About HaggleQuest
HaggleQuest is a negotiation coach for ages 9–14, set at Zara's Trading Post near little Gullwick — the islanders rebuilding after the Great Storm. It's the thinking half of trading: not how to make a deal, but which deal is smart. You read the board, predict the best move, and Zara shows you why.
A coach, not a contest
HaggleQuest never rewards the shrewdest, most ruthless trader. The best move is usually a win-win — one that helps you build and helps a neighbour — and sometimes it's no deal at all. There's no clock, no score to chase, and no leaderboard: just you, Zara, and getting a little sharper each trade.
Meet the envoy and the islanders
- Zara — the envoy who runs the trading post — she never tells you the answer; she asks "does it help you? is the rate fair? does it help them?" and shows you why a move works
- Bo — the keen builder — always short of wood; trading Bo a good they need is the warmest kind of win-win
- Juno — the wanderer — often needs little, so a trade with Juno is fine for you but does not help them much (a neutral ask)
- Vero — the front-runner — when Vero is winning, handing over the good Vero needs only speeds the win; Vero teaches "don't feed the leader"
Think about it
- Think of a real trade or swap you made. Did it help you AND the other person, or only you?
- When is walking away from a deal the smart move — even if the deal looks good?
- Why might the "best-looking" deal not be the smartest one?