Quirks
Quirks Rulebook
Table of Contents
Table of Contents
Goal
The goal of the game is to create three dominant QUiRKS.
Components
1. Climate Table (game board)
The table is made up of 5 different climates and of zones (blue circles, green circles, etc.) for each climate. It also shows the location of the stacks of CHARACTER cards and the three ecological niches reserved for QUiRKS. There is a PLANT niche, a HERBIVORE niche (which eats plants), and a CARNIVORE niche (which eats herbivores). Each main niche is subdivided into an upper niche and a lower niche (see diagram 2).
The 5 climates are:
- OCEAN: marine environment including coastal habitats;
- FOREST: cold and wet, including lakes and rivers;
- PLAIN: cold and dry, generally flat;
- DESERT: hot and dry;
- JUNGLE: hot and wet, including marshes and rivers.
2. Climate Marker
A small disc marked with a "C" which, during play, is moved along the Climate Table and shows the current climate.
3. 108 CHARACTER Cards
These cards comprise:
- 12 PLANT A cards (top: A3 to A12);
- 12 PLANT B cards (middle: B1 to B12);
- 12 PLANT C cards (bottom: C1 to C12);
- 12 HERBIVORE A cards (heads with a plant symbol in a circle: A13 to A24);
- 12 CARNIVORE A cards (heads with an animal symbol in a circle: A25 to A36);
- 24 ANIMAL B cards (bodies: B13 to B36);
- 24 ANIMAL C cards (tails: C13 to C36).
ANIMAL B and ANIMAL C cards may be used both to create HERBIVORES and to create CARNIVORES.
Each CHARACTER card carries information as shown in diagram 1.
A climate adaptation potential code is printed on each CHARACTER card, indicating its capacity to adapt to each climate. Each card has a value between 0 and 5 for each of the 5 climates. Thus a card may have an adaptation value of 3 for the ocean, 1 for the forest, 0 for the plain, 3 for the desert, and 5 for the jungle.
The cards have been coded so that players, using common sense and real-life knowledge, can assess a QUiRKS' capacity to adapt to a climate. For example, scales will have a higher value in the ocean than in the desert. When a climate code is shown on a card, the card has an adaptation value of 3 or more in that climate. For example, if a card is coded OJ, it has 3 or more for the ocean and the jungle. When a climate code is not shown, the card has an adaptation value of 3 or less for that code. Thus, for the card coded OJ, the forest, the plain and the desert are worth 3 or less.
NOTE: if a card has an adaptation value of exactly 3, the code may not appear.
4. Adaptation Potential Table
This table is used to determine each QUiRKS' adaptation value for each climate. To use it, assemble the cover pierced with holes and insert the number scale into it.
5. Destiny Markers
These are marked PLANT, HERBIVORE, CARNIVORE, and are used to determine in which niche a player may play.
6. 12 Identification Markers
These are 4 sets of three colored bands, used to identify which player owns each QUiRKS and to hide the climate codes from the other players.
Setup
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Place the Climate Table on a flat surface.
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Place the climate marker anywhere on the table.
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Sort the CHARACTER cards into stacks: Plant A, Plant B, Plant C, Herbivore A, Carnivore A, Animal B, Animal C. Shuffle each stack and place it face down in the space reserved for it on the Climate Table. Discarded cards are placed face up beside the corresponding stack. When a stack is exhausted, take all the discarded cards of that stack, shuffle them, and place them face down again.
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Turn all destiny markers face down and mix them. During play, once 5 destiny markers have been drawn, return them to the pool and mix everything together.
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Each player takes three identification markers of the same color.
