2
QWIXX QWIXX A FAST FAMILY DICE GAME RULES OF PLAY 2-5 PLAYERS AGES 8+ CONTENTS 6 dice ( 2 white, 1 red, 1 green, 1 blue, 1 yellow) 1 score pad OBJECT Score the most points by crossing out as many numbers in the four color-rows as possible while avoiding penalty points. SETUP Each player takes a score sheet and something to write with. Before playing it’s important to understand the one basic rule of Qwixx, which is that numbers must be crossed out from left to right in each of the four color-rows. You do not have to begin with the number farthest to the left, but if you skip any numbers, they cannot be crossed out afterward. HOW TO PLAY The rst player to roll a 6 takes on the role of “active player.” The active player rolls all six dice. The following two actions are now carried out in order, always one after the other: NOTES: • If a row is locked during the rst action, it is possible that other players may, at the same time, also cross out the number on the extreme right and lock the same color-row. These players must also have previously crossed out at least five numbers in that row. • The cross on the lock counts toward the total number of crosses marked in that color-row. ENDING THE GAME The game ends immediately as soon as either someone has marked a cross in his fourth penalty box or as soon as two dice have been removed from the game (two color-rows have been locked). It may occur (during the rst action) that a third row is locked simultaneously with the second row. SCORING Beneath the four color-rows is a table indicating how many points are awarded for how many crosses within each row (including any locks marked with a cross). Each crossed out penalty box scores ve minus-points. Enter your points for the four color-rows and the minus-points for any penalties in the appropriate elds at the bottom of the scoresheet. The player with the highest total score is the winner. The active player adds up the two white dice and announces out loud, the resulting sum. All players may then (but are not required to) cross out the number that the active player announced in any (but only one) of the color-rows. Example: In the red row rst the 5 and then the 7 were crossed out. Therefore, the red 2, 3, 4 and 6 may not be crossed out later in the game. In the yellow row only the 11 and the 12 may still be crossed out. In the green row you can only cross out numbers to the right of the 6. In the blue row you can only cross out right of the 10. Tip: Put a small horizontal line through the numbers that you skipped, so that you don’t cross them out later by accident. Example: Chris is the active player. The two white dice show a 4 and a 1. Chris announces, “ve.” Tony crosses out the yellow 5 on his score sheet. Caroline crosses out the red 5. Annie and Nora choose not to cross out a number. Example: Alison has 4 crosses in red, which gives her 10 points; in yellow, she has 3 (=6 points); in green 8 (=36 points); and in blue 7 (= 28 points). For her two penalties she must subtract 10 points. This means that Alison’s total score is 70 points. Example: Alison crosses out the green 2 and after it, the lock symbol. The green die is removed from the game. Example: Chris adds together the white 4 with the blue 6 and crosses out the 10 in the blue color-row. = 5 = x The active player (but not the others) may then (but is not required to) add one of the white dice together with any one of the colored dice and cross out the number corresponding to this sum in the color-row corresponding to the color of the chosen die. END OF A ROUND Once all