RulesPal
Chat
Rulebook
Chocobo's Crystal Hunt thumbnail

Chocobo's Crystal Hunt

Chocobo's Crystal Hunt Rulebook

Table of Contents

Table of Contents

  • Overview
  • Objective of the Game
  • Set Up
  • How to Win
  • How to Play
    • Start Hunting!
  • Card Types
    • A. Crystal Cards
    • B. Hunt Cards
    • C. Monster Cards

Overview

  • Players: 3 to 5 (4 players recommended)
  • Play time: 10 to 20 minutes
  • Ages: 6 to 99

Contents:

  • 43 game cards: Chocobo x14, Fat Chocobo x5, Fire Crystal x4, Water Crystal x4, Wind Crystal x4, Earth Crystal x4, Bomb x4, Ahriman x4
  • 5 player markers (4 types of Crystal and one Chocobo)
  • 5 Victory Tokens

Objective of the Game

The Crystal Hunt has begun! Send your cute Chocobos on a journey to steal your opponents' crystals... before they steal yours!

Set Up

  1. Each player takes a random Crystal Marker and then receives the corresponding Crystal card (Fire, Water, Wind or Earth).
    • 3-player game: The Earth Crystal marker is not used.
    • 5-player game: Use the Chocobo marker for the fifth player. That player doesn't receive a Crystal card.
  2. Each player also receives a Fat Chocobo card. Any spare Fat Chocobo cards are not used and removed from the game.
  3. Shuffle all the remaining cards to form a deck. Each player draws from the deck until they have 3 cards (including the Fat Chocobo and Crystal cards).
  4. The Player with the Fire Crystal marker takes the first turn.

How to Win

Players must achieve one of the following two objectives during their turn to win a round:

  • A. Collect one of each type of Crystal card (Fire, Water, Wind and Earth).
  • B. Collect 6 Crystal cards of any type.

The first player to win a total of two rounds wins the game!

How to Play

  1. Players take turns. On their turn, they first draw a card from the deck. (The very first player doesn't draw. Skip this step if there are no more cards left in the deck.)

  2. After drawing a card they may then use a Chocobo or Fat Chocobo card to "hunt" and draw a card from any other player's hand.

  3. If a player has achieved one of the two victory objectives at the end of their turn, they show their hand to the other players to win the round and get one victory token. Otherwise, the next player to the left starts their turn.

    *Once a round is over, all players hand their markers to the player on their left. As soon as someone has won 2 rounds, the game is over.

Start Hunting!

When you use a card to hunt, choose a player and draw a card of your choice from their hand without peeking! Reveal the card you took and refer to the chart below to see what happens...

Card drawnResult
Crystal CardSuccess! The Crystal card is put into your hand.
Hunt card (Chocobo/Fat Chocobo)Fail. The card drawn goes back to its owner's hand.
Monster Card (Bomb/Ahriman)Disaster! The Monster card's special effect is triggered. (See Card Types for all card details.)

If the card you used to hunt is ...

  • "Fat Chocobo": The Fat Chocobo returns to your hand regardless of the outcome of the hunt and your turn ends.
  • "Chocobo": If your Hunt is a success, the Chocobo returns to your hand and you may continue your turn. If your hunt fails, you must discard the Chocobo but may continue with your turn unless the card you drew was a Monster.

Card Types

A. Crystal Cards

There are 4 types of Crystal card: Fire, Water, Wind and Earth. Collect one of each or 6 of any type to win a round.

B. Hunt Cards

These cards let you hunt on your turn.

  • "Fat Chocobo": The Fat Chocobo is large, hefty and stable so he will always come back to your hand after being used. However, the Fat Chocobo is also very heavy and slow, meaning your turn will end whatever the outcome of your hunt is.
  • "Chocobo": Unlike the Fat Chocobo, the Chocobo is light and swift. You can carry on with your turn regardless of whether your hunt fails or succeeds but you will lose your Chocobo if you fail. It is possible to use several Chocobos in one turn. However, if the card you draw during your hunt is a Monster then your turn ends right away.

C. Monster Cards

Monster cards only come into effect when they are drawn during a hunt. Once its effect has been applied, the Monster card is discarded. The owner of the Monster card draws a card from the deck and the current player's turn ends right away.

  • "Bomb": A player who drew a Bomb chooses a card from his hand and secretly puts it at the bottom of the deck.
  • "Ahriman": A player who drew an Ahriman must reveal their whole hand to the owner of the Ahriman.