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Quarriors! rules refresher

Get back into Quarriors! in 12 minutes: a spoken refresher of the setup, how a turn goes, the rules people often forget, and how the game ends and is scored. Made for people who have played before. Listen on the way to game night and start playing without opening the rulebook.

2011 · 2–4 players · 2 min 33 s in the feed

Play the quiz, 2:33

0:00 / 2:33

The rest of this one is for contributors

Contributors hear the whole refresher: how that works.

  • How to win
  • Basic setup
  • Core mechanics
  • Gameplay example
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Rules quiz

How much of Quarriors! do you still remember? Each question opens on its answer.

When your Creatures score at the start of your turn, how many dice may you cull back to the Wilds?

For each Creature that scored, you may return 1 die from your Used Pile to its Power Card in the Wilds.

When can you use Draw and Roll and reroll effects?

They are optional Immediate Effects that you may resolve in any order, but only right after rolling.

When a defender has several Creatures and faces an attack, how is the damage applied?

The defender picks 1 Creature at a time, which is destroyed if the remaining total is at least its defense, subtracting that defense and picking again until the damage is absorbed or all Creatures are gone, and damage can never be split.

When may a Reaction Spell be cast?

A Reaction Spell may be cast any time during an opponent's turn, but never on your own turn.

What triggers the game to end if nobody reaches the Glory goal?

The game ends immediately if 4 or more Creature Power Cards are empty right after someone captures a die, with empty Spell cards and Basic Resource cards not counting.

Look it up on BGG