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===Overview=== | ===Overview=== | ||
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<br/> | |||
• Research<br/> | |||
• Ejection<br/> | |||
• Discovery<br/> | |||
• Quests | |||
Every player completes their turn in one phase before moving on to the next. | |||
Every player completes their turn in one phase before moving on to the next | |||
===Funding Phase=== | ===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 | If a player draws Neutrino, it is resolved as drawn | ||
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Players try to outbid each other on the five Particle Accelerators | Players try to outbid each other on the five Particle Accelerators | ||
The | 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 | 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 a player is outbid, they take back their bidding token at that device | ||
If it comes | 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 | 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 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 | 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 | Like before, if a Neutrino is claimed this way, it is activated immediately | ||
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===Ejection Phase=== | ===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=== | ===Discovery Phase=== | ||
This is another bidding phase on the | This is another bidding phase on cards in the Discovery Zone just created by the ejection | ||
Starting bids | 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 | However, in this auction, the chosen card is fully bid on and won before players can start bidding on a new card | ||
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If a player passes, they are out for that card's bid and cannot rejoin bidding until a new card is up for auction | 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 | Once a card is won, the winner pays the bid and gains the card | ||
When a player successfully wins | 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 | 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 consecutively declined to initiate bidding, the phase ends | 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 | The cards still in Discovery Zone are discarded to their relevant discard piles | ||
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===Quest Phase=== | ===Quest Phase=== | ||
Players can play as many Quest cards as desired, by discarding the costs of the Quests | |||
Particle costs are discarded from the player hand | 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 | Proton and Neutron costs are discarded from previously purchased Protons/Neutrons displayed in front of the player | ||
Three Particles of the same type can be used in place of any other Particle | 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 | 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 | After all players complete the Quest phase, the Starting Physicist token is passed to the left, and a new round commences | ||
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Add to this any quests which have further objectives that give additional points if achieved | 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! | The player with the most points wins! | ||
If tied, the player with the most remaining hand cards wins! | If tied, the player with the most remaining hand cards wins! If still tied, the player earliest in current turn order wins! | ||
If still tied, the player earliest in current turn order wins! |
Latest revision as of 12:35, 13 October 2023
Overview
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!