Guide to Playing Qwixx: Instructions and 10 Variations of the Dice Game

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Ever tried Qwixx, the swift family dice game? It’s a hit among my boys and even the grown-ups! It combines simplicity with strategic depth, making it ideal for players of all ages. If you’re curious about how to play Qwixx, you’re in the right place!

Given its compact size, it’s our go-to game for travel. And the straightforward rules mean newcomers can jump in effortlessly. We often find ourselves engrossed in multiple exhilarating rounds. The climax? That suspenseful moment, awaiting the ideal dice throw!

Whether you opt for a single round with the classic rules or venture into exciting alternative scoring methods, you’re guaranteed loads of fun.

Additionally, after years of playing, we’ve devised 10 engaging Qwixx game twists. These ensure your game nights stay fresh and riveting.

How to Play Qwixx
Set-up & Commencing Play:

  1. Distribute a score sheet to every participant.
  2. Hand one dice to each player.
  3. Players roll until someone gets a 6 – this person starts. In case of a tie, those who rolled a 6 re-roll to decide the starter.

Taking Turns:

  1. A player rolls all six dice.
  2. Calculate the sum of the two white dice. For instance, two 4s yield 8.
  3. Every player, including the current one, can record this result in any row. This feature keeps everyone engaged throughout the game!

Note: When marking the scorecard, always move from left to right. So, if a player opts to mark the number 5 in the red row, preceding numbers (2, 3, 4) can’t be marked later.

Furthermore, the current player can score once more by combining one white dice value with a colored dice value. This is noted in the score pad’s row that matches the colored dice.

For instance, they might combine a white 4 with a blue 1 from the same roll, getting 5. This number would be marked in the blue row, thereby making the blue 6 (and any subsequent numbers) unmarkable later.

The dice then go to the next player to the left.

Locking a Row:
If a player ticks off five numbers on their sheet, the final column becomes accessible. A 12 for red/yellow or a 2 for green/blue lets you mark the last column. After this, you mark the end of the row with a lock symbol, which multiplies your points during scoring.

Once a row is locked, its colored dice is set aside. No more points can be added to locked rows.

Penalties & Calculating Points:
If a player decides against or can’t score in their turn, they accrue penalty points, indicated by marking one of four boxes at the scorecard’s bottom right. Each marked box deducts 5 points at game’s end.

The scoring mechanism under each colored row amplifies your points with each successive mark. Your first mark earns 1 point, the second 2, the third 3, and so on. Therefore, marking more in one row boosts your total score.

Concluding the Game:
The game wraps up instantly if two rows are locked or when a player fills all penalty boxes. Two players can lock different colored rows simultaneously (if two white 6s are rolled), ending the game at once.

Tally the marks in every row, compute the score for each color, and note the points at the scorecard’s bottom. Add up all points and subtract penalties to arrive at your final game score.

The player with the most points emerges victorious!

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