Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Light strategy
Luck-sensitive
How it plays
How does it play?
Roll a fistful of creature and spell dice, spend Quiddity to capture stronger dice, and build a bag that can summon champions faster than your rivals.
Core mechanisms
Key systems that shape the decisions players make.
Deck / Bag Building
Add new pieces during play to improve the cards, tokens, or dice drawn later.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Die Icon Resolution
Interpret rolled icons to determine which actions or effects occur.
Delayed Purchase
Commit to a purchase before receiving the item or paying its full cost.
Interrupts
React during another action to alter, prevent, or respond to its resolution.
Read the full game description
Quarriors! replaces a deck of cards with a bag of custom dice. Every player begins with the same twelve-die pool, draws six dice each turn, and rolls them to generate Quiddity, creatures, spells, and special effects. Quiddity captures new dice from the shared Quarry, while creature results may be summoned into the Ready Area by paying their level cost. Summoned creatures attack rival creatures and, if they survive until the next turn, score Glory before returning to the Used Pile. Spells bend combat, protect a key champion, or interrupt an opponent at exactly the wrong moment. Capturing powerful dice is tempting, but every purchase dilutes the chance of drawing the resources needed to summon them. Players may cull dice after scoring, gradually turning a clumsy starting bag into a focused engine. The changing card-and-dice display gives each session a different market of powers. The first player to reach the target Glory total wins, making Quarriors! a quick, noisy contest of probability, tactical timing, and bag construction.