cards is
The pitch says it plainly:
"Two players move hero pieces on the table, roll a die, and puzzle."
The subtitle is "Co-op adventure on the table".
The en-GB Play description adds:
"Tunabee's Quest Cards is a two-player adventure on a VR headset, for ages 10 and up with a parent nearby. The board sits on your real table in mixed reality."
You choose from four heroes and move the pieces by hand. You roll the virtual die, then take the move. An encounter card brings a gentle puzzle or a kindness choice. Players take turns, and some encounters use simple maths. The chapter builds to a boss puzzle, and it ends when that puzzle is done.
The tiles show a garden, a pond and a hive. Twenty encounter cards make the deck. A printed board uses these same cards. You do not need an account. The store copy closes with: "Set the board, roll the die, and move together."
How the board works on your table
This is a mixed reality board game. The board appears on your real table through the headset. You still see your table and your hands. The board, the pieces and the die sit on that surface.
The brief lists the platforms as Meta Quest, Android XR and Web, with a Godot OpenXR build for Quest MR at the centre. The web build is hosted for smoke testing and the store packages are signed and ready, but nothing has been submitted. The product page shows coming soon.
You set the board on the table and pick your heroes. There are four hero pieces and you move them by hand. The virtual die then decides how far you move.
The design doc gives the core loop as:
Set board on table -> choose heroes -> roll -> move -> encounter card (puzzle / kindness choice) -> team progress -> boss puzzle -> chapter end
Two players share the same board at the same table. The brief notes that v1 is pass-and-play, with a later colocated co-op module planned but not part of this version. For now you take turns on the same board.
How a turn works
A turn follows the same order each time, which helps when you play with a child.
First, roll the virtual die. It is part of the mixed reality scene. You roll it, read the number and then move.
Second, move the piece by hand. Pick up the chosen hero and move it the number of spaces the die shows. The board is built from tiles, so the spaces are clear to count.
Third, take the encounter card if the space calls for it. Not every move draws a card, but when it does, you read what it asks and do it together.
Players take turns throughout. The store copy says "Players take turns, and some encounters use simple maths." One player rolls and moves, then the other does the same. The encounter is shared, so you talk about it before you answer. The chapter builds until the boss puzzle and ends when that puzzle is done.
Encounter cards: puzzles and kindness choices
The deck has twenty cards. Each card brings a gentle puzzle or a kindness choice. The brief keeps those words deliberate. Puzzles are gentle, not timed. Choices centre on kindness, which fits the family audience.
Some encounters use simple maths. The en-GB Play copy says "simple maths" and the en-US copy says "simple math". The maths appears inside the adventure when a card asks for it, not as a separate quiz mode.
Other cards ask you to think through a small puzzle or discuss a kind choice. The game is co-operative, so there is no winner on a single card. You work on the puzzle or the choice together and then continue along the board. The loop calls this team progress, leading to the boss puzzle as a pair. The same twenty illustrations are used on the digital board and on the printed board.
The board tiles: garden, pond and hive
The board tiles show three places: a garden, a pond and a hive. The feature list repeats them together:
- Two players take turns at a tabletop board
- Move four hero pieces by hand
- Roll a virtual die, then move
- Encounters are puzzles or kindness choices
- Some encounters use simple maths
- Garden, pond and hive tiles, twenty cards
The tiles set the scene as you move. The asset plan lists board tiles for garden, pond and hive, four hero pieces, twenty encounter card illustrations, and dice and tokens. A printed board uses these same cards. The design doc notes a physical board game version with the same cards as a print-on-demand tie-in.
You do not need an account to play. That line closes the Play description in every locale: "You do not need an account." The brief also notes no ads, no in-app chat and no data collection.
Who it suits
The audience in the brief is families with kids. Play is parent-supervised, and the store guidance is 10 and up with a parent nearby. The brief states that Quest titles target 10+ with co-play messaging and are never marketed directly to under-10s.
As a parent, think of it as a game for you and a child at the table, or two children aged 10+ with you close by. You take turns and solve each encounter together. An adult can help read a card, talk through the kindness choice or support the simple maths without taking over the move.
It suits families who enjoy board games and want the board on the real table through the headset. If your child likes moving pieces by hand and seeing what the next card brings, the loop will feel familiar. To see where it will appear, visit Tunabee's Quest Cards.
The learning goal in the brief is turn-taking, cooperation and simple maths in encounters. The brief notes that copy may cite general VR-learning research only as research about VR in general, and never claim results for this app. The learning here happens through play: waiting for your turn, talking with your partner, and using maths when a card asks for it.
What you need
You need a table, a VR headset that supports mixed reality, and a second player at the same table. A clear, flat table works best. You need a parent nearby if the players are 10 and up.
You do not need an account, and there are no ads, no in-app chat and no data collection. You also do not need a complex control scheme. Pieces move by hand and the die is virtual. The build uses the shared av-xr-kit with modules for surface anchor, board grid, grab piece, dice and encounter deck. For you, the board stays where you put it, the pieces follow your hand, and the cards come from a shuffled deck of twenty. The brief notes that Quest 2 passthrough is greyscale so the experience looks best on Quest 3, with a VR cosy room fallback.
Coming soon
Tunabee's Quest Cards is listed as coming soon at https://www.aeternusvita.io/en/products/tunabee-s-quest-cards. Nothing has been submitted or released, so there is no release date, price, rating or review to share. Packages are signed and the web build has passed smoke testing, but submission is still blocked on human headset testing and store accounts.
If you want to try it with your family when it is ready, get notified from Tunabee's Quest Cards. When it is live, you will hear on that page. Then you can set the board on your table, pick your heroes, roll the die and work through the twenty cards to the boss puzzle together.
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