Chris Gordy
gamer level 4
2011 xp
2011 xp
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Quarriors!
As did many people that have recently gotten into board gaming, we were introduced to gaming via one of two games, either Catan or Dominion. I have to admit, for my family and me, it was Dominion that pushed us into additional games. We loved the idea of starting with a small, weak hand of cards and hopefully building an engine that would lead us to victory. I wanted to play more Dominion, and I wanted to play more games within similar mechanics. This eventually led me to Quarriors.
Now this is not a deck building game, but rather a dice building game. You start out with a relatively weak set of dice, and from there move on to building an all powerful pool of dice, all in the effort to collect victory points.
Components – For the most part, the components are of good quality. Card stock is solid, art is good and the variety of the dice is plentiful. Even the dice bags are fabric, not some cheep paper bag that some dice games come with. The one potential negative is the fact that, depending on the set, either some or many of the dice are poorly painted. This can be fixed if you want, but you shouldn’t have to.
Theme – Well, there is some fantasy theme layered on here, though it is more for flavor than for game play. The theme definitively does not drive the mechanics, or is really at all tied to the mechanics, but the art is fun and the idea of some of these creatures and their powers is quirky. Definitely something a young boy would love.
Game play – This is a fast moving game, as each player draws a hand ful of dice, rolls them, and then plays the dice, either by using to field creatures (dice), to purchase new dice or as the creatures (dice) to be fielded. If the fielded dice (creatures) survive until the players next turn, they score victory points before going back into the pool.
Creatures (Fielded Dice) each have a strength/attack value and a defensive / hit point value. All fielded dice are required to attack when fielded. On your turn, they are the attacker. If their strength is greater than their opponents fielded dice, the opponent must discard creature dice. If it is less then the defensive dice, the attack fails (but the dice remain fielded). Special powers on all dice impact various aspects of the game (defensive values, attack values, rerolling capabilities, VP accrual).
It is fast moving and relatively simple. Rules are basic and powers are not difficult to interpret. I think you could go as young as 6-8 playing this game, just understanding that they may need some help reading some of the cards.
Final Verdict – It is a fun game, that could potentially have some strategic elements in it based on building your dice pool and understanding the potential combos that are eligible. The problem is that the game end conditions are met too easily, resulting in the end of the game before you can really get your dice engine purring. Personally, we sometimes house rule the game end conditions to result in a longer and more strategic game.