players are ready, the player to the left becomes the new active player and re-rolls all six dice. Then the two actions described on the left are carried out again, one after the other. PENALTIES If, after the two actions, the active player doesn’t cross out at least one number, he must cross out one of the penalty boxes. Each penalty box is worth -5 points at the end of the game. ( The non-active players do not take a penalty if they choose not to cross out a number.) LOCKING A ROW If you wish to cross out the number at the extreme right end of a color-row (red 12, yellow 12, green 2, blue 2) you must have first crossed out at least five numbers in that row. If you cross out the number on the extreme right, then also cross off the lock symbol directly next to it. This indicates that the color-row is now locked for all players and numbers of this color cannot be crossed out in future rounds. The die of the corresponding color is immediately removed from the game. A WORD FROM GAMEWRIGHT We first discoverd this clever little dice game tucked away in a corner at the Essen game fair in Germany and it had us hooked after only one round of play. Who would have guessed there’d be so many exciting twists and turns in such a small game? We love how all players are involved with every roll of the dice. With simple rules, fast decision-making and thrilling risk-taking, Qwixx is sure to become a dice classic! Games for the Innitely Imaginative 70 Bridge Street / Newton, MA 02458 email: [email protected] www.gamewright.com ©2014 Gamewright, a division of Ceaco Inc. All rights reserved. FOLLOW US! Game by Steffen Benndorf Design by Maida Kaderian 2 3 4 5 6 7 7 8 9 10 11 12 12 9 5 4 12 12 11 11 0 10 9 9 9 8 8 8 7 7 7 6 6 6 5 5 4 4 4 4 3 3 3 2 2 2 facebook.com/gamewright twitter.com/gamewright youtube.com/gamewright 1x 1 2x 3 3x 6 4x 10 5x 15 6x 21 7x 28 8x 36 9x 45 10x 55 11x 66 12x 78 2 3 4 5 6 7 8 9 10 11 12 2 3 4 5 6 7 8 9 10 11 12 12 11 10 9 8 7 6 5 4 3 2 12 11 10 9 8 7 6 5 4 3 2 totals = 5 + + + = = x points 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 10 10 10 10 10 10 10 0 10 10 0 10 10 10 10 0 0 0 10 0 0 0 10 0 0 10 10 0 10 0 10 0 0 10 0 0 0 10 0 0 10 10 10 10 10 0 0 0 10 10 1 10 10 10 10 0 0 10 10 0 10 0 0 10 0 0 0 0 0 0 0 10 0 0 0 0 0 10 0 10 10 10 10 10 0 0 10 10 10 10 10 0 0 10 10 0 0 10 10 10 0 10 10 10 0 10 0 10 0 10 0 0 0 1 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 12 12 12 12 2 12 12 12 12 12 2 2 12 2 2 2 2 2 2 2 12 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2. 1. 1x 1 2x 3 3x 6 4x 10 5x 15 6x 21 7x 28 8x 36 9x 45 10x 55 11x 66 12x 78 2 3 4 5 6 7 8 9 10 11 12 2 3 4 5 6 7 8 9 10 11 12 12 11 10 9 8 7 6 5 4 3 2 12 11 10 9 8 7 6 5 4 3 2 totals = 5 + + + = = x points 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 11 11 11 11 11 1 11 11 1 11 11 1 11 1 1 11 11 11 11 1 1 11 1 11 11 11 11 1 1 1 1 1 10 10 10 10 10 10 0 10 10 10 10 10 0 0 0 0 10 10 0 0 0 10 0 10 10 0 0 1 10 0 10 0 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 1 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 1 11 11 1 11 1 11 11 1 11 1 1 1 11 1 1 1 1 10 10 10 10 10 0 10 0 0 10 10 0 0 10 0 10 0 10 10 10 10 10 10 0 0 0 10 0 10 10 0 0 10 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 12 12 12 12 12 2 2 12 12 12 12 12 12 12 2 2 1 12 2 12 12 2 12 1 2 2 2 12 12 12 12 2 2 2 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 1 10 0 10 0 0 10 10 0 10 10 10 0 10 0 0 1 0 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 10 6 36 28 10 70 PLAY 01_rules.indd 1 01_rules.indd 1 12/5/13 10:12 AM 12/5/13 10:12 AM

