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The Prysm Chrystals

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I have this in a nice MS word format, but I can't figure out how to upload it to your site. My sons and I made this game up and enjoy playing it. Took me about 2 hours to create the game -- the hardest part was creating all the hex tiles -- BIG job. Anyone know where I can buy some pre-fab thick cardboard hex tiles?

Anyways here's the game. Sorry if this is wrong place to post games. I couldn't find the right place.

The Prism Crystals
Ages 5 and up. 2 – 4 players.

This is a cooperative game where players work together to a common goal. Each player moves their pawn around the board defeating monsters and collecting treasures. Once the players between them are carrying all six crystals, the game is over.

4 pawns
1 dice
23 red monster pieces (including 2 horses) ranging in strength from a skeleton (+0 attack bonus, [2] armour) to a dragon (+4 attack bonus, [6] armour).
23 orange treasure pieces:
2 helms
2 shields
2 breastplates
2 boots
3 +1 swords
1 +2 fire sword
1 +3 thunder sword
4 treasure chests
6 crystals: red, yellow, blue, orange, green, purple
61 hexagonal tiles:
27 yellow “field” tiles (6 marked with a red “X”, 1 marked with blue house)
20 green “forest” tiles (9 marked with a red “X”)
14 white “mountain” tiles (8 marked with a red “X”).
4 paper dolls with 9 treasure slots:
4 miscellaneous slots at bottom

Place the yellow tile marked with the blue house in the middle of the table. Shuffle the rest of the tiles. Then place 4 random tiles to the north of the house, and 4 random tiles to the south. You should now have a line of 9 tiles with adjacent edges touching. Fill in rows of eight random tiles to either side of this line. Then place rows of 7, 6, and 5 respectively. Your map should now look like a large hexagon with 5 tiles along each edge.

Now shuffle the orange treasure pieces, and place one face down on each red square. Then shuffle the red treasure pieces and place one face down on top of each orange treasure piece.

Each player should take an empty paper doll and place it in front of them and place their pawn in the middle.

Each turn consists of four phases:
1) Movement.
Each player can spend 3 movement points (unless they have a horse, in which case they can spend 6 movement points). It costs 1 movement point to enter a field tile, 2 points to enter a forest tile, and 3 points to enter a mountain tile. If you enter a tile with a monster in it, flip the monster face-up, your movement ends for the turn and you must battle. If the monster is a horse, then you have the option of either leaving the horse face up on the tile or placing it onto one of your four miscellaneous slots on your paper doll. If you have no room, then you may optionally discard one item from the miscellaneous slots and it is removed from the game (except for crystals – see below). You may “carry” two horses if you want (e.g. to bring one to a friend).
2) Fighting.
When your pawn is in the same tile as a monster, then you must battle the monster. You start the battle by attacking. Then the monster attacks you. Attacks keep alternating between you and the monster until one of you is defeated. To attack, roll the dice. If you have a magic sword on your paper doll, then add the attack bonus for that sword. If the total amount is equal to or greater than the armour of the monster, then you defeat the monster and the monster is eliminated from the game. If you roll a “1” you always miss, and if you roll a “6” you always win. When the monster attacks you, have a game-mate roll the dice for the monster. Add the dice value to the monsters attack bonus. If that value is equal to or greater than your armour, then it defeats you. Your base armour is 3. For each piece of armour you are wearing, add 1. Thus your armour will range from 3 to 7. If you are defeated, then you must give up one orange treasure piece from your paper doll and move your pawn back to the “hospital” (blue house) to heal. The treasure piece is placed face up beneath the monster. If you have no orange treasure pieces on your paper-doll, then you don’t need to give anything up. Note that swords, armour, crystals, and treasure chests are all considered treasure pieces. A horse is not considered to be a treasure piece. If you are defeated by the monster, leave the monster face up.
3) Collecting treasure.
If you defeat the monster, remove it from the board, and turn the orange treasure beneath it face-up. You can choose to either place the treasure on your paper-doll or discard it from the game. Note if you’re carrying something you don’t want, you can discard it to make room for the new treasure you just acquired. Note that only a sword may go in a sword slot, and the same is true for the helm, shield, breastplate, and boot slot. You may, however, carry spare swords and armour in your miscellaneous slots. Crystals may only be placed in the miscellaneous slots. If you pick up a crystal, and there is no room for it, you must drop something to make room for it. If you drop a horse, it stays there face up for someone else to find. If you drop a crystal, it moves to the nearest monster or player (with preference given to monsters over players, and face-up monsters over face-down monsters). Note that player may also be forces to drop something…
4) Trading.
If you are on the same tile as another player, you may optionally trade items with them. E.g. if you were carrying a spare shield and they didn’t have a shield, you might want to pass it to them.

The game ends when all six crystals are being carried by the paper dolls.

Joined: 12/31/1969
The Prysm Chrystals

Interesting basic game, nice and simple, seems like fun!

I see that the game is cooperative. One thing that I've found that makes cooperative games more fun over the long term (after a number of games) is some kind of goal that the players are all working toward from game to game. For example you might track the number of times characters are defeated and then have a cooperative goal of beating your previous number of defeats.

Tthis would especially work if there was an option to run from the monster, back to the blue house -- over time the player would learn how to best judge their odds of defeat or success and be able to bring the number down. If you combined this challenge with, say, trying to take the least number of rounds then the combined challenge would add a bit of strategy without comprimising the cooperative nature.

Nice job, and it's great that you all worked on this together -- what a great family pastime!

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