So what’s in the tin – I should say collectors tin…….
- It’s all in the Tin!
The tin contains the following:
130 Quarry Dice
53 power cards
1 Rule book (very handy)
4 dice bags
To start the game you first set up the 3 Basic resource cards: Assistant, Quiddity & Portal. These cards have beige backs to make them easy to find.
Next you need to pick 3 random spell cards. Shuffle the 20 spell cards – these are light grey. There a 5 spells each with 4 variations. Draw a card and place below the basic cards, draw another and do the same until you have selected 3 spells. If you draw the same spell (different variation) discard it. You cannot have two of the same spell in play.
Next take the 30 creature cards and shuffle them ( there are 10 creatures with 3 different variations of each). You must place 7 different creatures down under the spells. Again, if you draw the same creature already selected, discard the card. Once you have done this, find the corresponding dice and put them on or near the card. (Also put 2 dice only on the assistant card).
Each player starts with 4 brown “assistant” dice (these are creatures) and 8 white “Quiddity” dice (used to purchase spells and capture creatures). The cards set out this way are called the WILDS and all the dice still remaining can be capytured by all players (providing they have the quiddity to do so).
To demonstrate the game we will play a two player game. Depending on the number of players, each player must strive to score “Glory” points and move their marker along the Glory Track. You only score Glory if you have a creature alive at the beginning of your turn.
The turn is broken into 6 phases and you must complete them in this order:
1. Score Creatures
2. Draw and Roll dice
3. Ready Spells and summon creatures (optional)
4. Attack your Rivals
5. Capture one Quarry die from the wilds (optional)
6. Move dice to your used pile
To start, both player put their 12 starting dice into their bags and shake them to mix them. The starting player (randomly chosen) then draws 6 dice (without looking) from his/her bag.
Black goes first drawing six dice.
Black then rolls the dice to see what his result is:
Black rolls 1st turn
He rolls 5 dice showing the teardrop – this is Quiddity and 1 assistant – a creature. To use the creature, you must spend quiddity to move it to your ready area. This is optional, sometimes you may not wish to spend the quiddity to do so. In this case, Black does and moves the assistant to his ready area and 1 Quiddity to his used area leaving him with 4 Quiddity to spend.
Black summons the assistant!
The next phase is to attack your rivals but as this is the first turn the Red player has no creatures in play to attack. You must attack all opponents in turn when it is your turn to attack. If you don’t kill their creatures with yours, they will score Glory at the beginning of their next turn….. As you can see, Black has 4 Quiddity left and looks at the cards in the wilds. He decides to capture a Portal Dice. This dice allows you to select either 1 or 2 more dice to add to your pool. It can also add Quiddity.
Black selects the Portal Dice.
This card costs 4 Quiddity to capture as indicated by the number in the top left of the card. Black moves his 4 unused Quiddity points to his used pile along with the Portal dice he has just captured. These dice stay in his used area until he can no longer draw dice and then they all (including the newley captured die) go back into the bag and are drawn again.
Portal and expended die are moved to the used area
If Black had any unused die, these would also be moved to the used area. You may only buy ONE die per turn.
Now Red has her first turn. She draws 6 dice and rolls them.
Not a good first roll.....
This is not a good roll for Red, she has rolled all Quiddity! She has no assistant to counter the Glory that Black will score at the beginning of his next turn! Oh well, she still has 6 Quiddity to spend! She looks at the wilds and chooses to capture a Growth Charm costing 5.
Capturing the Growth Charm
This spell when cast gives you 3 Quiddity. Red pays the 5 Quiddity from her pool and moves the dice and the Growth Charm to her used pile. As she cannot use the 1 remaining Quiddity she also moves that to her used pile.
Dice in the used area.
Blacks Turn 2:
Black now scores his creature(s). His assistant is worth 1 Glory (top right of card) he puts his marker on no. 1 on the Glory Tracker!
Black scores his first point, Yay!
He now draws the remaing 6 dice from his bag and rolls.
Reroll symbol on the assistant dice
Although Black did not roll a creature, he does have the reroll symbol on his assistant dice. Each symbol that is not a Quiddity symbol may or may not have a special effect that is described on the dices card. In this case the symbol allows the player to reroll the assistant dice AND 1 other dice, so Black chooses a 1 Quiddity in the hopes of rolling a 2.
He rerolls them…
No 2 but he does roll another assistant! He pays the 1 Quiddity and moves the dice to his ready area with his other assistant and the spent Quiddity to his used pile. This leaves him with 4 Quiddity. Next he would normally attack (but Red has no creatures). His attack is now 2 – (1 + 1).
Another assistant for Black!
With the 4 remaing Quiddity, Black captures a Strong Devotee of the Holy Query. and adds the dice to his used pile, ending his turn.
Red draws her 6 dice and again faces disaster as she again rolls all Quiddity! She sighs and decides to purchase another Growth Charm in a hope that in a later turn the extra 3 Quiddity will allow the capture of a stronger creature. all dice including the two unspent Quiddity are placed in the used area.
Black Turn 3:
Black now scores 2 Glory and moves to 3 on the Glory Tracker.
3 points of Glory HAHAHAHAHAHA!
As Black has no dice left in his bag, he puts all the dice in his used area back into his bag, shakes it and draws 6. He draws 4 Quiddity dice, 1 assistant dice and The Holy Devotee. He rolls them and gets another assistant! But his Devotee only adds Quiddity.
Red now faces 3 Assistants.....
Game wrap up……
Needless to say, Red’s bad luck (and rolling) continued and Black reached the 20 points required without Red even getting on the Glory Tracker! Black managed to get the Devotee out and started scoring big Glory Points that Red could not defend against.
Black scoring 5 points of attack per turn....and 5 points of Glory....!
Quarriors is DEFINITELY a fun game to play with a depth hidden in the mechanic. You may well be able to buy the best dice, but when you roll them they may not come up as you hoped for!
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