Quirky Circuits
Quirky Circuits Rulebook
Table of Contents
Table of Contents
- Components
- Getting Started
- Round Order
- Communicating
- Winning the Game
- Card Iconography
- Gizmo
- Penny
- Alternative Rules
- Credits
- Scenario: Rise and Shine
- Scenario: Hit the Slopes
- Scenario: Sliding Through Tunnels
- Scenario: Dusty Greenhouse
- Scenario: Cafe Botanical
- Scenario: Snow-kyo Drift
- Scenario: Hole Lot of Fun
- Scenario: The Cellar
- Scenario: Room to Zoom
- Scenario: Tea Time
Components
- Scenario Book (1)
- Robot Figures (2)
- Command Cards (38)
- Robot Reference Cards (2)
- Battery Marker (1)
- Dust Bunny/Flag Tokens (12)
- Flower Pot Tokens (4)
Getting Started
To start a game of Quirky Circuits, complete the following steps in order:
- Choose a scenario from the scenario book.*
- Collect the figure and basic (blue) command cards for the robot indicated by the scenario.
- Place the figure on the space, facing the indicated direction.
- Place the battery marker on the highest space of the battery track.
- Follow any further setup instructions listed for the scenario and review that scenario's rules. See a full explanation of each scenario's rules starting on page 7 of this rulebook.
- Shuffle the command cards and form a face-down deck.
- Deal cards to each player. Hand size is determined by the table on the right.
| Players | Hand Size |
|---|---|
| 2 Players | 5 Cards |
| 3 Players | 4 Cards |
| 4 Players | 4 Cards |
* We recommend first-time players start with the first scenario. After successfully completing that scenario, we recommend moving to the second scenario the next time you play, then the third scenario, etc.
Round Order
Quirky Circuits takes place over a series of rounds. Each round is divided into 3 phases that must be completed in order:
1. Program
During the program phase, players collectively play command cards face down into a queue without revealing them. Each player must play at least 1 card and in total the players must play 5 or more cards.
Players may play their cards in any turn order, including a player playing multiple cards in a row, but each card must be played into the queue to the right of the last card played. Cards that have already been played cannot be rearranged.
Example: Nikki, Colby, and Jerry begin the program phase. Colby places cards 1 and 2 into the queue right away, Nikki places card 3, Jerry places card 4, and Nikki places card 5.
2. Execute
Once the players have finished playing cards into the queue, those cards are revealed and resolved in the order they were played (from left to right), causing the robot figure to be maneuvered about.
Halting: If something causes a robot to halt, stop resolving the current card and proceed to the next one.
3. Reset
Once all of the cards in the queue have been resolved, do the following:
- Collect the command cards from the queue, shuffle them and place them on the bottom of the command deck.
- Move the battery marker down one space on the battery track.
- Deal cards until each player has a full hand of command cards.
If the battery track is not yet on 0, begin a new round starting with the Program phase.
Communicating
During a game of Quirky Circuits, players cannot reveal their cards to other players. The backs of the cards will convey some information, like if the card will cause the robot to move or turn, but not which direction it will turn or how far it will move.
Players cannot ever communicate any of the following (verbally or otherwise):
- Which cards are in their hands
- Their strategy or intent
- Suggestions on what cards other players should play
If players are really feeling compelled to say something, we suggest: "Beep-boop."
Players may indicate that they are done playing cards by placing their cards face-down in front of them. Players may indicate they think the group should stop playing cards by placing their hands flat on the table.
Winning the Game
All players immediately win when they complete the scenario's goal, even if there are still unrevealed cards to resolve. For a greater challenge, try to complete each scenario goal while the battery marker is still in the yellow section of the battery track. For the true experts, complete each scenario goal while the battery is still in the green.
Card Iconography
Quirky Circuits cards use icons and visual examples. Below are further explanations about how each card type is resolved.
Note: All directions are relative to the direction the robot is facing at the time the card is being resolved.