Beginning the Game
The three NICHES are each subdivided into an UPPER NICHE and a LOWER NICHE. The UPPER NICHE, directly beneath the indication on the game board, is made up of three CHARACTER cards, while the LOWER NICHE placed beneath the UPPER NICHE is made up of only two CHARACTER cards (diagram 2). Players must complete each of the NICHES with QUiRKS composed of CHARACTER cards drawn from the appropriate stacks. After the CHARACTER card stacks are set up, proceed as follows:
a) Determine who goes first.
b) The first player draws a PLANT A, a PLANT B, and a PLANT C card and creates a PLANT QUiRKS by placing the A, B and C cards vertically directly beneath the NICHE (PLANT NICHE). The player then places one of his identification markers along the three cards so as to hide the climate codes.
c) The player to his left draws a HERBIVORE A card, an ANIMAL B card and an ANIMAL C card and creates a HERBIVORE by placing the A, B and C cards horizontally beneath the HERBIVORE NICHE. He places an identification marker along the three cards so as to hide the climate codes.
d) The player to his left draws a CARNIVORE A card, an ANIMAL B card and an ANIMAL C card and creates a CARNIVORE, which he places in the CARNIVORE niche with his identification marker.
e) The LOWER NICHES are now created in the same way. The next player creates a CARNIVORE with two cards of his choice, CARNIVORE A and ANIMAL B or CARNIVORE A and ANIMAL C. He places his assembly beneath the UPPER NICHE with his identification marker.
f) The next player draws 2 cards and creates a HERBIVORE (HERBIVORE A plus ANIMAL B or ANIMAL C). The next player draws 2 cards and creates the start of a PLANT (PLANT A, plus PLANT B or C). Players must always use their identification markers. The UPPER and LOWER NICHES are now created.
NOTE: In the three-player game, the LOWER PLANT NICHE is created before the LOWER HERBIVORE NICHE.
CAUTION! A player must never create a QUiRKS in a LOWER NICHE if he already controls the UPPER NICHE. For example, the UPPER NICHE and the LOWER NICHE of the PLANT NICHE cannot be controlled by the same player.
Each player then draws nine cards from the stacks so as to have in hand a complete PLANT, a complete CARNIVORE and a complete HERBIVORE. These cards form the player's hand and are kept secret. During the game you may use all or part of your hand. At the end of a turn (not of an action) you must always have in hand a plant, a carnivore and a herbivore, that is 9 cards. You complete your hand by drawing from the corresponding stacks.
Introduction to the Game Itself
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The goal of the game is to occupy the three UPPER NICHES with your own QUiRKS. The winner is the first player who occupies all three UPPER NICHES and manages to defend them against the three LOWER NICHES in play.
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Turn structure: each player's turn is divided into actions. During an action you try to occupy the LOWER NICHES with your QUiRKS and/or try to occupy the UPPER NICHES with your QUiRKS already located in the LOWER NICHES. You may also mutate one of your QUiRKS by changing one of its CHARACTER cards to improve its chances of survival in the future. During one turn a player may perform several actions.
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The first player: in games with two or four players, the first player is the one who has the fewest QUiRKS in the UPPER NICHES at the start of the game. In games with three players, the first player is the one who controls the PLANT UPPER NICHE.
Playing the Game
On Your Turn
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Draw a destiny marker; it shows in which NICHE you may play. If you draw a marker for a NICHE whose UPPER NICHE you already occupy, you may either attempt a mutation (see 3) or draw another marker.
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Advance the climate marker. After drawing your destiny marker and seeing where you must play, you must advance the climate marker one or two spaces to the right. This is repeated at each action, not at each turn (a player may therefore advance the climate marker several times in one turn). All QUiRKS are considered to be living in the current climate. When the marker passes the last JUNGLE space, it returns to the first OCEAN space.
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A. If you control the UPPER NICHE and decide not to draw a destiny marker, you must mutate (see below). B. If you do not control the UPPER NICHE, you must either attempt a mutation in the LOWER NICHE (if you control it), or enter into competition to try to occupy the UPPER NICHE.
MUTATION: To mutate one of your QUiRKS, you remove one of its CHARACTER cards. You then have the choice between: discarding that card and taking one from the corresponding stack, or exchanging it with one from your hand. In every case your QUiRKS remains where it was, with one character changed, and your turn ends. You pass the turn to the player on your left.
COMPETITION: If you control a LOWER NICHE you may enter into competition with the QUiRKS in the UPPER NICHE. If you do not have a QUiRKS in the LOWER NICHE, you may only enter into competition with the QUiRKS in the LOWER NICHE. If the NICHE in which you intend to compete is empty, you occupy it immediately, and this counts as a won competition (see below).
