FAQ

FAQ

FAQ FAQ

  • The game remains Quin in all modes. Get your Light to First Sight or capture the rival Light. Move, Flash, capture, Swap, Reinforce, Resurrect . . . Everything in the Basics applies to both modes.

    Arcade Mode is streamlined Quin, often better for new, younger or more casual players, but it's an awesome experience even for seasoned gamers.

    Third Eye is classic Quin, honed for tournament-style play, with all powers unlocked. You’ll need to pay attention and learn more rules, but the payoff is in a broader play experience.

    Every rule is in the Rulebook and on the Quin Key, but how these short rulesets interact can be very dynamic.

    Have a specific question or just want to know all the little details? Keep reading below, or reach out anytime via info@quinthegame.com or the Web Form.

  • In any mode, most turns will be just 1 action.

    In Arcade, the powers of Time and Resurrection do not end your turn. Any other single action always does. Any action can follow Time or Resurrection, but you can’t use Time twice in one turn even with a Clone - because it only rewinds the very last thing your opponent did.

    In Third Eye, the powers of Time, Resurrection and Memory do not end your turn. Any other single action always does. Any action can follow these, but you can’t move a piece that was Swapped that turn, or Swap with the same Memory twice in one turn.

  • In Arcade, any piece that flashes another will capture it, except for Memory and Reflectors. This means Memory and Reflectors can’t capture. They can still be captured, of course.

    In Third Eye, specific capture rules apply to each piece type, as noted on the Key.

    In both modes only the attacking piece’s capture rule matters. Defending pieces can never capture, except in cases of mutual annihilation.

  • Voids will mutually annihilate with any piece that flashes them, other than Light or Artificial Light, in both modes.

    In Arcade, the only piece that ever causes mutual annihilation (both pieces are captured when it is flashed) is a Void. When a piece flashes its own type in Arcade, their normal capture rules are followed like any other flash.

    In Third Eye, any piece flashing its own type will mutually annihilate (except Shadows, which swap places with each other, and Light, which captures Light and wins the game).

  • In Arcade, only Peripherals ever have access to the Horizon Line. Nothing else will ever be on it or cross it. All other types must use the Iris to cross the board.

    In Third Eye, Void Gravity, Memory Swaps, and flashes to reveal & swap places will all give other pieces access to the Horizon. Also Peripheral Slingshots enable other pieces to cross over the Horizon, skipping the Iris. From the Horizon, Memory has access to Swap across both sides of the board.

  • In Arcade, a single Memory Swap will always end your turn, and there are no limits to how many Swaps your Memory can make in a game. Also in Arcade, Memory can’t Swap to or from the Horizon or Iris.

    In Third Eye, a single Memory piece can only perform 2 Swaps in the course of the whole game. A player’s possible Swaps max at 6 then, using both a Memory Clone and Memory Resurrection. But using a Swap, or even 2 Swaps with 2 Memories, does not end your turn. You can’t move the Swapped pieces in the same turn, but any other action is legal, including ALL other powers and movements. This includes the Swapped piece’s power or another Memory piece. The same Memory piece can’t Swap twice in the same turn though.

    Also in Third Eye, Memory Swaps can happen onto or from the Horizon, but not the Iris. From the Horizon Memory has access to Swap across both sides of the board.

  • Time is a very different piece in Third Eye Mode.

    In Arcade, Time is used to rewind the last move your rival made, unless they made a capture, moved a Shadow or landed inside Ring 1. If Time is used or attempted to be used in any legal or illegal way (like against a Shadow) it is lost and removed to the rival Zero G. It can rewind flashes that did not capture (though not a Shadow flashing a Shadow). In Arcade, Time can undo Swaps, Reinforcements, or Reflections, if that is the move to be rewound.

    It will rewind a single move, not an entire turn, so you can rewind the movement of a Resurrected piece, but not the Resurrection. You can rewind the movement after an opponent’s Time power, but not their Time power itself.

    Using Time does not end your turn, but it is not possible to use Time twice in the same turn. In Arcade, Time is vulnerable to any piece that captures, and so is rarely used to Flash offensively, and is instead usually guarded or hidden.

    In Third Eye, Time is used to move a rival piece backward up to 3 spaces, toward their own Gateway, on a single Sightline. The moved piece can’t move onto, off of, or pass through the Iris or Horizon. The moved piece also can’t jump over any others. Multiple Time powers can be used on the same piece, moving it backward up to 6 spaces by using a Cloned or Resurrected Time. Or you can use a second Time against a different piece, sending two pieces back up to 3 spaces each. It can be used against a Shadow like any other piece.

    Also in Third Eye, Time is very hard to capture and so makes a great piece to move and flash with, both offensively and defensively. It's a great guardian and battering ram, though it is very slow. If Time is attacking you in Third Eye, flash and swap it with a Shadow to move it far away.

  • Peripherals are very different pieces in each mode, but are the only piece that can reach the Horizon directly in both.

    In Arcade, Peripherals capture anything they flash, including other Peripherals, Shadows and Light. They are the only pieces that will ever be on the Horizon, so use them wisely! They can only move up to 3 spaces in straight Lines, on Rings or across the Iris, never changing direction in the middle of a move. So in Arcade, a Peripheral on the Horizon can’t reach the Iris in less than 2 moves. Peripherals in Arcade cannot Slingshot.

    In Third Eye, Peripherals capture only Shadows, and mutually destruct with other Peripherals. Any other piece they flash is only revealed and their positions are swapped, even with Light (this can still be very useful!). In Third Eye, Peripherals can move diagonally (1 space on a Ring and 1 space on a line), and they have the Slingshot power. See the Rulebook for illustrations of each. Using diagonal movement, a Peripheral at Ring 1 on the Horizon can reach all six spaces of Ring 1 and both spaces of the Iris in 1 move.

  • In Arcade, Voids do not have the power of Void Gravity, and can only ever move faster than 1 space at a time if they are Swapped by Memory.

    In Third Eye, Voids have the Void Gravity Power.

    Voids will mutually annihilate with any piece that Flashes them, other than Light or Artificial Light, in both modes. Light and Artificial Light can both capture a Void in both modes, but they can both also be captured by a Void if it flashes them first. If a Void flashes another Void, they mutually annihilate in both modes.