QWIXX 01 rules - rules.pdfCOMO JUGAR El primer jugador en lanzar un 6 toma el rol de “jugador activo”. El jugador activo lanza los seis dados. Las siguientes dos acciones se llevan

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Page 1: QWIXX 01 rules - rules.pdfCOMO JUGAR El primer jugador en lanzar un 6 toma el rol de “jugador activo”. El jugador activo lanza los seis dados. Las siguientes dos acciones se llevan

QWIXXQWIXXA FAST FAMILY DICE GAME

RULES OF PLAY2-5 PLAYERS ★ AGES 8+

CONTENTS 6 dice ( 2 white, 1 red, 1 green, 1 blue, 1 yellow) 1 score pad

OBJECTScore the most points by crossing out as many numbers in the four color-rows as possible while avoiding penalty points.

SETUPEach player takes a score sheet and something to write with. Before playing it’s important to understand the one basic rule of Qwixx, which is that numbers must be crossed out from left to right in each of the four color-rows. You do not have to begin with the number farthest to the left, but if you skip any numbers, they cannot be crossed out afterward.

HOW TO PLAYThe fi rst player to roll a 6 takes on the role of “active player.” The active player rolls all six dice. The following two actions are now carried out in order, always one after the other:

NOTES: • If a row is locked during the fi rst action, it is possible that other players may, at the same time, also cross out the number on the extreme right and lock the same color-row. These players must also have previously crossed out at least five numbers in that row.

• The cross on the lock counts toward the total number of crosses marked in that color-row.

ENDING THE GAMEThe game ends immediately as soon as either someone has marked a cross in his fourth penalty box or as soon as two dice have been removed from the game (two color-rows have been locked). It may occur (during the fi rst action) that a third row is locked simultaneously with the second row.

SCORINGBeneath the four color-rows is a table indicating how many points are awarded for how many crosses within each row (including any locks marked with a cross). Each crossed out penalty box scores fi ve minus-points. Enter your points for the four color-rows and the minus-points for any penalties in the appropriate fi elds at the bottom of the scoresheet. The player with the highest total score is the winner.

The active player adds up the two white dice and announces out loud, the resulting sum. All players may then (but are not required to) cross out the number that the active player announced in any (but only one) of the color-rows.

Example: In the red row fi rst the 5 and then the 7 were crossed out. Therefore, the red 2, 3, 4 and 6 may not be crossed out later in the game. In the yellow row only the 11 and the 12 may still be crossed out. In the green row you can only cross out numbers to the right of the 6. In the blue row you can only cross out right of the 10.

Tip: Put a small horizontal line through the numbers that you skipped, so that you don’t cross them out later by accident.

Example: Chris is the active player. The two white dice show a 4 and a 1. Chris announces, “fi ve.” Tony crosses out the yellow 5 on his score sheet. Caroline crosses out the red 5. Annie and Nora choose not to cross out a number.

Example: Alison has 4 crosses in red, which gives her 10 points; in yellow, she has 3 (=6 points); in green 8 (=36 points); and in blue 7 (= 28 points). For her two penalties she must subtract 10 points. This means that Alison’s total score is 70 points.

Example: Alison crosses out the green 2 and after it, the lock symbol. The green die is removed from the game.

Example: Chris adds together the white 4 with the blue 6 and crosses out the 10 in the blue color-row.

= 5=x

The active player (but not the others) may then (but is not required to) add one of the white dice together with any one of the colored dice and cross out the number corresponding to this sum in the color-row correspondingto the color of the chosen die.

END OF A ROUNDOnce all players are ready, the player to the left becomes the new active player and re-rolls all six dice. Then the two actions described on the left are carried out again, one after the other.

PENALTIES If, after the two actions, the active player doesn’t cross out at least one number, he must cross out one of the penalty boxes. Each penalty box is worth -5 points at the end of the game. (The non-active players do not take a penalty if they choose not to cross out a number.)

LOCKING A ROWIf you wish to cross out the number at the extreme right end of a color-row (red 12, yellow 12, green 2, blue 2) you must have first crossed out at least five numbers in that row. If you cross out the number on the extreme right, then also cross off the lock symbol directly next to it. This indicates that the color-row is now locked for all players and numbers of this color cannot be crossed out in future rounds. The die of the corresponding color is immediately removed from the game.

A WORD FROM GAMEWRIGHTWe first discoverd this clever little dice game tucked away in a corner at the Essen game fair in Germany and it had us hooked after only one round of play. Who would have guessed there’d be so many exciting twists and turns in such a small game? We love how all players are involved with every roll of the dice. With simple rules, fast decision-making and thrilling risk-taking, Qwixx is sure to become a dice classic!