- Move the robot 1 space forward.
- Slide the robot forward until it collides with a barrier or slope.
- Move the robot 2 spaces forward.
- Rotate the robot 90º counterclockwise.
- Move the robot 3 spaces forward.
- Rotate the robot 90º clockwise.
- Move the robot 1 space backward.
- Rotate the robot 180º.
Gizmo
Special Function: When Gizmo collides with an obstacle or barrier, it halts its movement and rotates left.
Gizmo's deck is made up of a Base Deck and Quirk Cards.
Example: A command card would move Gizmo forward three spaces, but it hits an obstacle. Gizmo immediately halts its movement and rotates left.
Penny
Special Function: If Penny moves across a slope (a dashed yellow line) going in the same direction as that slope's arrow, she will slide in that direction until she collides with a barrier or slope.
Penny's deck is made up of a Base Deck and Quirk Cards.
Example: A command card moves Penny backward over a slope, so she slides backwards until she hits a barrier.
Alternative Rules
Practice Mode
As a way to practice the game, or when playing with young children, players may play their cards face up into the queue instead of face-down.
Pacing Mode
If you find that players are racing to play their cards and you want to slow things down, use these alternative programing rules:
The players can't play cards freely, instead they take turns playing their cards. Starting with the dealer, the players take turns in clockwise order. On a player's turn, they play any number of cards from their hand, or they may choose to pass, playing zero cards. Players continue taking turns in clockwise order until all players have chosen to pass without any cards being played. A player could choose to pass on one turn but then play cards on subsequent turns.
Credits
Game Designer: Nikki Valens
Illustrator: Danalyn Reyes
Producers: Colby Dauch & Jerry Hawthorne
Graphic Designer: Kendall Elmen
Editor: Jonathan Liu
Playtesters: Jacelynn Adams, Jon Campbell, Kathleen Campbell, David Elmen, Tucker Hallencamp, Jenna Hawthorne, Owen Hawthorne, Rene' Hawthorne, James Hollis, Chad Hoverter, Ced Kass, Rob Lewicki, Nathan Stephens, Simon Stephens, Emma Williams, Jane Williams, Lara Williams, Spencer Williams
© 2021 Plaid Hat Games. Quirky Circuits, Plaid Hat Games, and the Plaid Hat Games logo are trademarks of Plaid Hat Games.
Scenario: Rise and Shine
GOAL: Clean up all of the dust bunnies with Gizmo and return it to the space before its battery reaches 0.
SETUP: Place Gizmo on the space, facing the direction of the arrow. Place a dust bunny token on each of the indicated spaces.
DUST BUNNIES: When Gizmo moves onto or through a space with a dust bunny token, discard that token. Gizmo has cleaned up that dust bunny.
BARRIERS & OBSTACLES: Barriers are represented by solid black lines and obstacles are outlined by solid yellow lines. Robots cannot move through barriers or obstacles. When a robot collides with a barrier or obstacle, it halts its movement.
Remember: If Gizmo collides with a barrier or obstacle, it halts and rotates left.
Scenario: Hit the Slopes
GOAL: Collect all of the flags with Penny and return to the space before her battery reaches 0.
SETUP: Place Penny on the space, facing the direction of the arrow. Place a flag token on each of the indicated spaces.
SLOPES: Slopes are represented by dashed yellow lines and an arrow. Penny cannot move or slide up a slope (since she cannot go against the direction of the arrow). She will instead collide with that slope and halt her movement.
Remember: If Penny moves across a slope going in the same direction as the arrow, she will slide in that direction until she collides with a slope or barrier.
FLAGS: When Penny moves onto or through a space with a flag token, discard that token. Penny has collected that flag.
BARRIERS: Barriers are represented by solid black lines. Robots cannot move through barriers. When a robot collides with a barrier, it halts its movement.
