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# Prime Climb Game Rules

Welcome to the Prime Climb Game Rules! I’m here to guide you through the basics of playing this exciting math game.

Prime Climb is all about numbers. The goal is to reach the center of the game board, moving with the roll of the dice. But it’s not just any number you’re after – you want to land on prime numbers and make your way to the number 101.

To start playing, grab a friend and roll two dice. That will give you two numbers to work with. Then, choose whether to add, subtract, multiply, or divide those numbers to reach a new number. You can use both of the numbers or just one – it’s up to you!

For example, let’s say you roll a 3 and a 4. You could add them together to make 7, which is a prime number. Alternatively, you could divide 3 by 4 to get 0.75, or multiply them for a total of 12. The choice is yours.

But that’s not all. Each number on the game board has its own special ability. Some numbers let you zip ahead or slide backward, so you’ll need to strategize your moves to navigate these challenges. Plus, landing on a prime number allows you to draw a Prime Card, which can throw an unexpected twist into the game.

As you make your way closer to 101, you’ll want to keep an eye on your opponents. In Prime Climb, you have the power to bump your opponent’s pawns back to the start, creating excitement and friendly competition.

The game goes on until someone reaches the center space with the number 101. That player is the winner and can proudly claim victory in the world of Prime Climb!

So gather your friends, roll the dice, and let the mathematical journey begin. Prime Climb is not just a game – it’s a thrilling adventure that combines strategy and mathematics in a way that will keep you entertained for hours. Get ready to explore the world of prime numbers like never before!

- You’ll need a Prime Climb board
- A Multiplication Table
- 24 Prime Cards
- Eight pawns
- Two 10-sided dice
- 4 blank Prime Cards
- A Rulebook

## Let’s Get Started

First, lay out the Prime Climb board. Then, shuffle the 24 Prime Cards. Next, place two pawns on the Start space for each player. Finally, roll the dice to decide who will go first. And just like that, you’re ready to begin!

## What’s the Point?

See that big red circle in the middle of the spiral? That’s the 101 circle. The objective of Prime Climb is to get both of your pawns to land exactly on the number 101.

## Playing the Game

I’m going to tell you all about the exciting game called “101 Circle.” It’s a game for two or more players. The goal of the game is to be the first player to get both of your pawns to land exactly on the 101 circle. But there’s one important rule: you can’t move your pawn past 101.

## How to Play

Here’s how the game works. Each player starts with both of their pawns at the Start circle, and this circle is worth 0 points. It’s like the starting line for a race.

A turn in the game has four phases: Roll, Move, Bump, and Draw.

In the Roll phase, you’ll need a die to determine how many spaces to move your pawn. The die has numbers from 1 to 6, so you might roll a 3, for example. This tells you that you can move your pawn three spaces forward.

During the Move phase, you’ll take the number you rolled and move one of your pawns that many spaces forward. You can choose which pawn to move.

Next is the Bump phase. If you land on a space where another player’s pawn is already standing, you can “bump” their pawn back to the Start circle. This means they have to start over from the beginning. But be careful, because other players can also bump your pawns!

Finally, in the Draw phase, if you landed on a special space marked with a card symbol, you have to draw a card from the deck. The card will have instructions on what to do next, like moving your pawn extra spaces or skipping a turn.

Now, it’s time to start playing the game and try to get your pawns to land on the 101 circle before anyone else does. Good luck!

### 1. Roll

Let’s roll the dice! The numbers you roll will determine how far you can move your pawns. Each number can only be used once, so if you roll a 3 and a 5, you can move one pawn 3 spaces and another pawn 5 spaces. Remember, you can’t use any other numbers, only the ones you rolled.

If you happen to roll doubles, where both dice show the same number, you can use that number four times instead of just twice. And don’t worry about the “0” on the dice – it actually stands for “10”. Use all your rolls wisely!

### 2. Move

During your Move Phase, you get to apply some math to move your pawns. Take the number your pawn is currently on and either add, subtract, multiply, or divide it by one of the numbers you rolled. Then, send that pawn to the new resulting number on the board.

Remember, you have to use both of the numbers you rolled, one at a time. And if you have any Keeper cards, you can play them before, between, or after using your dice rolls. Your pawns can even land on spaces that are already occupied by other pawns. So think strategically and make your moves count!

In the game of chess, pawns are limited in where they can move. They can only move to spaces that are on the board, which means they can’t move to negative numbers, non-whole numbers, or numbers greater than 101.

Let me give you an example to make it clearer. Imagine you have a pawn on space number 14, and you roll a 3 and a 9 on the dice. If you want, you can subtract 3 from 14 to get 11, and then multiply 11 by 9 to move to space number 99. Remember, though, that you have to apply each die one at a time. So, you can’t multiply 3 times 9 and use 27 as your move.

### 3. Bump

If I end my turn with one of my pawns on the same space as another pawn, that pawn gets sent back to the Start. I can’t choose not to bump.

**Note:** I can bump my own pawns.

**Note:** I only bump a pawn when I end my turn on an occupied space, not when I pass through one.

*Example:* Let’s say I have a pawn on space 31. My opponents have pawns on spaces 33 and 37. I roll a 2 and a 4, so I move my pawn from 31 to 33 by adding 2, and then from 33 to 37 by adding 4.

I bump the pawn on 37 back to Start. I don’t bump the pawn on 33 back to Start because I didn’t end my turn on that space.