Games for the Infi nitely Imaginative70 Bridge Street / Newton, MA 02458

email: [email protected] www.gamewright.com

©2014 Gamewright, a division of Ceaco Inc.All rights reserved.

FOLLOW US!

Game by Steffen BenndorfDesign by Maida Kaderian

2 33 4 55 6 77 8 99 100 11 12

12 9 5 4

1212 1111 010 999 888 777 666 55 4444 333 222

facebook.com/gamewright twitter.com/gamewright youtube.com/gamewright

1x 1

2x3

3x 6

4x 10

5x 15

6x21

7x28

8x36

9x45

10x55

11x 66

12x78

2 3 4 5 6 7 8 9 10 11 12

2 3 4 5 6 7 8 9 10 11 12

12 11 10 9 8 7 6 5 4 3 2

12 11 10 9 8 7 6 5 4 3 2

totals

= 5

+ + + =

=xpoints

33333333333333333333333333333333333333 4444444444444444444444444444444444444 777777777777777777777777777777777777 888888888888888888888888888888888888

55555555555555555555555555555555555 777777777777777777777777777777777777777

1010101010101001010010101010000100001000101001001000100001000

10101010100001010110101010001010010001000000001000000100

10101010100010101010100010100010101001010100100100100001

666666666666666666666666666666666666612121212212121212122212222222212222222222222222

2.

1.

1x 1

2x3

3x 6

4x 10

5x 15

6x21

7x28

8x36

9x45

10x55

11x 66

12x78

2 3 4 5 6 7 8 9 10 11 12

2 3 4 5 6 7 8 9 10 11 12

12 11 10 9 8 7 6 5 4 3 2

12 11 10 9 8 7 6 5 4 3 2

totals

= 5

+ + + =

=xpoints

2222222222222222222222222222222222

1111111111111111111111111111111111111111111111111111 101010101010010101010100000101000010010100011001000 888888888888888888888888888888888 777777777777777777777777777777777 6666666666666666666666666666666666 333333333333333333333333333333333 2222222222222222222222222222222222

333333333333333333333333333333333 666666666666666666666666666666666 8888888888888888888888888888888888888

333333333333333333333333333333333333333333 55555555555555555555555555555555555555 88888888888888888888888888888888888

111111111111111111111111111111111111111111111111111111111111 10101010100100010100010010010101010101000010010100010 88888888888888888888888888888888888 77777777777777777777777777777777777777777 666666666666666666666666666666666666 33333333333333333333333333333333333 222222222222222222222222222222222222

121212121222121212121212122211221212212122212121212222 101010101010101010101010101010101010101011001000101001010100100010 7777777777777777777777777777777777 555555555555555555555555555555555555 3333333333333333333333333333333333388888888888888888888888888888888889999999999999999999999999999999999

10 6 36 28 10 70

PLAY

01_rules.indd 101_rules.indd 1 12/5/13 10:12 AM12/5/13 10:12 AM

Page 2: QWIXX 01 rules - rules.pdfCOMO JUGAR El primer jugador en lanzar un 6 toma el rol de “jugador activo”. El jugador activo lanza los seis dados. Las siguientes dos acciones se llevan

QWIXXQWIXXUN RÁPIDO JUEGO FAMILIAR DE DADOS

REGLAS DE JUEGO2-5 JUGADORES ★ 8+ AÑOS

CONTENIDO 6 dados (2 blancos, 1 rojo, 1 verde, 1 azul, 1 amarillo)1 libreta de puntuación

OBJETIVOObtén la mayor cantidad de puntos tachando tantos números como puedas en las cuatro fi las de colores mientras evitas recibir puntos de penalización.

PREPARACIONCada jugador recibe una hoja de puntuación y algo con qué escribir. Antes de jugar es importante entender la regla básica de Qwixx, esto es que los números deben ser tachados de izquierda a derecha en cada una de las cuatro fi las de colores. No es necesario que comiences con el número más a la izquierda, pero si te saltas algún número, ellos no podrán ser tachados después.

