Exciting and original work, Anton D. Morris writes fast-paced philosophical character-driven fantasies with mythic worldbuilding. Learn about the Men, Djinn, and Angels series, or indulge yourself with the award-winning political fiction novel Exposed: Humanity Craves Power.

Game Instructions

Men, Djinn, and Angels

Return to Time Crystal Wars Guide

Game Setup

  1. Determine who will function as the Game Master.
    • Responsibilities:
      • Distribute djinn cards
      • Referee duels
      • Distribute and collect currencies, time crystals, and level up tokens
      • Interpret rules
      • Control the flow and fairness of the game
  2. Choose Teams: Each player selects the race of djinn they wish to lead – Agni, Laloc, Amasutum, Inuna, Ben’higni
  3. Spies:
    • The Game Master deals one djinni card to each player from a shuffled deck.
    • The Game Master makes notes of the spies and their teams.
    • Place the spies in the deck and reshuffle.
  4. Character Cards:
    • Each player receives five character cards.
    • Select one as the reinforcement and place it face down.
    • Place the others as your active characters face up at each of your strong holds; indicated by your team’s color.
      • Agni in red
      • Laloc in blue
      • Amasutum in purple
      • Inuna in yellow
      • Ben’higni in green
    • Unused cards go face down in the “Djinn Deck.”
  5. Spell Cards: Deal one spell card to each player. Place additional spell cards face down on the game board in the “Spell Cards” designated space.
  6. Battle Cards: Deal one battle card to each player. Place additional battle cards face down on the game board in the “Battle Card” designated space.
  7. Shards and Elements:
    • Each player receives 15 shards. Shards are used to pay debts and buy elements (4 shards = 1 element).
    • Elements are exchanged for time crystals (4 elements = 1 time crystal).
  8. Time Crystals: Enough Time crystals, immortalizes your djinn and protect them from the Cosmic Fire. The Game Master holds these until they are exchanged. When exchanged or won, place the time crystal on the card for the entire game.
  9. Starting Position: Place all player tokens on the “Start” square. After returning or passing the square, the Game Master distributes a “Level up” token and additional shards. (See Levels)
  10. Play Order: The Game Master decides the play order, typically by rolling a die or in a clockwise rotation.
Turn Structure
  • Roll and Move: Roll the die and move your token accordingly.
  • Follow Instructions: Carry out the instructions on the spaces you land.
  • End of Turn: Play a spell card or use a defense spell to block an opponent’s spell.
Duels & Angel Battles

See Duels

Playing with less than 5 players

Unused strongholds belong to the Game Master. When a player lands on an unguarded stronghold, the player pays 2 shards to the Game Master. This does not take effect for in game penalties (post abandonment, rebellion, etc.)

Player Elimination

A player is eliminated from play when the player is in debt to the Game Master and have 0 djinn remaining at the end of the current lap.

Paying Debts

When a player lands on an opponent’s strong hold, the player pays the number of shards to the commander equal to the shard demand listed on the card plus any bonus amounts earned by the commander. A djinni that has reached immortal status receives its listed value in shards.

If a player cannot pay, the player must liquidate assets in the following order.

  • Unused time crystals, not assigned to djinn exchanged for 3 elements.
  • Elements exchange for 3 shards
  • Decommission a djinni from your team and receive its salary 1 shard for every value point.
  • Accumulate debt from the Game Master if all other options fail.
Game Master Confiscation

When the Game Master pays off a player’s debt, the Game Master confiscates the strong holds.

The Game Master pays a players debt when the player has decommissioned all djinn and hasn’t enough shards to pay a player, becoming an insolvent player.

Debts are paid off when other players land on the confiscated strong holds. The Game Master collects 2 shards toward the insolvent player’s debt.

If the insolvent player lands on a confiscated strong hold, the insolvent player must pay 2 shards further increases the debt.

The insolvent player must pay off the debt before starting a new lap or faces elimination.

Lap Completion

After completing a lap, you receive 5 shards, multiplied by your new level number. Use the shards to exchange for elements and time crystals. Assign time crystals.

The player may not collect shards if the player is insolvent and owes the Game Master. The player may not begin a new lap as the player is already eliminated.

After completing a lap, you must pay your guards. For any strong hold guard that is not immortal (having the required number of time crystals) you pay to the game master 2 shards or decommission one djinni who has not reached immortality status. Time crystals once assigned, stay with the djinn unless the djinn is sent to the Cosmic Fire. At which time, the Game Master collects the time crystal.

Winning the Game

The game ends when the last player to reach level 10 completes a lap “The Final Lap.” or when there is one commander remaining.

Determine the total value of the djinn force by adding the values of each djinni. The player with the highest overall value wins.