Scenario: Sliding Through Tunnels
GOAL: Collect all of the flags with Penny and return to the space before her battery reaches 0.
SETUP: Place Penny on the space, facing the direction of the arrow. Place a flag token on each of the indicated spaces.
SLIDING INTO TUNNELS: If Penny slides into a tunnel, she continues sliding out of the other side. Penny can only slide into a tunnel. She cannot move into a tunnel. She will instead collide with that tunnel and halt her movement.
If Penny is facing forward (in the same direction she is moving) when she slides into a tunnel, she will come out of the tunnel facing forward. If Penny is facing backwards when she slides into a tunnel, she will come out of the tunnel facing backwards.
SLOPES: Slopes are represented by dashed yellow lines and an arrow. Penny cannot move or slide up a slope (since she cannot go against the direction of the arrow). She will instead collide with that slope and halt her movement.
Remember: If Penny moves across a slope going in the same direction as the arrow, she will slide in that direction until she collides with a slope or barrier.
FLAGS: When Penny moves onto or through a space with a flag token, discard that token. Penny has collected that flag.
BARRIERS: Barriers are represented by solid black lines. Robots cannot move through barriers. When a robot collides with a barrier, it halts its movement.
Scenario: Dusty Greenhouse
GOAL: Clean up all of the dust bunnies with Gizmo and return it to the space before its battery reaches 0.
SETUP: Place Gizmo on the space, facing the direction of the arrow. Place a dust bunny token on each of the indicated spaces and place a flower pot token (unbroken side up) on each of the indicated obstacles.
FLOWER POTS: If Gizmo collides with an obstacle that has a flower pot on it, the flower pot falls off the obstacle, moving 1 space away from Gizmo and shatters (flip the token). Gizmo must now clean up the shattered flower pot by moving onto or through it. Gizmo must clean up any shattered flower pots before it can complete its goal.
If a flower pot cannot move away from Gizmo because of a barrier, it falls south instead. If this causes it to fall onto Gizmo, clean it up immediately.
DUST BUNNIES: When Gizmo moves onto or through a space with a dust bunny token, discard that token. Gizmo has cleaned up that dust bunny.
BARRIERS & OBSTACLES: Barriers are represented by solid black lines and obstacles are outlined by solid yellow lines. Robots cannot move through barriers or obstacles. When a robot collides with a barrier or obstacle, it halts its movement.
Remember: If Gizmo collides with a barrier or obstacle, it halts and rotates left.
Scenario: Cafe Botanical
GOAL: Clean up all of the dust bunnies with Gizmo and return it to the space before its battery reaches 0.
SETUP: Place Gizmo on the space, facing the direction of the arrow. Place a dust bunny token on each of the indicated spaces and place a flower pot token (unbroken side up) on each of the indicated obstacles. Shuffle Gizmo's Quirk command cards into Gizmo's deck.
QUIRK CARDS: If a player has one or more Quirk cards in their hand, they must play their Quirk cards before they can play any other card.
CHAIRS: Chairs are outlined by blue dashed lines. If Gizmo moves into a chair space via a move card, it halts its movement and rotates left. If Gizmo moves into a chair space via a rotate card, it does not turn left.
FLOWER POTS: If Gizmo collides with an obstacle that has a flower pot on it, the flower pot falls off the obstacle, moving 1 space away from Gizmo and shatters (flip the token). Gizmo must now clean up the shattered flower pot by moving onto or through it. Gizmo must clean up any shattered flower pots before it can complete its goal.
If a flower pot cannot move away from Gizmo because of a barrier, it falls south instead. If this causes it to fall onto Gizmo, clean it up immediately.
DUST BUNNIES: When Gizmo moves onto or through a space with a dust bunny token, discard that token. Gizmo has cleaned up that dust bunny.
BARRIERS & OBSTACLES: Barriers are represented by solid black lines and obstacles are outlined by solid yellow lines. Robots cannot move through barriers or obstacles. When a robot collides with a barrier or obstacle, it halts its movement.
