PLAYE RS
2-4
AG E
8+
T I ME
50mins
#7142
CONTENTS CONTENTS..................................................P1
MYSTERIOUS BEGINNINGS.......................P2 KIT CONTENTS...........................................P3
CARD USES & OVERVIEW...........................P5 MAP GUIDE..................................................P7
GAME 1 - CALL OF THE GUARDIANS.........P8
GAME 2 - ROAD TO GLORY…..….…….…...…P10
INTRODUCTORY VIDEO
KEY FEATURES Game Based STEAM Practice Through games and block assembly learn about spatial structures, gear transmissions, logical processes, interpretation of three point projection, and train eye-hand coordination and cognitive functions. Get learning! Fascinating Guardian characters inspire players to look into the history and origins of the main characters. A healthy spirit of competition encourages learners to investigate and develop language and literacy skills.
1
Except for the first player, other players may move the Gems and Guardians once. Players may choose not to move any pieces. Adjustment method: ★ Move a Gem to another place or swap the location of two Gems. ★ Move a Guardian to another area on the lawn or swap the positions of two Guardians. Place the Magic cards in the card pool and then players draw 2 Magic cards each. When Magic cards are used up, one player must re-shuffle the cards from the discard pile and the game continues. Flip over the Tribe cards and begin the game.
Gameplay The game begins with the first player. Actions that can be taken in one round: ★ Roll the dice: Move your guardian according to the corresponding number on the dice. The roll result is the number of spaces the Guardian must move. ★ Use Magic cards: Place used Magic cards in the discard area. Only one Magic card can be used per player, per round. Players can choose not to use a magic card. ★ Skip a turn and place one or two magic cards in the discard area. ★ At the end of the round, all players collect two magic cards.
Remember!
If the roll result is positive, the player must perform the corresponding number of steps according to the number on the dice. ★ Step forward ★ Change direction once (turn left or turn right) ★ If the result of the roll is negative, the player must go backward the corresponding number of steps. If the way is blocked, the Guardian does not move. Each space can only hold one Guardian, one Gem or one Obstacle. ★ Guardians collect a Gem by arriving in the space where it is located. The color of the Gem must match the Guardian. ★ Gems that are not the color of the Creator’s Guardian are considered Obstacles and they cannot be moved or passed. ★ If there are other Guardians in the way, the moving Guardian switches places with the stationary one to “jump” over it. If the game is in progress, only the player whose turn it is, may change the direction of a Guardian.
11
ROAD TO GLORY
GAME II P L AY E R S
2-4
AG E
TIME
8+ 25mins
Foreword The Creators are embarking on the Road to Glory. The winner is the one that can led the four tribes to gather the Gems! You, the Creator, must have the courage to undertake this adventure, whether you win or lose! Be brave, struggle, and overcome! The monsters are depending on you! Without the Creators, the Guardians cannot complete their task. Every Creator is important. On the road there will be many trials and tribulations, move forward boldly and with conviction!
Preparation
Magic cards × 24 Dice × 1
Gems × 4
Tribe Cards × 4
Guardians × Number of Players Map × 1
Objective Use the dice and magic cards to move the Guardians. The Guardian who gets the Gem and arrives at the temple first is the winner.
Setup Each player draws a Tribe card and must not show the other players. A roll of the dice decides the order of play for the Creators. The first player places the Gems in the Gem area any way they choose. The Guardians are on the lawn facing toward the temple. If players want to play Game II directly, they can use a Guardian with blocks of the corresponding color, or replace the guardian with a 2 × 2CM block. When the first player is ready, the second player positions their Guardian and Gem in the same way.
10
Game Rules Players assemble according to the assigned guardian cards. The assembly time granted is 15 minutes. When a player finishes their assembly project and says “Summoning Complete� (a sound effect can be used), this player becomes a Creator. The first Creator to complete a Guardian resets the timer with 10 minute countdown. At the end of the countdown time, any players who have not completed the summoning challenge must perform a forfeit. If no players have completed the assembly within 15 minutes, they must all perform a forfeit. If the Guardian assembly guide is not clear enough, players can use smart phones or tablets to access the online Smart Manual using the QR code.
Forfeit Players who have not finished the assembly in time must imitate the action and voice commands of the guardian they created. Example: Ruby Sabres Thabthim has the following commands:
Action
Sound Spin your arms around in circles and run about
Sound
Crack! Crack! Crack!
Time
5 seconds
For all other Guardian forfeits, please see the illustrations on the back of the map.
Tips
Use the peg remover if you want to disassemble your model. Use the narrow end of the peg remover to remove short pegs. Use the wide end of the peg remover to remove axles. For more assembly tips, please see the video here
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CALL OF THE GUARDIANS GAME I
P L AY E R S
2-4
AG E
TIME
8+ 25mins
Foreword
The winds are shifting, the tides are rising! The seas and oceans seem angry! Mother Earth is discontent and the sky grows dark with the ash from volcanic eruptions. In a final act of desperation, the Gems begin emit a magic glow, drawing creators to the world. Creator! Use your magical building powers to create Guardians for the Tribes. Claim the Gems and return harmony to the world!