When you win a competition, you may begin a new action or end your turn. If you lose a competition, your turn ends immediately and play passes to the player on your left.
Competitions
COMPETITION FOR A LOWER NICHE
To begin a competition with a QUiRKS located in a LOWER NICHE, you must select two CHARACTER cards from your hand and place them beside the QUiRKS to be beaten. Do not forget to hide the adaptation potential with an identification band. Your opponent then has the choice between: passing or accepting the competition.
If he passes: he removes his QUiRKS and you win the competition.
If he does not pass: you have the choice between giving up, discarding your QUiRKS, or accepting the fight.
If both remain in the competition: the real value of the two QUiRKS is then calculated using the ADAPTATION POTENTIAL table (see "Evaluating the Adaptation Potential of QUiRKS" below). The QUiRKS with the greater value wins and occupies the NICHE. The losing QUiRKS is declared an EXTINCT BRANCH and is placed face down in front of its creator (see Extinction below). In case of a tie, the QUiRKS already occupying the NICHE wins.
NOTE: Remember that when a LOWER NICHE is empty, the mere fact of placing your cards there gives you the victory.
COMPETITION FOR AN UPPER NICHE
To enter into competition with a QUiRKS occupying an UPPER NICHE, you announce your intention to compete. Your opponent may see the two cards occupying the LOWER NICHE but does not know their adaptation potential. Both players then take their QUiRKS back into hand.
You:
- You complete your QUiRKS by drawing the third necessary CHARACTER card from the appropriate stack. You decide whether to complete your QUiRKS with the card drawn or by using a card from your own hand.
- You decide SECRETLY whether to continue the competition or to give up; in that case, your QUiRKS will remain in the LOWER NICHE. Meanwhile your opponent carries out a number of operations.
Your opponent:
- He may mutate by exchanging one card of his QUiRKS with a card from his hand, or by discarding one card of his QUiRKS and drawing a card from the appropriate stack. If he chooses to draw a card, he must use that card.
- He decides SECRETLY whether to continue the competition or to give up. If he gives up, his QUiRKS immediately passes into the LOWER NICHE.
Both players together: At the same time, each of the two players reveals his QUiRKS face up if he accepts the competition, or face down if he wishes to be demoted or to remain in the LOWER NICHE.
RESULTS
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If only one QUiRKS is face up, it wins and occupies the UPPER NICHE. The losing QUiRKS (the one that remained face down) passes into the LOWER NICHE after its owner has discarded a CHARACTER card. The discarded card must bear the code of the climate in force. If none of the three cards bears the code of the climate in force, any one of them may be discarded.
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If both QUiRKS are face down, the player occupying the UPPER NICHE keeps his place, he wins, and his challenger returns to the LOWER NICHE by discarding one card of his QUiRKS (with the same climate code as above).
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If both QUiRKS are face up, one of the two players may still give up. He then discards the three cards of his QUiRKS (the challenger decides last). The remaining QUiRKS occupies the UPPER NICHE and the LOWER NICHE is left empty. (ATTENTION: a QUiRKS that disappears in this way is not considered an EXTINCT BRANCH.) If neither player concedes defeat, the adaptation potentials of the two QUiRKS are counted and the stronger one wins as stated above. The losing QUiRKS is declared an EXTINCT BRANCH and is placed face down in front of its creator. In case of a tie, the QUiRKS already occupying the UPPER NICHE wins.
NOTE: if a player accumulates three extinctions, he is automatically eliminated from the game.
Evaluating the Adaptation Potential of QUiRKS
To find the total value of each QUiRKS, you need the value of each card that makes it up. Use the ADAPTATION POTENTIAL table by sliding the scale until the number of the card appears in the first hole of the current climate (the hole beside the code corresponding to A, B or C). The value of the card appears in the second hole at the end of the line. The total value of the QUiRKS is the sum of all the cards that make it up, plus or minus the FOOD CHAIN points (see below).
NOTE: The adaptation potential table of a QUiRKS is used only during a competition, when both players refuse to pass. The adaptation potential table must never be used for any other purpose than a competition.
