About Fantasy Collection Games games
What each treasure is worth, everywhere on the site
The values are fixed across all thirty games, which is the point. A gold coin is ten. A gem is twenty five. A magic crystal is fifty. A magic orb is seventy five. A rune is a hundred. A treasure chest is two hundred and fifty, and is always placed somewhere that costs you something to reach.
Because the numbers never change, the judgement you build in one game is worth something in the next. Knowing that a chest is worth twenty five coins means you can look at a detour and answer, honestly, whether it pays - and that arithmetic is the same in Dragon Coin Rush as it is in Treasure Conveyor.
Keys are the exception: they are worth nothing in points. They exist to open things, and a run where you collected six keys and no treasure scores zero, which is exactly as it should be.
The collection combo, and how it actually breaks
Picking up treasure in quick succession builds a multiplier - two, three, four, five times - and the multiplier applies to everything you collect while it is up. A five-times combo on a run of coins is worth more than an unmultiplied chest, which is the single most useful thing to know about scoring here.
The combo has a timer rather than a counter, so the thing that breaks it is a gap. Walking past a coin does not break it. Standing still for two seconds does. In the games with hazards, taking a hit also resets it.
This produces the behaviour the category is designed around: you take the slightly worse route that keeps you picking things up, rather than the efficient route with a gap in the middle. Watching a good run, it looks like greed. It is actually arithmetic.
Spawn patterns, and reading a layout at speed
Treasure is never placed randomly. It arrives in nine patterns - straight trails, arcs, zigzags, clusters, rings, columns, staircases, waves and single high-value drops - and each pattern is a statement about the movement it wants from you.
An arc traces a jump, so following it is performing the correct jump. A ring is drawn around something, and that something is usually dangerous. A zigzag wants small corrections rather than one big input. A cluster is placed where you were already going.
Learning to recognise the pattern rather than the individual coins is what lets experienced players commit early. You do not need to see where all nine coins in an arc are; you need to see that it is an arc.
Where to start in this category
Magic Crystal Quest is the cleanest version: an open field, visible crystals, a clock and nothing that can kill you.
Dragon Coin Rush and Treasure Conveyor add movement pressure from different directions - one moves you, the other moves the treasure. Magic Orb Catcher is the reaction test of the group.
Treasure Hunt sits across this category and the adventure one, and is worth playing from both directions.
Tips for this category
- A five-times combo on ordinary coins beats an unmultiplied chest. Keep the chain alive before you chase the big item.
- The combo breaks on a gap in time, not on a missed pickup. Walking past one coin costs you nothing.
- Learn the nine spawn patterns rather than tracking individual coins - you can commit a full second earlier.
- A ring of treasure is drawn around something. Check what is in the middle before you dive in.
- Keys score nothing. Collect them for what they open, not for the haul.
- If a chest is guarded, that is the game telling you it is worth the risk. Unguarded ones rarely are.