To begin, place the starting square card on the table with the black back. Give each player 5 crystals each to start. Now place a bomb on the square from the bag and any color mini Meeple. The players between them may choose who draws the bomb and who picks the mini Meeple color. If any quarrel arises, remember, there are dice to randomly determine who can place things on the starting square card. Now each player draws 3 mint tin cards. The mint tin cards are placed in front of the players face down and the face only shown to the other players if used. For 1 crystal paid to the card holder each player may take 1 card per the card sale to be used at any time in the game if the current player chooses to sell cards instead of placing a square card. Once mint tin cards are purchased, play goes to the next player once drawing the number of cards to retain 3 cards. Each player must have 3 cards to sell at a time and may only hold 2 purchased cards at a time. Once purchased cards are used, the cards are shuffled back into the deck. The cards are as follows: get an extra mini Meeple on your turn, earn 2 crystals for free, get an extra bomb to place, place an extra square card without passing turns, cause the playing player to lose a turn, stop a dice roll of the playing player causing the playing player's turn to end. Play begins with the youngest player and continues clockwise. Player either sells mint tin cards or draws a face down square card. Square card may be placed next to any other square card of the same amount of sections or less. For this reason the starting square card is 6 sections so the next square card will be able to be placed. Should the square card not be able to be placed then the square card is kept and play goes to the next player. If the square card can be placed on this player's next turn then place it. If not, draw a new square card, place if possible or hold it u until the next turn. Cost of placing a square card that is not lesser or the same value is 1 crystal for every adjacent card not greater in sections. If a square card cannot be placed or bought or the player refuses to pay to place a card, then the turn is done. If no square cards are left, skip this step and play until a player wins the game. Crystals are earned in several ways. Once a square card is filled with Meeples that many crystals is earned. Another way crystals are earned is by destroying another square card and earning the number of crystals as Meeples on the destroyed square card. Crystals can be earned by changing a battle. More will be said on that later. Crystals may also be earned by using an earn 2 crystals card or selling cards. If on the turn a square card is placed, then draw a bomb from the bag without looking and place it on the middle section of any square card currently without a bomb. If no square card is without a bomb then skip this step. Bombs may attack any color opposite bomb equipped square card once the attacking square card is filled with mini Meeples, given the consequence of the dice roll. Red and green bombs may attack each other. Blue and orange bombs may attack each other. Yellow and purple bombs may attack each other. We'll get to the dice roll in a moment. Now the player draws a Meeple. If all mini Meeples are in use, skip the Meeple draw step. Once a square card has a mini Meeple on it only that color of mini Meeple may be placed on the remaining sections of that square card. One extra Meeple can be bought for 1 crystal only if it will completely fill the square card on that turn. Next the player rolls the red, blue and yellow dice if there is a bomb of the opposite color on any other square card than the currently placed bomb and if the attacking square card is completely filled with Meeples. If not, only roll the yellow die if the player chooses. A Meeple must be placed every turn if possible. Dice rolling may be skipped, but if an attack can be made then all dice must be rolled and an attack must happen unless the player decides to skip the dice roll and place a second square card or switch one bomb with another bomb either on another card or one from the bag. The player may not use a redo on the bomb switch upon skipping dice. The second square card placement receives no bomb or Meeple, but this card can be used in following turns. Once the second square card is placed or a bomb is switched with another bomb, play goes to the next player. The red die determines the power of the square card the player is choosing as the attacker if that square card is filled. The blue die determines the strength of the bomb in reach. For instance, a 6 on the blue die means the bomb can reach up to or lesser than 6 square cards away, either up and down, left and right or any curve that is not diagonal, such as L shapes and other crooked paths. The yellow die determines the distance the player may move any number of Meeples from any 1 square card to any other square cards, whether filled or not, of equal or lesser value than the roll, provided at least 1 Meeple is left behind on the square card starting point, the Meeple color is the same on the moved to card or blank on the moved to square cards and the player wants to move Meeples. Meeples may be moved to any number of accessible square cards as long as at least 1 Meeple stays behind on the moved from square card. If the distance die completes 1 small square card, stop moving Meeples and roll every dice again except yellow if and only if an attack is possible through an opposite colored bomb somewhere within reach. Attacked square cards do not have to be completely filled, but do determine the amount of crystals earned. Before the attacker rolls the green toughness die the opponents bet in crystals from 1 to 6 if available to them what the result on the green die will be. Opponents cannot bet more than crystals in their hold. Betting is mandatory unless all opponents have no crystals, then the result on the green die is what goes against the red die. Opponents without crystals cannot bet. The furthest guess from the green die roll wins 2 crystals from the bank. The actual result is the difference