Quirks
- Players: 1–4 players
- Play time: 45 min
- BGG rating: 6.1
About Quirks
From the back of the box: Create strange plants and animals - QUIRKS of nature. Struggle to keep your creations alive in a world of rapidly changing climates. Strive to be the first player to make three dominant QUIRKS. Match wits against opponents who threaten your survival. But BEWARE! If three of your QUIRKS become extinct, you've lost the game. In Quirks, players build unusual plants, herbivores, and carnivores by combining cards that show one of three segments of that plant or creature. Each card is of a particular quirk: a distinctive trait that may give a bonus. Players attempt to create the dominant species of Plant, Herbivore, and Carnivore in the current niche for that turn's climate type -- Ocean, Forest, Plains, Desert and Jungle. Included are rules for solitaire play, but otherwise Quirks is good for 2-4 players using the standard game. There are also simplified rules for Quirklings, a streamlined version of the game designed for children of ages 7-11, which can handle 2-6 players.
- Released
- 1980
- Designers
- Bill Eberle, Edward Horn, Jr., Jack Kittredge, Peter Olotka
- Age
- 7+
- Best with
- 3 players (BGG community)
Rules and prices
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How many players can play Quirks?
Quirks plays with 1–4 players.
What is the best player count for Quirks?
BoardGameGeek community voters say Quirks is best with 3 players (7 votes).
How long does Quirks take to play?
A game of Quirks takes 45 min.
What age is Quirks for?
The recommended minimum age for Quirks is 7+.
Quirks expansions
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