Food Chain Points
In addition to its normal value, a QUiRKS may gain or lose points depending on its place in the food chain (see diagram 2). The food chain is symbolized by a colored circle representing an animal or a plant.
NOTE: A QUiRKS is affected only by the food chain of the LOWER or UPPER NICHE for which it competes. Thus an UPPER NICHE cannot consider a LOWER NICHE as prey or predator, and vice versa.
References to a QUiRKS "eating" or "being eaten" have no bearing on the competition. The only effect is the gain or loss of food chain points.
A. PLANT A plant loses points if the herbivore located at the level of the NICHE in competition eats it. A plant is eaten if the symbol on its A card is the same color as the symbol on the A card of the herbivore. If the plant is eaten, the adaptation potential value of the herbivore's A card for the climate in question is subtracted from the total value of the plant.
B. HERBIVORE A herbivore gains points if it can eat the plant located at the level of the NICHE in competition. A herbivore eats a plant if the symbol on its A card is the same color as the symbol on the A card of the plant. If the herbivore eats the plant, the adaptation potential value of the plant's A card is added to the total value of the herbivore. However, a herbivore may also lose points if it is eaten by the carnivore located at the level of the NICHE in competition. A herbivore is eaten if the symbol on its C card is the same color as the symbol on the A card of the carnivore. The value of the carnivore's A card is then subtracted from the total of the herbivore.
C. CARNIVORE A carnivore gains points if it can eat the herbivore located at the level of the NICHE in competition: the symbol on the carnivore's A card must be the same color as the symbol on the herbivore's C card. The value of the herbivore's C card is added to the total of the carnivore.
Extinction
When you lose a competition after consulting the ADAPTATION POTENTIAL table, the QUiRKS is declared an EXTINCT BRANCH. Its cards are placed face down in front of the player. These cards will no longer be used as long as the player controlling them remains in the game. If a player accumulates three extinctions, he is automatically eliminated. All the cards in his hand, the cards of his QUiRKS placed on the table, and the cards of his extinct QUiRKS are discarded to the corresponding stacks.
NOTE: any NICHE left free by the elimination of a player may be occupied by the next player who draws a corresponding destiny marker (either by placing a new QUiRKS in the vacant NICHE, or by moving his QUiRKS up from a LOWER NICHE to an UPPER NICHE). This is possible as long as the player does not simultaneously occupy both NICHES of the same class.
The Winner
As soon as a player occupies the three UPPER NICHES with three of his QUiRKS, the game stops. Each QUiRKS occupying one of the three LOWER NICHES has the right to attempt a competition. Play begins with the player to the left of the player about to win, and so on. Competitions proceed normally, but no destiny marker is drawn and the climate marker does not advance. If one of the players succeeds in defeating the QUiRKS of an UPPER NICHE, the game resumes normally. If no player succeeds in dislodging any of the three QUiRKS from the UPPER NICHES, those QUiRKS win the game.
The basic rules end here. The following pages contain the optional rules, strategy advice, the solitaire rules, and the rules for playing with children.
Optional Rules
1. Random Mutation
When the climate marker stops on or passes a space marked with an X, the game stops and each player must discard one card from his hand or from one of his QUiRKS and replace it with a card drawn from the appropriate stack. The player to the left of the one who moved the climate marker begins, and so on, so that the player who moved the climate marker draws last. Then play resumes normally.
2. Intelligent Race Possibility
A player who owns a QUiRKS made up of the card "C29 intelligence" may have a random adaptation potential for that QUiRKS. To do so, he rolls a die for each of the three cards of the QUiRKS instead of using the ADAPTATION POTENTIAL table. The result gives the adaptation potential of each card (from 1 to 6) in place of the value printed on the table. The player must make his choice before consulting the ADAPTATION POTENTIAL table.
3. Advanced Game
In the advanced game, destiny markers are not used. On their turn, players may freely choose in which NICHE they will intervene. However, during the first turn, players may attempt only one competition. From the following turn onward, the number of competitions per player per turn is again unrestricted.
Solitaire Rules
NOTE: Read the basic rules first.
