
- BGG rating
- 6.8
Quirks: Expansion Set #1
- 1–4 players
- 45 min
- Complexity 2.0/5
- 1981

1980
Rules assistance for Quirks
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 1 player

What would you like to know?
Answers come from the official rulebook, with the page to check.
Quirks is a board game released in 1980 for 1–4 players, 45 minutes per game, and ages 7 and up. It was designed by Bill Eberle, Jack Kittredge, Peter Olotka, and Edward Horn, Jr. and its main mechanics are Hand Management, Player Elimination, and Simultaneous Action Selection.
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.
Quirks supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Quirks is 45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Quirks for ages 7 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Quirks has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Quirks belongs to these categories: Card Game, Animals, and Prehistoric. Its main mechanics are Hand Management, Player Elimination, and Simultaneous Action Selection. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Quirks are: Bill Eberle, Jack Kittredge, Peter Olotka, and Edward Horn, Jr.. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Quirks as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.