Twirl is the second robo-buddy you will meet in Quirky Circuits. Dedicated to its craft, Twirl cares about the plants and animals in its care. Planting seeds and feeding animals is how it merrily spends its days, and Twirl has no complaints.
Players will program Twirl to deliver seed packets to the corresponding sections of the garden, and feed animals the yummy apples that Twirl has cultivated. A pick up and drop card is introduced in these scenarios, which unlike previous cards, players will know exactly when these cards are played due to the star on their backs.
Dropping an object in the wrong space can cause chaos, especially when ants are present. Objects dropped on ant trails have the potential to move towards the anthill every round thanks to Twirl’s quirk cards. Once something goes into the anthill there’s no getting it back, which means bye-bye to winning! Players will need to account for this movement while trying to pick up tokens off the backs of ants.
Playing with Twirl means being aware of its special movements. It can only ever hold one object at a time, so don’t even think about trying to stack tokens. And whenever a move forward two card is played, Twirl gains momentum and will move an extra space the NEXT time a movement card is placed. Twirl's momentum ends if it runs into a barrier or wall. Watch out! Any time Twirl hits a barrier it also loses one battery life. If Twirl ever runs out of battery, the game is over!
Scenarios with Twirl can be found on pages 12-21 of the scenario book. And like all of our robot scenarios, they increase in difficulty. Once you have mastered Twirl’s greenhouse section you can try your hand at the special scenarios located at end of the book. Help Twirl as it navigates the Riddle River!
Check back next week to learn about Rover, a robo-dog with a degree in archaeology! And don't forget to pre-order your copy today!