between the furthest guess and the actual roll. In a 3 player game scenario if the roll on the green die is 1 and one opponent guesses 5 and another opponent guesses 6, then 6 wins 2 crystals and the toughness value is 6 minus 1, or 5. If 5 beats the power roll on the red die, then the battle is lost and play goes to the next player, but if the toughness on the green die mitigated by the bet is less than the power roll on the red die, then the battle is won, the attacker wins their earnings and the furthest guesser wins an additional crystal from the bank. There is one way to challenge a win. The next person clockwise from the current player may forfeit 1 crystal to the bank and pay 1 crystal to the current player to draw a Meeple. The Meeple drawing opponent must have at least 7 crystals to challenge the current attack, the 2 for buying in and 5 more in case of the greatest loss in this challenge. If the Meeple drawn is green, then the battle is lost automatically and the turn goes to the next player, which is the player who drew the Meeple. If the Meeple is blue, then the battle is still lost, but the player who drew the Meeple sacrifices 5 crystals to the bank. If the Meeple is red, the battle is won, nothing else happens and the attacker collects their proper earnings. If the Meeple is yellow, the battle is won, the attacker collects their proper earnings and the player who pulled the Meeple earns 3 crystals from the bank and gets to place an additional Meeple of their choice of color on their next turn, after their first Meeple is placed, which occurs as soon as the present attacker collects their earnings. The challenging Meeple draw gets returned to the bag after reveal. One Meeple redraw for placement on the square card at the beginning of a turn or one bomb redraw can be made per turn for 1 crystal in either case. One to three dice can be rerolled per turn for 1 crystal each. The green die cannot be rerolled under any circumstances. Only 1 do over can be made per turn of either 1 Meeple redraw, 1 bomb redraw or any number of dice rerolls for 1 to 3 crystals. There are also landmines that can be bought on a turn and used to blockade an area of a square card. These are the black gems. The cost for a landmine is 2 crystals. To remove a landmine costs 3 crystals to the bank or 1 skip of Meeple drawing on the following turn or any turn after placement along with 1 further Meeple removed and put back in the bag from the square card containing the landmine. Anyone can remove a landmine, even the person who placed it. Once a landmine is used, it is removed for the duration of the game. Only one landmine may be purchased per turn. On any turn an airplane may purchased for 5 crystals, but cannot be used on the turn it is purchased. The airplane allows a player to bypass the value of the yellow die roll and transport Meeples to any blank square card or square card with the same color of Meeples as long as at least 1 Meeple remains behind. The first time an airplane is used, the purchase cost is enough to use it. Each time after, the fuel cost is 1 crystal per Meeple transported. The same rules apply to the airplane as applied to the yellow die, meaning once a square card is filled to capacity, no more Meeples can be moved. On the turn, a lookout tower may be purchased and placed on the bomb for 2 crystals to prevent a landmine from being placed on the card with the tower. Any player can purchase all the available lookout towers available, but only 1 can be used on each card and only 1 tower can be purchased per turn. When an attack is successful, both the attacking card and the attacker card are cleared of all contents. Landmines cannot be reused. All other contents can be reused. The play now goes to the next player. You'll also notice the squares are 6 different colors. For each attacked square, earn that color of token. Collect 4 different colors of tokens for a 10 crystal bonus. In addition to the bonus, once 4 different tokens are collected, place a token on the same color square card that is uninhabited from the 4 different colors of tokens in your set to signify that this square is filled with Meeples and a bomb of that same color. Once a card has a token on it, leave that card to only be used in following turns, but not the turn when the token was placed. Token placement ends a turn once a square is placed and a token placed. All other tokens not in your 4 token set are set aside to be won by other players if those colors are won to complete their 4 color set. Once 4 tokens are collected, no more tokens than 4 can be collected by each player. It is possible to have more than 4 tokens, but as soon as 4 tokens are different colors, the player must stop collecting tokens after choosing the 4 to use in placement. Beware though, if a card with a token is attacked by players without 4 tokens in a set, they will collect that token and win a 5 crystal bonus per every square won with a token on it in addition to the 10 crystal bonus for collecting 4 different colored tokens and the crystals won for each Meeple that would otherwise fill those card spaces. The first player to get to 75 crystals wins. Remember: Any player can attack from any filled square card as soon as that square card is filled. Players may only attack cards with tokens on them if they haven't placed any tokens yet, but can still attack from any card with a token on it without winning more than enough to fill the 4 different color token set once. The game may be played by 2 to 4 players. There are 72 square cards in the game of 12 each of the 6 different sections including the starting card with the black back in 6 different colors of 2 each per number of sections per color, 72 bombs of 12 each of the 6 different colors, 48 tokens in 6 different colors. 48 mint tin cards divided into 6 types of 8 cards each, 1 mint tin for the mint tin cards, 4 dice of 4 different colors, 4 airplanes, 4 lookout towers, 300 crystals, 252 acrylic mini Meeples divided into 63 of each of the 4 colors, 10 landmine gems, 1 medium bag for bombs, 1 large bag for mini Meeples, 1 large bag for crystals, 6 rule sheets.