Preparation Guardian Monster
Vehicle
Weapon
Tribe Cards Ă— 4
Use the lid to hold all your pieces together!
Game Goal Players can become a Creator by assembling the Guardian according to the card they have.
Game Settings Ask players to choose a category of Guardian, Monster, Vehicle or Weapon. Next find the Guardian cards for that category. Each player draws a Tribe card and then receives the corresponding Guardian cards (3 for each Tribe). Put unused cards back into the box. [Example: Players choose Monsters, and players choose a Tribe. Players receive the 3 Guardian cards. Everyone begins at the same time.
8
MAP GUIDE
2
1 3
4 5 6
1
Discard Area
2
Card Pool
3
Temple
4
(Dark Gray)
Gem Area
5
General Square
6
Lawn (Start)
(Light Gray)
7
MYSTERIOUS BEGINNINGS
Legends tell of a time and place both long ago and far away. Deep in the depths of the Indian Ocean there lies a small island chain that is home to four dierent monster tribes. Hidden for eons, the chain of four islands is called the Monster Islands.
The great and wise forebears of the monsters depended on each other, and understood the synergistic nature of their little island chain. They have always lived together in a friendly and happy way. Way back in the mists of time, a Glory Gem was granted to each of the islands, but the story behind where they came from became lost. Each tribe, however, instinctively understood how it was their responsibility to guarding this precious legacy and passed it from generation to generation.
Recently, dramatic changes in the weather system have begun to aect the monsters homelands. Now, each of the four tribes is required to act soon, or face disaster! The unique nature of the Tribes means they have dierent attributes, such as magical spells and Creators they can summon to protect them in their moment of need. The Creators use magical blocks to build a representative Guardian, and compete for the honor of being the savior of the Monster Island chain. The Road to Glory competition involves gathering the gems together to harness their power and perform a miracle that will protect the islands.
You thought you chose to play, but really you have been summoned as a Creator. Now go forth and show your followers that you alone are able to save the islands. Winners gather the most gems and become remembered by the tribes as a legendary warrior! Be bold, be brave, and be wise!
2
KIT CONTENTS 1
2
3
11
12
21
22
30
4
13
14
23
31
39
5
40
41
49
50
58
59
66
61
44
53
68
36
45
56
48
57
64
69
72
38
47
55
63
29
37
46
10
20
28
54
62
9
19
27
35
43
8
18
26
34
52
7
17
25
42
60
16
33
51
67
71
15
24
32
6
65
70
73
74
75
76
77
3
CHECKLIST: FIND - INSPECT - CHECK OFF NO.
Description
QTY.
Item No.
NO.
Total parts: 236/pcs
Description
QTY.
Item No.
1
C-20mm AXLE CONNECTOR
3
7413-W10-T1R
41
C-3 HOLE ROD Ⅱ
1
7026-W10-Q2G
2
C-3 HOLE ROD FRONT CLOSED
2
7026-W10-X1R
42
C-BENDED ROD
1
7061-W10-V1G2
3
C-3 HOLE ROUND ROD
1
7404-W10-C1R
43
C-U SHAPE BRACKEET
2
7422-W10-A1G1
4
C-7 HOLE ROUND ROD
2
7404-W10-C2R
44
C-TWO-IN-ONE CONVERTER
2
7061-W10-G1G1
5
C-20T GEAR
1
7026-W10-D2R
45
B-4-SIDED PYRAMID PIECE
1
7128-W10-E4G1
6
C-40T GEAR
3
7346-W10-C1R
46
C-3 HOLE ROUND ROD
2
7404-W10-C1G1
7
B-LEFT HAND
1
7128-W10-F1R
47
C-3 HOLE ROD Ⅱ
1
7026-W10-Q2G1
8
B-RIGHT HAND
1
7128-W10-F2R
48
C-3 HOLE ROD FRONT CLOSED 2
7026-W10-X1G1
9