1. Goal
In the solitaire game, you play against the climate, trying to create a perfect group of QUiRKS before accumulating three extinctions, or before the CHARACTER cards run out. A perfect group of QUiRKS must (taking into account the food chain bonuses and penalties) reach at least a total value for one of the climates of:
- OCEAN: 35
- FOREST: 40
- PLAIN: 35
- DESERT: 30
- JUNGLE: 40
2. Play
a) Place the climate marker anywhere on the climate scale. Draw three complete QUiRKS and create the three QUiRKS of the UPPER NICHES.
b) Draw a hand of 9 cards.
c) Draw a destiny marker to find out in which niche to play.
d) Move the climate marker one or two zones after each action.
e) An action consists of changing one CHARACTER card of one of your QUiRKS. You may exchange it with one of the cards in your hand, or discard it and replace it with a card drawn from one of the stacks. Discarded cards are no longer in play.
OPTIONAL RULE: If the climate marker passes or stops on a zone marked with an X, you must discard one card from one of your QUiRKS and replace it with a card drawn from the corresponding stack.
f) At any time, you may consult the ADAPTATION POTENTIAL table to see whether you have enough points in the current climate to win the game. If you have less than the required score, you lose the game.
g) If, after counting the value of one or two of your QUiRKS, you decide to stop (because you think you will not reach the required total), the QUiRKS already counted are considered extinct branches. With three cumulative extinctions, you lose the game. The extinct QUiRKS are placed in front of you face down. You replace the extinct QUiRKS by drawing CHARACTER cards according to the usual principle. If a CHARACTER card stack runs out, you lose the game.
Strategy Tips
There are many points in the game where good strategy can increase your chances of victory.
1. Moving the Climate Marker by 1 or 2 Zones
This decision depends on the strength of your QUiRKS compared with those of your opponents. If your QUiRKS are strong in the current climate, move slowly; if your QUiRKS are weak, or will be stronger in a coming climate, move quickly. The value of the FOOD CHAIN can change very strongly from one climate to another, so keep it in mind. If you are playing the random mutation option, it is in your interest to be the one who stops on the zone marked with a cross, so that you can take the other players' moves into account.
2. Mutation
It is often more judicious to mutate rather than to enter into competition when destiny has designated a NICHE where you have little chance of winning a competition for an UPPER NICHE, or when destiny risks reducing your chances in a coming turn. Such defensive mutations can be made to make your QUiRKS more competitive in the current climate or in the one that follows. A mutation to devour, or to avoid being devoured, is almost always beneficial, as it increases your value and decreases that of your opponent.
3. Competition
When you enter a competition, you partly assume that the value of your QUiRKS exceeds that of your opponent in terms of FOOD CHAIN points and CLIMATE points, while using your sense of the game as much as possible, by taking advantage of what appears most advantageous in this climate and by showing off the best features of your QUiRKS. A simple bluff often eliminates from the game, with surprising frequency, QUiRKS that were in fact stronger.
4. In a Competition for an UPPER NICHE
The attacker's advantage is that he may complete his QUiRKS with another card that only he knows. This is particularly advantageous if it is a FOOD CHAIN card, as it lets you make colors match or avoid that possibility. If you are nevertheless outclassed, it will prove more judicious to play face down when revealing the QUiRKS, so that you can claim the LOWER NICHE and survive while waiting for a new climate in which your relative value may be greatly increased.
5. In a Competition for a LOWER NICHE
The attacker's advantage lies in the fact that he comes forward with two new cards against an opponent who cannot modify anything. It is more judicious not to play a FOOD CHAIN card, so that once you are present in the NICHE, you have the choice of the color to use when you later enter a competition for the UPPER NICHE.
6. In General
It is advisable to play quickly, entering competitions as soon as you judge it opportune, trying your luck and bluffing to win. If the destiny markers are with you, a series of successful competitions can take you from a complete absence on the game board to victory in a single turn.