COMO JUGAREl primer jugador en lanzar un 6 toma el rol de “jugador activo”. El jugador activo lanza los seis dados. Las siguientes dos acciones se llevan a cabo en orden, siempre una tras la otra:

NOTAS: • Si una fi la es cerrada durante la primera acción, es posible que otro jugador haya, al mismo tiempo, tachado el número de la extrema derecha y cerrado la misma fi la de color. Dicho jugador también debe haber tachado previamente al menos cinco números de esa fi la.

• La cruz en el símbolo de cierre cuenta para el total de cruces marcadas en esa fi la de color.

FIN DEL JUEGOEl juego fi naliza de inmediato en cuando un jugador ha marcado una cruz en su cuarta casilla de penalización ó en cuanto dos dados han sido removidos del juego (dos filas de color han sido cerradas). Puede ocurrir (durante la primera acción) que una tercera fi la sea cerrada simultáneamente con la segunda fi la.

PUNTUACIONBajo las cuatro fi las de color hay una tabla que indica cuantos puntos se otorgan por una deter-minada cantidad de cruces en cada fi la (inclu-yendo cualquier cierre marcado con una cruz). Cada casilla de penalidad tachada resta cinco puntos. Anota los puntos de las cuatro fi las de color y los puntos negativos de cualquier penali-dad en los campos correspondientes en la parte inferior de la hoja de puntuación. El jugador con el total más alto es el ganador.

El jugador activo suma los dos dados blancos y anuncia en voz alta la suma resultante. Todos los jugadores pueden entonces (pero no están obligados a hacerlo) tachar el número que el jugador activo ha anunciado una fi la de color cualquiera (pero sólo una).

Ejemplo: En la fi la roja se tacharon el 5 primero y el 7 después. Por lo tanto, el 2, 3, 4 y 6 rojos no podrán ser tachados más adelante en el juego. En la fi la amarilla sólo el 11 y 12 pueden ser tachados. En la fi la verde sólo se pueden tachar los números a la derecha del 6. En la fi la azul sólo se puede tachar a la derecha del 10.

Consejo: Coloca una línea horizontal en los números que te has saltado, de manera de no tacharlos después por accidente.

Ejemplo: Chris es el jugador activo. Los dos dados blancos muestran un 4 y un 1. Chris anuncia, “cinco”. Tony tacha el 5 amarillo en su hoja de puntuación. Caroline tacha el 5 rojo. Annie y Nora escogen no tachar un número.

Ejemplo: Alison tiene 4 cruces en rojo, lo que le da 10 puntos; en amarillo tiene 3 (=6 puntos); en verde 8 (=36 puntos); y en azul 7 (=28 puntos). Por sus dos penalidades debe restar 10 puntos. Esto significa que Alison tiene un puntaje total de 70 puntos.

Ejemplo: Alison tacha el 2 verde y, luego, el símbolo de cierre. El dado verde es removido del juego.

Ejemplo: Chris suma el 4 blanco con el 6 azul y tacha el 10 de la fi la azul.

= 5=x

El jugador activo (y ningún otro) puede (pero no está obligado) sumar un dado blanco con uno de los dados de color y tachar el número correspondiente a la suma en la fi la del color correspondiente al color del dado escogido.

FIN DE UNA RONDAUna vez que todos los jugadores estén listos, el jugador de la izquierda se convierte en el jugador activo y relanza todos los seis dados. Luego las dos acciones descritas a la izquierda se llevan a cabo nuevamente, una tras la otra.

PENALIDADES Si, luego de ambas acciones, el jugador activo no tacha al menos un número, deberá tachar una de las casillas de penalidad. Cada casilla de penalidad vale -5 puntos al fi nal del juego. (Los jugadores inactivos no reciben una penalidad si ellos escogen no tachar un número).

