- FUN & EDUCATIONAL: A beautiful, colorful, mathematical board game that’s fun for kids and adults alike.
- STUDY TOOL: Color-coded board makes multiplication and division as easy as combining colors. Perfect for studying and arithmetic practice. Great for parents, teachers, and tutors.
- EASY TO LEARN: Simple rules are easy to learn so you can get to playing right away.
- Perfect for 2-4 players
- Ages 10 and up.
- Also great for younger players with adult guidance.
- Dynamic mix of strategy and luck makes Prime Climb endlessly replayable.
- SUPPORTS 3rd – 6th class and beyond Maths concepts: Prime numbers, factors, and multiples are heavily reinforced in Prime Climb.
Prime Climb – The Beautiful, Colourful, Mathematical Game.
Roll the dice and add, subtract, multiply and divide your way to the centre of the board, picking up Prime cards and bumping your opponents back to start as you go. The first to land both pawns on 101 wins the game!
Simple enough for kids (ages 10 and up), and dynamic enough for adults, this is a perfect game for families & schools, kids & adults.
Awaken your love of math, with Prime Climb!
Playing Time: 20-60 min.
gameboard, 24 Prime cards + four blank cards, multiplication table reference sheet, two 10-sided dice, eight pawns, instructions
Teach with Prime Climb: http://primeclimbgame.com/teach/
Press & reviews: http://primeclimbgame.com/reviews/
Players take turns until someone wins by landing both pawns exactly on the 101 circle. You are never allowed to move a pawn past 101. All players begin the game with both pawns at the Start circle, which counts as 0.
A turn consists of four phases: Roll, Move, Bump, and Draw.
Roll the dice. The two numbers you roll will be used, one at a time, to move your pawns. In other words, if you roll a 3 and a 5, you have a 3 and a 5 to use on your turn; you do not get to use an 8, a 15, or a 35.
In the case of doubles, you may use the number you rolled four times instead of twice. The “0” on the dice stands for “10.” You must use all your rolls.
During your Move Phase, you add, subtract, multiply, or divide the number your pawn is on by a number you rolled and send that pawn to the resulting number. You must use all of your rolled numbers, one at a time. If you have Keeper cards, you may choose to play one or more of them before, between, or after applying your dice rolls. Your pawns may land on any space on the board, including occupied spaces. Pawns may never move to a space not on the board, such as negative numbers, non-whole numbers, or numbers greater than 101.
Example. Say you have a pawn on 14, and you roll a 3 and a 9. You could, if you chose, subtract 3 from 14 to land on 11, then multiply 11 by 9 to move to 99. Note that each die is applied one at a time. You cannot multiply 3 times 9 and use 27 for your move.
For more details, see the examples further on in these rules.
If you end your Move Phase with either of your pawns on the same space as another pawn, send the pawn you landed on back to Start. Bumping is not optional.
Note: You can bump your own pawns.
Note: You bump a pawn only when you end your turn on an occupied space, not when you pass through an occupied space.
Example. You have a pawn on 31. Your opponents have pawns on 33 and 37. You roll a 2 and a 4, which you apply by adding the 2 to move from 31 to 33, and then adding the 4 to move from 33 to 37. You bump the pawn on 37 back to Start. You do not bump the pawn on 33 back to Start, since you did not end your Move Phase on 33.
You draw a Prime Card after your Move and Bump Phases are completed if
a) At least one of your pawns is on an entirely red space (i.e., a prime number greater than 10), and
b) That pawn did not begin its turn on that space.
You may draw only one card per turn, even if both your pawns end on red spaces. No card trading is allowed!
There are two types of Prime cards:
- Keeper Cards
If you draw a Keeper Card, keep that card, face up, for a future turn. You may play any number of Keeper Cards during your Move Phase. You may not play a Keeper card the turn you draw it.
- Action Cards
Any card that does not say Keeper on it is an Action Card. When you draw an Action Card, immediately perform the action the card requires. If the Action Card requires you to move your one of own pawns, you must move the pawn that landed on the red space; if both your pawns moved to red spaces that turn, you may choose the pawn the card applies to. If an Action Card takes your pawn to an occupied space on the board, bump the pawn you land on back to Start. If an Action Card takes your pawn to a new red space, do not draw another Prime Card. In some positions, Action Cards may have no effect.
- Action Cards
After you play a card, discard it. If you run out of cards, shuffle the discard pile and continue drawing as necessary.
101 and Winning the Game
When your first pawn reaches the 101 circle exactly, remove it from the board. You cannot move to a number past 101, or “bounce off” 101.
Example. You want to apply a roll of 7 to pawn on 98. You cannot roll to 101 by adding, and cannot roll forward 3 and back 4 to end at 97. The only options available are to subtract to end at 91, or divide to end at 14.
After your first pawn reaches 101, you must apply all dice rolls to your remaining pawn. You win immediately when you can apply a die roll or Keeper card to land your second pawn on 101. You do not have to use both die rolls on your winning move.
Do not draw a Prime Card when you land on 101.