SMALL WORLDS / 0688

Crystal Carousel

Navigate two linked crystal rings, phase through spikes, and bring every crystal home.

How to play

Collect all SIX crystals on the outer and inner eight-position rings, then return to OUTER HOME at position1. Clockwise and counterclockwise roll past empty cells to the next crystal, spike, gate or home; buttons preview the landing number. Positions wrap8→1. Gates at1 and5 transfer to the other ring without changing position. A spike costs one shield and remains in place. Two phase sails can be armed: the next encountered spike is bypassed without stopping or damage; the sail remains armed until used. Each roll or transfer costs one of20 energy; arming a sail is free. Finish with positive energy and shields. O/I prefixes mark the rings.

About this original study

One compact handcrafted scenario inspired by a documented mechanic, not a clone or a complete remake. Original interface and rule implementation; no source artwork, code, music, accounts or purchases.