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Crowns

by George F. Rice
"He who dies with the most toys wins."

Ever wanted to play a game where money was a means but not an end? Where in the end, wealth was worthless and the good you did during the game was what counted?

Welcome to Crowns...

Players: 3 or more

Object: As in life, the amount of money gained does not matter. Rather, the crowns earned through application of the Core Competencies determine success.

Equipment:

  • One deck of Core Competency cards for each 2 players (rounded down)
  • $1.00 in small change per player
  • One die
  • One set of Event cards

Assembly and Setup:

COMPZ Cards are available from Pantego Bible Church. If you are unable to acquire a set, or just like to make your own, you can download this Adobe Portable Document Format file and print your own using laser-perforated business cards available from your local business supply store.

Place the cash in the center of the playing surface. Shuffle and place the Core Competency cards face down to one side of the cash. Spread the Event cards face up on the other side of the cash, so that the cost and event of each are clearly visible to all players. Each player rolls the die - high roll goes first.

Rules of the Game:

Play

Immediately upon receipt of the die, the receiving player must cease speaking or communicating with other players. He or she immediately rolls the die and removes that many cents from the cash pile (1˘ to 6˘) and adds it to his or her available cash. The player may then purchase one or more event cards, which may be played immediately or on any later turn. Finally, the player passes the die to the left.

Negotiation

When not in possession of the die, a player may speak to others for purposes of arranging deals. A deal may involve trading Core Competency cards, Event cards, and / or cash. Any deal is legal as long as all participating players freely agree, however, each participant must honor the terms of the deal. In the event of a disagreement, a time out is announced (all dealing must stop) and the non-participants will act as arbiters to determine a fair resolution.

Ending the Game

The game concludes at the end of the player’s turn in which the final Core Competency card is drawn. When that player passes the die, all negotiation must end. Any deals that included provisions for the end of the game must then be completed. Finally, each player should determine the number of crowns earned.

The Value of Crowns

As in life, the amount of money gained does not matter. Rather, the crowns earned through application of the Core Competencies determine success.

For each Core Competency card held by a player, that player receives 1 crown.

In addition, a set of five Core Competency cards that complete a set (such as "Beliefs about God" or "Virtues regarding Neighbors") is worth an additional 10 crowns.

In addition, a set of ten Core Competency cards that complete a set (such as all Beliefs, all Practices, or all Virtues), is worth an additional 25 crowns.

In addition, a set of fifteen Core Competency cards that complete a set (such as all cards related to God, or all cards related to Neighbors) is worth an additional 100 crowns.

Winning the Game

The player with the greatest number of crowns is the winner.

Event Cards

Event: For each "1" rolled, receive 5˘ from the cash pile.

Cost: 10˘

Event: For each "6" rolled, receive 5˘ from the cash pile.

Cost: 10˘

Event: Roll two dice instead of one for cash each turn, for the remainder of the game.

Cost: 10˘

Event: When rolling a single die for cash each turn, double the result, for the remainder of the game.

Cost: 10˘

Event: Draw two Event cards from one player, or one Event card each from two players. Then discard this Event card.

Cost: 10˘

Event: Draw two Event cards from one player, or one Event card each from two players. Then discard this Event card.

Cost: 10˘

Event: The first time a one is rolled, receive one additional Core Competency card from the draw pile. Then discard this Event card.

Cost: 15˘

Event: Trade a Core Competency card of your choice from your hand for two drawn at random from any player’s hand you choose. Then discard this Event card.

Cost: 18˘

Event: Retrieve one discarded Event card. Then discard this Event card.

Cost: 18˘

Event: Draw an extra Core Competency card from the deck, then discard this Event card.

Cost: 18˘

Event: Draw two additional Core Competency cards from the discard pile. Then discard this Event card.

Cost: 20˘

Event: Draw a Core Competency card at random from any one player you select. Then discard this Event card.

Cost: 20˘

Event: Draw two Core Competency cards instead of one each turn for the remainder of the game.

Cost: 35˘

Event: Look through the remaining Core Competency cards in the draw pile, and select one for your hand. Then shuffle the draw pile, and discard this Event card.

Cost: 40˘

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