Quirky Circuits Glossary Lexicon

By: Dennis B. B. Taylor

Quirky Circuits Glossary: The Language of the Quirky World!

Glossary: A quirky reference guide to all the funny and puzzling terms that make up the world of Quirky Circuits. Let’s dive in and uncover the secrets behind these mysterious words and phrases.

1. Robotzooka

The Robotzooka is a mind-boggling machine that shoots out quirky little robots. These robots have a mind of their own and love to go on exciting adventures. They follow the wacky arrows on the game board to find their way around, causing all sorts of unpredictable chaos along the way.

2. Wild Contraption

The Wild Contraption is a crazy contraption made up of gears, gadgets, and gizmos. It’s like a puzzle in itself, with each part fitting together to create a chain reaction of quirky actions. You never know what this contraption will do next!

3. Teleporting

Teleporting is a fantastical ability that allows you to instantly move from one location to another. With a simple command, you can transport yourself across the game board, avoiding obstacles and reaching your destination in no time. It’s like magic!

4. Goofy Gizmos

Goofy Gizmos are whimsical gadgets that add an extra layer of quirkiness to the game. From unpredictable wind-up toys to dancing robots, these gizmos can make your adventure even more exciting (and a bit more challenging!).

5. Loopy Locomotion

Loopy Locomotion is the art of moving in a loop-de-loop pattern. You can program your robot to traverse in loops, creating a mesmerizing motion that adds a touch of whimsy to your adventure. Watch as your robot goes round and round!

So, there you have it – a glimpse into the peculiar world of Quirky Circuits. Remember, when playing this game, expect the unexpected, embrace the quirkiness, and get ready for a wild and wacky adventure!

Hey there! I want to tell you all about the different cards in Quirky Circuits and how they work. They use icons and visual examples to make the game easier to understand. Let me break it down for you:

Most directions depend on the way the robot is facing just before the card is used.

#image.jpgForward One

When you play this card, the robot moves forward one space.

#image.jpgForward Two

This card makes the robot move forward two spaces!

#image.jpgForward Three

Move the robot forward three spaces by playing this card.

#image.jpgBackward One

When you use this card, the robot moves backward one space.

#image.jpgRotate Left

If I want the robot to turn to the left, I can use the “Rotate Left” command. This command will make the robot rotate counterclockwise by 90 degrees.

#image.jpgRotate Right

If I want the robot to turn to the right, I can use the “Rotate Right” command. This command will make the robot rotate clockwise by 90 degrees.

#image.jpgTurn Around

If I want the robot to turn around completely, I can use the “Turn Around” command. This command will make the robot rotate by 180 degrees.

#image.jpgShift Left

If I want the robot to move to the left without changing its facing, I can use the “Shift Left” command. This command will move the robot one space to its left while keeping its current direction.

#image.jpgShift Right

If I want the robot to move to the right without changing its facing, I can use the “Shift Right” command. This command will move the robot one space to its right while keeping its current direction.

#image.jpgConveyor One

The “Conveyor One” command is used to move the robot one space forward in the direction it’s currently facing. This command will make the robot move ahead without changing its facing.

You know, sometimes you gotta shake things up a bit! If you see a blue arrow on the floor, move everything on that space in the direction the arrow is pointing. Easy peasy!

#image.jpgConveyor Two

Here’s a fun twist! When you come across a space with a blue arrow, move everything on that space in the arrow’s direction not just once, but twice! Keep the action going!

#image.jpgMove North

Now, let’s talk about moving North. To do this, keep your robot’s current facing and move it one space up. Easy-breezy! By the way, don’t forget, North is determined by the little compass printed at the upper right of the scenario map.

#image.jpgRotate North

Alright, let’s mix it up again! Rotate that robot of yours so it’s facing North. Just turn it around until it’s pointing the right way. Remember, the little compass at the upper right of the scenario map will show you which way is North. Happy rotating!

#image.jpgJump Two

When I want to move the robot forward, I can perform a Jump Two. This move allows the robot to jump two spaces ahead.

#image.jpgJump Three

If I need the robot to move even further, I can use the Jump Three move. This allows the robot to jump three spaces forward.

What’s great about using a Jumping robot is that it can ignore any obstacles or inclines in its way. It can effortlessly move past them. However, if the robot encounters a barrier or tries to land on top of an obstacle during its jump, it will collide with the obstruction and come to a stop at the last valid space it occupied.

#image.jpgSwap

When I need to swap objects in Lefty’s hands, I can perform the Swap move. This allows me to move any object in Lefty’s right hand to his left hand, while simultaneously moving any object in his left hand to his right hand.

#image.jpgMove Token One

If you want to move a token, you can use the “Move” action to make it get closer to the target. The token will always take the shortest possible path, even if that involves moving diagonally.

#image.jpgMove Token Two

If you need to move the token two spaces towards a target, you can use the “Move Token Two” action. Just like with the regular “Move” action, the token will always take the shortest possible path, including diagonals.

#image.jpgPick Up/Drop

Picking up and dropping objects differs depending on the robot you are using. Each robot has its own way of interacting with objects.

Twirl’s Pick Up/Drop

When you play the Twirl card, the following happens:

  • If Twirl is in the same space as an object and she isn’t already holding an object, she can pick up an object of her choice from that space and hold it in her hands. The object will move along with Twirl when she moves.

If Twirl is currently holding something, I’ll remove it from her hands and put it on the space next to her. But if Twirl isn’t holding anything and there’s no object on her space, this card won’t have any effect.

Now let’s talk about Rover’s pick up or drop. It’s just like Twirl’s, but Rover does it in front of him. When Rover picks up an object, he puts it in his mouth and keeps its orientation. And when he moves or rotates, the object moves and rotates with him.

And finally, Lefty’s pick up or drop. It’s similar to Twirl’s as well, but Lefty’s right hand does it on his right side, and his left hand does it two spaces away from his left side.

When I pick up or drop something, I always use both hands. I don’t have a choice to use just one hand.

Notes on Picking Up/Dropping

If I’m holding something, it means I’m holding it above a space, but not on it. If I’m holding something that covers multiple spaces, it means I’m holding it over those spaces.

If I’m holding an object, I don’t have to worry about any environmental effects. However, if I’m dropping an object, the only environmental effect I need to consider is barriers. And once I’ve dropped an object in the right place, I can’t pick it up again.

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