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Prime Climb - Why-Games

Prime Climb

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There is a circle in the middle of the game board that has the number 101 on it. The goal of Prime Climb is to land both your pawns on 101 exactly.

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.

1. Roll
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.

2. Move
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.

3. Bump

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.

4. Draw

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.
Ages 10+
2-4 Players
10 Minutes to Learn
30-45 Minutes to Play


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