### 4. Draw

I draw a Prime Card once I finish my Move and Bump Phases if:

- One of my pawns needs to be on a red space, which is a prime number greater than 10, and
- That pawn can’t start its turn on that space.

You can only draw one card per turn, even if both of your pawns end up on red spaces. I won’t be able to trade cards with anyone! There are two types of cards in the game: Keeper Cards and Action Cards.

## Keeper Cards

If I draw a Keeper Card, I can keep it for a later turn. I’ll have to place it face up. During my Move phase, I can play as many Keeper cards as I want. But remember, I can’t play a Keeper Card on the same turn that I draw it.

## Action Cards

When I play a card that doesn’t say Keeper on it, that’s called an Action Card. So when I pick up an Action Card, I have to right away do what the card tells me to do.

If the Action Card says I have to move one of my pawns, I have to pick the pawn that landed on the red space. But if both of my pawns moved to red spaces on that turn, I can choose which pawn I want to move.

If the Action Card moves my pawn to a space where there’s already another pawn, I have to bump that pawn all the way back to the Start position. But if the Action Card moves my pawn to a new red space, I don’t get to draw another Prime Card. Sometimes, an Action Card won’t do anything at all.

When you play a card, you need to discard it. If you use up all your cards, just shuffle the discarded ones and keep drawing.

## Understanding The Colors

The Prime Climb board uses colors to make it easy to do multiplication and division. Each time you multiply, the colors of the two numbers you’re multiplying get mixed together.

For example, let’s say you have a pawn on 14 and you roll a 3. You want to multiply 14 by 3, but you’re not sure what the answer is. The colors on the board will give you a hint.

Look closely – 14 is orange and purple, and 3 is green. That means when you multiply 14 by 3, the product will be orange, purple, and green. The only space on the board with those colors is 42, which is the answer to 14 times 3.

When it comes to division, you can use colors to make it easier. Let’s say I want to divide 84 by 4. All I have to do is take away the colors of the smaller number from the bigger number. In this case, I need to take away the two oranges in 4 from the colors in 84.

So, I’m looking for a number that has the colors purple and green. And guess what? 21 has exactly those colors! So, 84 divided by 4 is 21.

Even if you’re still learning arithmetic, you can use the colors to check your math or even do the work for you! That means you can start playing Prime Climb now, no matter how much math you know. The colors will always be there to help you. And as you learn more math, you’ll discover that even more is possible in Prime Climb!

## The End of the Game

Once one of your pawns reaches the circle with the number 101 exactly, it’s time to take it off the board. Remember, you can’t move to a number beyond 101 or “bounce off” from it.

If you want to move a pawn to square 98 and you roll a 7, you can’t just add 7 to your current square because it would make you go over 101. You also can’t move forward 3 and then back 4 to end up on square 97. The only options you have are to subtract 7 and end up on square 91 or divide 7 and end up on square 14.

Once one of your pawns reaches square 101, all dice rolls and Keeper cards must be applied to your remaining pawn. You win the game immediately if you can use a dice roll or Keeper card to land your second pawn on square 101. You don’t have to use both dice rolls on your winning move.

Keep in mind that you don’t draw a Prime Card when you land on square 101.

Here are a couple of examples:

– You can add 3 to move your pawn from square 4 to square 7, then multiply by 9 to move your pawn from square 7 to square 63.

– You can multiply by 3 to move your pawn from square 26 to square 78, then add 9 to move it from square 78 to square 87.

- To move one pawn from space 4 to space 13, I add 9. Then I multiply by 3 to move the other pawn from space 26 to space 78. Since space 13 is all red, I will draw a Prime Card.
- I cannot add 3 and 9 together to use a total of 12. I also cannot multiply 3 and 9 together to use a total of 27. I have to apply each number on the dice one by one.
- I cannot add 9 to 26 to make 35, and then multiply 35 by 3, because that would take me to space 105, which is off the board. I must always stay on the board, not just at the end of my turn.
- To move forward, I add 2 (80), divide by 2 (40), add 2 (42), and add 2 (44). Even if I pass through a space where an opponent has a pawn, I do not bump it back to start, as long as I don’t end my move on that space (in this case, space 42).
- To start my turn, I’ll add 2 (80) to my current number, which is 80. This gives me a sum of 82.
- Next, I’ll add another 2 (82) to my current number, which is now 82. This brings me to a total of 84.
- Then, I’ll divide my current number, which is 84, by 2 (42). This calculation leaves me with a final number of 42.
- As a result of reaching 42, my opponent will be sent back to the starting point.
- I’ll begin by dividing my current number, which is 39, by 2. This computation yields a result of 19.5, but since the game only allows whole numbers, I’ll round it down to 19.
- Next, I’ll add 2 (41) to my current number, which is now 19. This brings me to a total of 43.
- After that, I’ll add another 2 (43) to my current number, which is now 43. This gives me a sum of 45.
- Then, I’ll subtract 2 (41) from my current number, which is currently 45. This leaves me with a final number of 41.
- As a result of reaching 41, I get to draw a Prime Card.
- First, I’ll divide my current number, which is 32, by 2. This calculation gives me a result of 16.
- Then, I’ll subtract 3 from my current number, which is now 16. This leaves me with a total of 13.
- Since 13 is completely red, I get to draw a Prime Card.
- To start, I’ll divide my current number, which is 32, by 2. This computation gives me a result of 16.
- Next, I’ll multiply my current number, which is now 16, by 3. This brings me to a total of 48.
- By reaching 96, I get closer to 101 than with any other option, thanks to the division.