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Quantum
Quantum
2013 | Dice Game, Fighting, Science Fiction, Space
Fun (6 more)
Replayable
Innovative
Easy to learn
Strategic
Deep
Visually Appealing
Out Of Print (1 more)
A little too strategic for older folks
Space Battle-Yahtzee
We rented Quantum from our local card shop, and ended up playing it every day. Its out of print, so it was a stroke of astounding luck that the shop was willing to sell it to us.

Quantum plays somewhat like risk, where you advance units to positions to capture objectives. The catch is that your units are dice- higher numbers can move further, but lower numbers are better in combat, and each has a special ability.

The game revolves around placing "Quantum Cubes", which your units build on planets. Each planet has a number and an amount of slots for quantum cubes to be placed, and to build a cube your units (which are literally dice) must add up the the number on the planet they are on.

Building quantum cubes allows you to select an "advancement card", which contain either permanent upgrades to your turns and abilities, or one-time powerful bonuses. All advancement cards feel meaningful and powerful, and which ones you select determine a lot of how your game will play out. You can "build" for combat, research, mobility, and even some weird other things like being able to change one of your dice once per turn either up one number or down one (and thus changing its abilities).

The game board is configurable tiles, so the "map" can be different each time, and support a faster or slower game, or more or less players (the game only comes with pieces for 4 players, but if you had the dice it wouldn't be hard to play extra with improvised pieces).

The game pacing is really well done; if all players know what they're doing, the race to place the final cube can be intense and exciting, as each player will end up with different strengths as they implement unique strategies to win.

We love quantum and have had a blast every time we've played it- we're expecting it to become a family favorite and for our copy to end up very well loved.
  
Meg is hoping that a feature on the winter training of the new Ridge Rangers will impress her editor at Northwest Extreme. However, when she arrives high up on Mount Hood, she finds tension in the group. As she is wondering if she will even have a story, and a murder occurs. Suddenly, she wonders if she will even survive the weekend.

The problem with the book is it takes too long for the weekend to even start. The beginning was slow, and the ending dragged on too long as well. Some of the series regulars felt shoehorned into the book, but I was happy to see them since I like them, and I appreciated the advancement on the series storylines. Honestly, I do love the characters, and once the mystery got going it was pretty good. I just hope that the pacing issues are ironed out as the series progresses.

Read my full review at <a href="http://carstairsconsiders.blogspot.com/2016/01/book-review-slayed-on-slopes-by-kate.html">Carstairs Considers</a>