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Quartz box art

Quartz

Players

3-5

Time

45-60

Age

14+

Weight

1.24

Rating

6.93

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Quartz has a moderate level of direct confrontation and strategic depth. Players need to pay attention to each other's actions frequently. However, there is less emphasis on cooperation in the game.

Replay value

Quartz has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

Quartz has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, luck still plays a significant role. The game is a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

Dwarves are among the bravest, determined and hard workers creatures you can find. Especially when they are searching for crystals in a new mine. In Quartz, you belong to a group of dwarves who has just discovered a new mine on their land. Excited by the discovery, you decided to make a bet. Everyone will explore the mine for five days. At the end of each day you will sell in the city, the crystals you extracted during this day. At the end of the fifth day, the dwarf who earned the most money will become the only owner of the mine. Following along the same lines as its predecessor, Ouro de Tolo, Quartz is fast and tense game of push-your-luck and risk management in which the players, acting as dwarven miners, try to secure the best crystals for themselves while keeping their "colleagues" at bay. Each turn a player has three choices: Extract a crystal, i.e., pull a crystal from the bag.? Play a card that brings him advantages or causes problems for opponents. Leave the mine for that workday and cash in sets of crystals collected that day. Some of the main differences to the previous game are that now theres is only five rounds, you have more strategic actions and every card is worth victory points at the end of the game, it's possible to save up crystals from one round to the other, whenever two unstable crystal explodes you get experience tokens that will save you later, and a set collection that can double or sum more cash each round. What do you say? Will you accept this challenge?

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Credits

Designers

2
Sérgio Halaban André Zatz

Artists

1
Luis Francisco

Publishers

1
Passport Game Studios