Remember: If Gizmo collides with a barrier or obstacle, it halts and rotates left.
Scenario: Snow-kyo Drift
GOAL: Collect all of the flags with Penny and return to the space before her battery reaches 0.
SETUP: Place Penny on the space, facing the direction of the arrow. Place a flag token on each of the indicated spaces. Shuffle Penny's Quirk command cards into Penny's deck.
SNOWDRIFTS: Snowdrifts are outlined by blue dashed lines. If Penny slides into a snowdrift she halts her movement.
QUIRK CARDS: If a player has one or more Quirk cards in their hand, they must play their Quirk cards before they can play any other card.
SLOPES: Slopes are represented by dashed yellow lines and an arrow. Penny cannot move or slide up a slope (since she cannot go against the direction of the arrow). She will instead collide with that slope and halt her movement.
Remember: If Penny moves across a slope going in the same direction as the arrow, she will slide in that direction until she collides with a slope or barrier.
FLAGS: When Penny moves onto or through a space with a flag token, discard that token. Penny has collected that flag.
BARRIERS: Barriers are represented by solid black lines. Robots cannot move through barriers. When a robot collides with a barrier, it halts its movement.
Scenario: Hole Lot of Fun
GOAL: Collect all of the flags with Penny and return to the space before her battery reaches 0.
SETUP: Place Penny on the space, facing the direction of the arrow. Place a flag token on each of the indicated spaces. Shuffle Penny's Quirk command cards into Penny's deck.
SNOWDRIFTS: Snowdrifts are outlined by blue dashed lines. If Penny slides into a snowdrift she halts her movement.
SLIDING INTO TUNNELS: If Penny slides into a tunnel, she continues sliding out of the other side. Penny can only slide into a tunnel. She cannot move into a tunnel. She will instead collide with that tunnel and halt her movement.
If Penny is facing forward (in the same direction she is moving) when she slides into a tunnel, she will come out of the tunnel facing forward. If Penny is facing backwards when she slides into a tunnel, she will come out of the tunnel facing backwards.
QUIRK CARDS: If a player has one or more Quirk cards in their hand, they must play their Quirk cards before they can play any other card.
SLOPES: Slopes are represented by dashed yellow lines and an arrow. Penny cannot move or slide up a slope (since she cannot go against the direction of the arrow). She will instead collide with that slope and halt her movement.
Remember: If Penny moves across a slope going in the same direction as the arrow, she will slide in that direction until she collides with a slope or barrier.
FLAGS: When Penny moves onto or through a space with a flag token, discard that token. Penny has collected that flag.
BARRIERS: Barriers are represented by solid black lines. Robots cannot move through barriers. When a robot collides with a barrier, it halts its movement.
Scenario: The Cellar
GOAL: Clean up all of the dust bunnies with Gizmo and return it to the space before its battery reaches 0.
SETUP: Place Gizmo on the space, facing the direction of the arrow. Place a dust bunny token on each of the indicated spaces. Shuffle Gizmo's Quirk command cards into Gizmo's deck.
DUST BUNNIES ON OBSTACLES: If Gizmo collides with an obstacle that has a dust bunny on it, the dust bunny falls off the obstacle and moves 1 space away from Gizmo. Gizmo will now be able to clean up that dust bunny by moving onto or through it.
If a dust bunny cannot move away from Gizmo because of a barrier, it falls south instead. If this causes it to fall onto Gizmo, clean it up immediately.
QUIRK CARDS: If a player has one or more Quirk cards in their hand, they must play their Quirk cards before they can play any other card.
CHAIRS: Chairs are outlined by blue dashed lines. If Gizmo moves into a chair space via a move card, it halts its movement and rotates left. If Gizmo moves into a chair space via a rotate card, it does not turn left.
DUST BUNNIES: When Gizmo moves onto or through a space with a dust bunny token, discard that token. Gizmo has cleaned up that dust bunny.
