Quarriors!

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Quarriors!

Overview

Quarriors! is a dice-building game (like deck-building, but with dice). Players draw dice from bags, roll them for resources (Quiddity) and creatures, summon creatures to attack opponents, and capture new dice from the shared market (“the Wilds”). Creatures that survive a full round score Glory points. The first player to reach the Glory target wins.

Components

Component Quantity
Quarry dice (various types) 130
Power cards 53
Player bags 4
Glory markers 4
Glory track 1

Setup

  1. Place 3 Basic Resource Cards (Assistant, Basic Quiddity, Portal) face-up as the Wilds. Add 2 Assistant dice and 5 Portal dice.
  2. Shuffle Creature cards; reveal 7 different classes. Shuffle Spell cards; reveal 3 different classes. Place matching dice on each card.
  3. Each player takes a bag, Glory marker, 8 Basic Quiddity dice, and 4 Assistant dice (12 total). Place all in bag.
  4. Choose starting player.

Turn Structure

  1. Score Creatures in your Ready Area that survived since your last turn (+Glory).
  2. Draw and Roll 6 dice from your bag.
  3. Ready Spells and Summon Creatures from your roll.
  4. Attack opponents’ creatures with your creatures.
  5. Capture one die from the Wilds by spending Quiddity.
  6. Move to Used Pile all dice in your Active Pool.

Actions

Score Creatures

Any creatures in your Ready Area that survived from your previous turn score their Glory value. Move scored creature dice to your Used Pile. If you reach the Glory target, you win immediately.

Draw and Roll

Draw 6 dice from your bag and roll them. This is your Active Pool. If your bag has fewer than 6 dice, draw what remains, move your Used Pile into your bag, then draw and roll the rest.

Ready Spells and Summon Creatures

Dice showing a creature or spell icon can be moved to your Ready Area. Spells may have immediate effects. Creatures enter play with their rolled attack and defense values.

Attack

Total the attack values of all your summoned creatures. Each opponent totals their creatures’ defense. Apply your attack to each opponent’s creatures independently. If damage meets or exceeds a creature’s defense, it is destroyed (sent to opponent’s Used Pile). Excess damage carries over within each opponent’s creatures.

Capture a Die

Spend Quiddity (from rolled dice showing Quiddity symbols) to buy one die from the Wilds. The die’s cost is shown on its Power Card. The captured die goes to your Used Pile. You may capture at most 1 die per turn.

Cleanup

Move all remaining dice from your Active Pool to your Used Pile.

Scoring / Victory Conditions

Player Count Glory to Win
2 20
3 15
4 12

Score Glory when your creatures survive a full round (from your turn to the start of your next turn). First to reach the target wins immediately.

Special Rules & Edge Cases

Player Reference

Die Symbol Effect
Quiddity Spend for currency to capture dice
Creature/Spell Icon Move to Ready Area as creature/spell
Draw and Roll Draw dice from bag and roll (immediate)
Re-roll Re-roll this die (immediate, repeatable)
Burst Triggers special effect on Power Card
Phase Action
1. Score Glory for surviving creatures
2. Draw & Roll Draw 6 dice from bag
3. Summon Ready creatures and spells
4. Attack Total attack vs. each opponent
5. Capture Buy 1 die from Wilds
6. Cleanup All dice to Used Pile