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Quirky Quarks is a strategy game about particle physics. In Quirky Quarks, players collect Elementary Particles and Quests through auctions. The goal of the game is to complete Quests by collecting the appropriate sets of Elementary Particles. Quests give players powers and points. After five rounds, the player with the most points (completed Quests plus eV) will become the Nobel Laureate in Physics and win the game.

Each round is divided into 5 phases:

• Funding
• Research
• Ejection
• Discovery
• Quests

Every player completes their turn in one phase before moving on to the next.

Funding Phase

In rounds 2-5, each player gains 3 eV and gains a card from a pile of their choice (this can be increased by certain quests)

If a player draws Neutrino, it is resolved as drawn

Research Phase

Players try to outbid each other on the five Particle Accelerators

The Starting Physicist bids at any number on any accelerator

The following player either bids higher at the same device, or starts bidding on a different accelerator

If a player is outbid, they take back their bidding token at that device

If it comes to a player and they already have their bidding token out, they pass

Once all players pass consecutively, meaning everyone has a bid token on a different accelerator, bidding ends

The players pay eV for the final bid they made (no bids can be made a player couldn't have paid for)

The players take all cards under the particle accelerator they won the bid on

Like before, if a Neutrino is claimed this way, it is activated immediately

Ejection Phase

For every 5 cards in hand, a player must eject 1 card (either Elementary Particle or Quest). Each card a player had to eject refunds them with 1 eV

Add the ejected cards with the unclaimed cards from the Particle Accelerators to make a Discovery Zone

Discovery Phase

This is another bidding phase on cards in the Discovery Zone just created by the ejection

The Starting Physicist has the first opportunity to choose a card for a Discovery auction; minimum bids are 2 eV

However, in this auction, the chosen card is fully bid on and won before players can start bidding on a new card

If a player passes, they are out for that card's bid and cannot rejoin bidding until a new card is up for auction

Once a card is won, the winner pays the bid and gains the card

When a player successfully wins a card, they retain their opportunity to start and participate in auctions. They may win as many cards as they can successfully bid and pay for

The next player initiates bidding, again with a minimum bid of 2 eV

Players have a second chance to initiate a Discovery auction at a minimum of 3 eV. (In round 5, players will have extra chances as well: 3rd Discovery at minimum 4 eV, 4th Discovery at minimum 5 eV, and so on)

Once all players have concluded their 2 chances to initiate a Discovery auction, or once all players consecutively declined to initiate bidding, the phase ends

The cards still in Discovery Zone are discarded to their relevant discard piles

Quest Phase

Players can play as many Quest cards as desired, by discarding the costs of the Quests

Elementary Particle costs are discarded from the player hand

Proton and Neutron costs are discarded from previously purchased Protons/Neutrons displayed in front of the player

Three Elementary Particles of the same type can be used in place of any other Elementary Particle card

Some previously purchased cards may give cost discounts to future Quests, so keep them in mind. Discounts can be acquired and used in the same turn.

After all players complete the Quest phase, the Starting Physicist token is passed to the left, and a new round commences

Game End

The game ends after the 5th round once all players have had a chance to complete the Quest phase

Add together the points on the quests themselves

Add to this any quests which have further objectives that give additional points if achieved

Add remaining eV (each eV is worth 1 point)

The player with the most points wins!

If tied, the player with the most remaining hand cards wins! If still tied, the player earliest in current turn order wins!