BARRIERS & OBSTACLES: Barriers are represented by solid black lines and obstacles are outlined by solid yellow lines. Robots cannot move through barriers or obstacles. When a robot collides with a barrier or obstacle, it halts its movement.
Remember: If Gizmo collides with a barrier or obstacle, it halts and rotates left.
Scenario: Room to Zoom
GOAL: Collect all of the flags with Penny and return to the space before her battery reaches 0.
SETUP: Place Penny on the space, facing the direction of the arrow. Place a flag token on each of the indicated spaces. Shuffle Penny's Quirk command cards into Penny's deck.
SNOWDRIFTS: Snowdrifts are outlined by blue dashed lines. If Penny slides into a snowdrift she halts her movement.
SLIDING INTO TUNNELS: If Penny slides into a tunnel, she continues sliding out of the other side. Penny can only slide into a tunnel. She cannot move into a tunnel. She will instead collide with that tunnel and halt her movement.
If Penny is facing forward (in the same direction she is moving) when she slides into a tunnel, she will come out of the tunnel facing forward. If Penny is facing backwards when she slides into a tunnel, she will come out of the tunnel facing backwards.
QUIRK CARDS: If a player has one or more Quirk cards in their hand, they must play their Quirk cards before they can play any other card.
SLOPES: Slopes are represented by dashed yellow lines and an arrow. Penny cannot move or slide up a slope (since she cannot go against the direction of the arrow). She will instead collide with that slope and halt her movement.
Remember: If Penny moves across a slope going in the same direction as the arrow, she will slide in that direction until she collides with a slope or barrier.
FLAGS: When Penny moves onto or through a space with a flag token, discard that token. Penny has collected that flag.
BARRIERS: Barriers are represented by solid black lines. Robots cannot move through barriers. When a robot collides with a barrier, it halts its movement.
Scenario: Tea Time
GOAL: Clean up all of the dust bunnies with Gizmo and return it to the space before its battery reaches 0.
SETUP: Place Gizmo on the space, facing the direction of the arrow. Place a dust bunny token on each of the indicated spaces and place a flower pot token (unbroken side up) on each of the indicated obstacles. Shuffle Gizmo's Quirk command cards into Gizmo's deck.
DUST BUNNIES ON OBSTACLES: If Gizmo collides with an obstacle that has a dust bunny on it, the dust bunny falls off the obstacle and moves 1 space away from Gizmo. Gizmo will now be able to clean up that dust bunny by moving onto or through it.
If a dust bunny cannot move away from Gizmo because of a barrier, it falls south instead. If this causes it to fall onto Gizmo, clean it up immediately.
QUIRK CARDS: If a player has one or more Quirk cards in their hand, they must play their Quirk cards before they can play any other card.
CHAIRS: Chairs are outlined by blue dashed lines. If Gizmo moves into a chair space via a move card, it halts its movement and rotates left. If Gizmo moves into a chair space via a rotate card, it does not turn left.
FLOWER POTS: If Gizmo collides with an obstacle that has a flower pot on it, the flower pot falls off the obstacle, moving 1 space away from Gizmo and shatters (flip the token). Gizmo must now clean up the shattered flower pot by moving onto or through it. Gizmo must clean up any shattered flower pots before it can complete its goal.
If a flower pot cannot move away from Gizmo because of a barrier, it falls south instead. If this causes it to fall onto Gizmo, clean it up immediately.
DUST BUNNIES: When Gizmo moves onto or through a space with a dust bunny token, discard that token. Gizmo has cleaned up that dust bunny.
BARRIERS & OBSTACLES: Barriers are represented by solid black lines and obstacles are outlined by solid yellow lines. Robots cannot move through barriers or obstacles. When a robot collides with a barrier or obstacle, it halts its movement.
Remember: If Gizmo collides with a barrier or obstacle, it halts and rotates left.