7. Advanced Game
This is a long game, because you have many options to consider. The important thing is to know how you will proceed, and in what order you will chain your competitions. You also have better control of the climate if you can change it while you occupy the LOWER NICHES, while avoiding competitions for an UPPER NICHE, until a new climate proves more favorable to you. If the QUiRKS in the UPPER NICHES are well adapted, the HERBIVORE niche is the key. By moving the occupants of the other NICHES, you can alter the FOOD CHAIN of the HERBIVORE in order to weaken it, even if it seems particularly well adapted to the prevailing climate.
8. Solitaire Game
The passage of game time is crucial, because you are playing against the clock. You want to determine the best climate for you and wait for it to arrive to test your value. You want to have enough time to draw cards of high value, but you want to avoid drawing too many. It is sometimes more advantageous to provoke the extinction of a particular poorly adapted QUiRKS and replace it at random, but the result is not certain in advance.
NOTE: Food chain points need not be taken into account as long as the "eating" card has a value less than or equal to that of the "eaten" card. But if the "eating" card is higher, this will reduce the grand total of the three QUiRKS. The best way to have a competitive food chain is to build it with the "eaten" cards of the highest possible value.
QUIRKLING
The QUIRKLING is the little QUiRKS! Ages 7 to 11. Playing time 30 minutes. 2 to 6 players.
1. Goal of the Game
To win, you must be the first to make at least one plant, one herbivore and one carnivore. To do this, you must collect cards of the same kind and gather them 3 by 3.
2. Beginning the Game
a) The climate table is placed on a flat surface and the climate marker is placed on one of the six spaces of a given climate. There are five climates: OCEAN, FOREST, PLAIN, DESERT, JUNGLE.
b) All the CHARACTER cards are shuffled together and each player draws 7.
c) The remaining cards are made into a stack. The top card of the stack is turned over and set aside to start the pile of already drawn cards.
d) The youngest player begins.
e) The oldest player advances the climate marker two spaces each time a player has taken a turn.
3. A Turn
a) The player whose turn it is asks each player whether he has the card he wants. For example: "Christian, do you have a PLANT A card?" If the player has it, he must give you the card (and then takes a card from the stack so as to always have 7 cards in hand).
b) If the player does not have what you asked for, you draw a card.
c) Now you have 8 cards in hand. If you can, you make a QUIRKLING with 3 cards. Caution: the QUIRKLING must be able to live in the current climate. The current climate is shown by the climate marker (see below). NOTE: to make a QUIRKLING, the 3 cards must bear the code of the current climate (O.F.P.D.J.). The climate code appears on each card at the bottom left.
d) After making your QUIRKLING, you complete your hand of cards so as to have 8 cards. You will therefore ask for 3 cards. The request must always be precise. For example: "Gregory, give me a CARNIVORE A." If the player has the card, he must give it; if he does not, you must draw from the stack or from the top of the discard pile. You repeat the operation to have 8 cards in hand. You may ask several cards from the same player, but you must stop as soon as the player does not have what you need.
e) If you have 8 cards after recovering cards, you may make another QUIRKLING; make it and repeat the operation as long as possible.
f) When you can no longer make a QUIRKLING, your turn is over and you discard one card so as to keep only 7. It is the turn of your left-hand neighbor to play. Remember that it is the oldest player who advances the climate marker two spaces to the right after each player's turn. After the jungle, the marker returns to the ocean.
4. Making a QUIRKLING
a) To make a plant you must have:
- 1 PLANT A card, the "head";
- 1 PLANT B card, the "trunk";
- 1 PLANT C card, the "roots".
b) To make a herbivore you must have:
- 1 HERBIVORE A card, which shows an animal head eating a plant in a circle;
- 1 ANIMAL B card, which will be its body;
- 1 ANIMAL C card, which will be its tail.
c) To make a carnivore you must have:
- 1 CARNIVORE A card, which shows an animal head eating an animal in a circle;
- 1 ANIMAL B card, which will be its body;
- 1 ANIMAL C card, which will be its tail.
NOTE: Each card has an A, B or C code in one corner. This code is followed by a number (e.g. A13). This number is not used in this game.
5. The Winner
You win when you have in front of you at least one plant, one herbivore and one carnivore. In many games you will end up with several QUIRKLINGS of one kind or two before the game ends.