Your loss. Don't believe the hate. I was completely new to this game before getting the app, and I've had no problems learning it after two games and about that many minutes looking at the rules. There are some bugs with the initial release, but they have already submitted an update to Apple that addresses them. This is a great, fun, pretty light card/dice (primarily dice) game that can be enjoyed in short bursts, since games don't take that long (against the AI, of course MP asynch will take longer).
I guess it is. Can only hope for an XMas sale, perhaps... too many other tempting releases to choose from
Good game, no bugs so far. Ok, the AI is just for starters at the moment, but pass and play and GC Multiplayer is good fun. Will get the expansions for sure.
I love the game. I've never played the real dice version but had heard enough about it to look forward to this. I really think the tutorial needs to be beefed up though, or at least have the manual available in the game. I had absolutely no idea what was going on until I found the PDF version. I have found a couple of bugs, sometimes when I go to cull dice, the box in the. Idle of the screen where the culled dice go and the confirm button disappear. All it takes is to go back to the main menu and then return to my game and it's there. Definitely not a game breaker.
While I see they are committed to working the bugs out and are already at work bringing out the expansions, it sure would mean a lot to me if they continue to work on the AI. Otherwise thanks for a great port!
While they certainly pick up interesting indie stuff now and then, I find Pocketgamer's reviews often only so-so. If you want to know about boardgame apps, go to Boardgamegeek's iOS pages.
Update is out! What's New in Version 1.0.1 The issue with capturing all Quarry dice for zero Quiddity after using the Strong Devotee of the Holy Query's burst ability has been resolved (only get one die for free as stated on card). Corrected the behavior of the Victory die's Draw and Re-roll face. The Deathdealer's ability now occurs before the effect of attached Shaping Incantation spells.
Correct me if I am wrong: looks like during a multiplayer game, what my opponent does in the previous turn is not shown, correct?
I love Quarriors, have all the physical sets and promo cards for it. That said, the online play in this game is atrocious. Either they need to have live online games, or they need to modify the game to work with async play. Having the game stop until someone logs on to set their single defender that has to block, to block, is just silly. The game looks aesthetically appealing, but it is TOO faithful to the original to work async. Also, they really need to push the advanced culling rules out. The base scoring rules didn't work on release which is why advanced culling was introduced even before the first expansion. Playing this release with these rules reminds me how far the game has evolved and how much better it is now with expansions and proper mechanics than it was with the core set and system.
Quite well. Having few ways to cull basic quiddity is one of the major reasons the advanced rules work so much better. You can get rid of assistants easily enough, but you generally have those 8 basic quiddity in the bag, preventing the run away leader issue of one or two powerful dice constantly reappearing that plagued Quarriors when it was first released. This does make some creatures like the ghost that culls quiddity very powerful, but in general, the advanced rules make a lot more monsters and spells viable than the base rules and a worthwhile trade-off. The advanced rules bring Quarriors more inline with most other deck-builders in that you can't easily widdle your deck down to a point were you just draw the same 6 dice every turn. I've played Quarriors since release and through every expansion, switching to the advanced rules after Rise of the Demons. There simply is no reason to go back as the mechanics work overall better now than they did with the culling rules in the base game. Games have less abrupt endings and one-sided victories. Although certainly the expansions are all eagerly awaited, for the game really shines with at least Quarmageddon, even with just the base set players are really missing out not having access to the rules the designers themselves admitted were initially used during development of the game and since release have been included in the new rulebooks due to player demand.
Fair enough, they promised the expansions and will SURELY include the advanced culling once the first of these hit.
My understanding is that Quarmaggedon will be the first, skipping Rise of the Demons. The advanced rules were officially introduced in Quarmaggedon, so that may well be the reason. Regardless though, the online play needs tweaking. For instance, if I have no spells or creatures with abilities, why does the game need to stop until I log in to determine that my one assistant will block an attack? There is no decision there as per the rules I have choice. Things like that which should be done automatically have turned the async play into a grind simply getting past the first few rolls in a 4 player game. Really there are few situations were a player actually needs to be present on another players turn to decide how something plays out, certainly that could be factored in for a smoother online experience.
So a bit of possibly good news: I posted Icarus's FB a while back complaining about the lack of communication and patching and they just responded today saying there will be an announcement Monday. My guess is it's likely the first expansion, and hopefully it comes out with some badly needed tweaking for the AI.
Yeah, I resorted to playing against myself because the AI sucked so bad, and at least with myself I could implement the advanced culling rule, lol.