C-FRONT CONVERTER
1
7061-W10-Y1O
49
C-5 HOLE ROD Ⅱ
2
7413-W10-K2G
10
C-1 HOLE CONNECTOR
2
7430-W10-B1O
50
C-40T GEAR
2
7346-W10-C1G
11
C-3 HOLE DUAL ROD
1
7413-W10-Y1O
51
B-6 HOLE CUBE
1
880-W10-N1G
12
C-BENDED ROD
3
7061-W10-V1O
52
B-CUBE
3
880-W10-A1G
13
B-3-SIDED PYRAMID PIECE
1
7128-W10-E3O
53
C-CAM CONNECTOR
5
7413-W10-S1P
14
B-CUBE
1
880-W10-A1O2
54
C-DUAL AXLE BODY
2
7061-W10-S3D
15
B-SHORT PEG
3
7344-W10-C2G
55
C-1 HOLE CONNECTOR
1
7430-W10-B1B
16
C-CAM CONNECTOR
2
7413-W10-S1G
56
C-3 HOLE ROD Ⅱ
1
7026-W10-Q2B
17
C-OD8x30mm TUBE
1
7400-W10-G1D
57
C-40T GEAR
1
7346-W10-C1B1
18
C-SHORT BUTTON FIXER
8
7061-W10-W1D
58
C-FRONT FORK
1
7401-W10-B1B
1
7413-W10-M1D
59
C-FRONT CONVERTER
2
7061-W10-Y1B1
C-65mm AXLEⅠ
2
7416-W10-C1D
60
B-4-SIDED PYRAMID PIECE
1
7128-W10-E4B
21
C-MOTOR AXLE
2
7026-W10-L1SK
61
C-FRONT CONVERTER
2
7061-W10-Y1B
22
C-WASHER
1
R12#3620
62
C-3 HOLE ROUND ROD
2
7404-W10-C1B1
23
B-PEG REMOVER
1
7061-W10-B1Y
63
C-7 HOLE ROUND ROD
2
7404-W10-C2B1
30
880-W10-A1B 7346-W10-C1B
19 20
C-60mm AXLE Ⅱ
24
B-SHORT PEG
7344-W10-C2P
64
B-CUBE
2
25
C-20mm AXLE CONNECTOR
6
7413-W10-T1P2
65
C-40T GEAR
2
26
C-CAM CONNECTOR
2
7413-W10-S1K1
66
C-3 HOLE ROD FRONT CLOSED 1
7026-W10-X1B1
1
7413-W10-K2P1
67
C-5 HOLE ROD Ⅱ
3
7413-W10-K2B1
C-7 HOLE ROUND ROD
3
7404-W10-C2P1
68
C-ROD CONNECTOR
1
7026-W10-L2S1
C-TRAPEZIUM FRAME
1
7061-W10-L1P
69
P-MAP
1
K16#7142
2
7413-W10-K2P
70
P-MAGIC CARDS
24
K16#7142-1
2
880-W10-A1P
71
P-THREE-VIEW DRAWING CARDS
40
K16#7142-2
2
7026-W10-Q2P
72
O-DICE
1
E41#7142
C-20T GEAR
2
7026-W10-D2P
73
P-STICKERS
4
R20#7142
34
C-40T GEAR
3
7346-W10-C1P
74
B-CRYSTAL PIECE
1
7430-W10-A1TR
35
C-1 HOLE CONNECTOR
2
7430-W10-B1K
75
B-CRYSTAL PIECE
1
7430-W10-A1TK
36
C-3 HOLE ROD FRONT CLOSED
2
7026-W10-X1K1
76
B-CRYSTAL PIECE
1
7430-W10-A1TG
37
B-CONICAL PIECE
2
7128-W10-E2W
77
B-CRYSTAL PIECE
1
7430-W10-A1TB
1
7061-W10-Q1D
C-AXLE
6
7026-W10-H1R
C-TRIANGLE CONNECTOR
2
7404-W10-B2G1
27 28 29 30 31 32 33
38 39 40
C-5 HOLE ROD Ⅱ
C-5 HOLE ROD Ⅱ B-CUBE
C-3 HOLE ROD Ⅱ
C-70mm AXLE Ⅱ
4
CARD USES & OVERVIEW
Guardian Cards
Monsters × 12
Vehicles × 12
Weapons × 12
Tribe Cards
Giant Wood × 1
Volcano × 1
Ice Land × 1
Pollen × 1
5
Magic Cards
Deflection × 6
Dice Polarity Shift × 3
Blocked! × 3
Gem Obstacle × 3
This card undoes the effects of another card. This Deflection Card can only be used defensively, during another player’s turn.
Obstacles can be placed on any empty road space, it is treated as an obstacle and players must make a detour. Obstacles cannot be placed in the temple or on the lawn, and cannot be moved.
The positive and negative sign before the number on the dice is swapped.
This obstacle can only be placed in an empty Gem area, players must detour. Switch cards can be used to swap the positions of a Gem or Gem Obstacle card.
Switch × 5
As long as the target Guardian has not reached their Gem, the positions of the Guardian and Gem can be exchanged.
No Place Like Home × 2 The Guardian is returned to the grassy starting area.
Time Flows Backward Time Flows Backward (Front, Right) × 1 (Front, Left) × 1 Return the nearest right-and-front hand guardian to the start. Front and right is determined by the direction the Creator’s Guardian faces.
Return the nearest left-and-front hand guardian to the start. Front and right is determined by the direction the Creator’s Guardian faces.
6