CERRANDO UNA FILASi deseas tachar el número al extremo derecho de una fi la de color (12 rojo, 12 amarillo, 2 verde, 2 azul) debes al menos haber tachado cinco números en esa fi la. Si tachas el número en la extrema derecha, entonces también debes tachar el símbolo de cierre directamente a su lado. Esto indica que la fila de color está ahora cerrada para todos los jugadores y que los números de ese color no pueden ser tachados en rondas futuras. El dado del color correspondiente es removido del juego inmediatamente.

UNAS PALABRAS DE GAMEWRIGHTDescubrimos por primera vez este ingenioso jueguito de dados escondido en una esquina de la feria de juegos de Essen en Alemania y nos enganchó después de sólo una ronda de juego. ¿Quién pudo haber adivinado que habría tantos giros y vueltas en un juego tan pequeño? Nos encanta como todos los jugadores se ven involucrados en cada lanzamiento de dados. Con reglas simples, toma de decisiones rápida y excitantes tomas de riesgo, ¡Qwixx de seguro se convertirá en un clásico de dados!

Games for the Infi nitely Imaginative70 Bridge Street / Newton, MA 02458

email: [email protected] www.gamewright.com

©2014 Gamewright, es una división de Ceaco Inc.Todos los derechos reservados.

¡SÍGUENOS!

Un juego de Steffen BenndorfDiseño de Maida Kaderian

2 33 4 55 6 77 8 99 100 11 12

12 9 5 4

1212 1111 010 999 888 777 666 55 4444 333 222

facebook.com/gamewright twitter.com/gamewright youtube.com/gamewright

1x 1

2x3

3x 6

4x 10

5x 15

6x21

7x28

8x36

9x45

10x55

11x 66

12x78

2 3 4 5 6 7 8 9 10 11 12

2 3 4 5 6 7 8 9 10 11 12

12 11 10 9 8 7 6 5 4 3 2

12 11 10 9 8 7 6 5 4 3 2

totals

= 5

+ + + =

=xpoints

33333333333333333333333333333333333333 4444444444444444444444444444444444444 777777777777777777777777777777777777 888888888888888888888888888888888888

55555555555555555555555555555555555 777777777777777777777777777777777777777

1010101010101001010010101010000100001000101001001000100001000

10101010100001010110101010001010010001000000001000000100

10101010100010101010100010100010101001010100100100100001

666666666666666666666666666666666666612121212212121212122212222222212222222222222222

2.

1.

1x 1

2x3

3x 6

4x 10

5x 15

6x21

7x28

8x36

9x45

10x55

11x 66

12x78

2 3 4 5 6 7 8 9 10 11 12

2 3 4 5 6 7 8 9 10 11 12

12 11 10 9 8 7 6 5 4 3 2

12 11 10 9 8 7 6 5 4 3 2

totals

= 5

+ + + =

=xpoints

2222222222222222222222222222222222

1111111111111111111111111111111111111111111111111111 101010101010010101010100000101000010010100011001000 888888888888888888888888888888888 777777777777777777777777777777777 6666666666666666666666666666666666 333333333333333333333333333333333 2222222222222222222222222222222222

333333333333333333333333333333333 666666666666666666666666666666666 8888888888888888888888888888888888888

333333333333333333333333333333333333333333 55555555555555555555555555555555555555 88888888888888888888888888888888888

111111111111111111111111111111111111111111111111111111111111 10101010100100010100010010010101010101000010010100010 88888888888888888888888888888888888 77777777777777777777777777777777777777777 666666666666666666666666666666666666 33333333333333333333333333333333333 222222222222222222222222222222222222

121212121222121212121212122211221212212122212121212222 101010101010101010101010101010101010101011001000101001010100100010 7777777777777777777777777777777777 555555555555555555555555555555555555 3333333333333333333333333333333333388888888888888888888888888888888889999999999999999999999999999999999

10 6 36 28 10 70

GAR

01_rules.indd 201_rules.indd 2 12/5/13 10:12 AM12/5/13 10:12 AM