I'm unclear, though, on how this game asks players to work together.
Imagine you've already collected 8 wenches.
And there's a fresh quest with a wench reward which was just put in play. So it's not urgent. However, there's another quest which will fail next turn. You are faced with a decision - do you pursue your own goal - and complete a quest with a wench reward, or do you complete that other quest, which doesn't bring you closer to victory, but which might lead to everybody losing, unless you do it. That's scenario 1.
More complicated scenario is when there's some super-nasty quest, with lots of monsters. So players have to go on a quest and defeat _some_ monsters, so that the next player had a chance to complete it.
Play-tests showed that it's impossible to win without at lest some cooperation.
The biggest suggestion I'd make in revising this game is to look for a more unusual theme. It seems like dungeon-crawling adventure games are pretty common these days (Boss Monster, Welcome to the Dungeon, Pixel Hero).
Ah, but this game is different. Because the cards you play (heroes) have bad effects, rather than good, as usual in such games. And the more complicated the quest is, the more bad effects you have to play, while not pushing the situation too far.
You are, essentially, leading a group of loosers, instead of heroes. I`m not aware of a game with similar theme.
There are heroes which put additional quests in play, heroes which advance quests of particular color, heroes which force you to discard rewards or other heroes etc.
So each turn you have to compromise. Sometimes you have the right set of heroes to do the quest you want, but you chose a different one, because the combination of the hero effects would be too devastating and lead to everybody losing.
Well, wasn't it clear from the intro and even the name itself?