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Dizzle Rules

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0% found this document useful (0 votes)
230 views6 pages

Dizzle Rules

Uploaded by

kirules0324
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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8+ 1-4 20 min

1 Pad with 4 different levels


4 Felt-tip pens
The exciting dice placement game by Ralf zur Linde 13 Dice
GAME OVERVIEW
Each player puts dice on fields with the matching number of pips (dots on the die) on their game sheet. At
the end of each turn, the fields get marked with an X. This way players collect more and more X’s on their
sheets. Some fields enable special actions or provide extra points at the end of the game. The player with the
most points at the end wins!
SETUP
There are 4 levels of difficulty, and players decide which level they want to play. Each player receives a Felt-tip
pen and the game sheet for that level. Depending on the number of players, different numbers of dice are
needed.
one player = 8 dice three players = 10 dice
two players = 7 dice four players = 13 dice 1

Place the remaining dice back into the box. The youngest
player starts the first round. Example: Vicki and Joe are playing a two player
game. Round one begins with Vicki as the starting
GAMEPLAY player. Vicki rolls 7 dice and marks round 1 on her
Rounds and turns game sheet. Vicki takes a die and places it on her
The number of rounds played is dependent on the game sheet, then Joe takes a die and places it on
number of players. During a round, each player takes a his game sheet. Vicki takes a second die and places
turn as the starting player, rolling all the dice. it, then Joe takes a second die and places it. Vicki
takes a third die and places it, then Joe takes a
one player = 10 rounds three players = 4 rounds third die and places it. Vicki takes the remaining
two players = 6 rounds four players = 3 rounds
die, placing it. Vicki’s turn ends. Vicki and Joe mark
After a player has rolled the dice, they mark this on their the dice on their game sheets. Now Joe is the
game sheet by by ticking off round 1. A round is over starting player. Joe rolls 7 dice and marks round 1
once all players take their turns, as shown by the rounds on his game sheet. Play proceeds as before with
being marked on their game sheet. Beginning each player alternately taking a die and placing
1 with the it on their game sheet. Once Joe takes the final
starting player, turns proceed clockwise giving each
player a chance to take and place a die. The next time it remaining die, his turn ends. Both players mark
is a player’s turn, they tick off round 2, etc. the dice on their game sheets. Now that all players
have had a turn as the starting player, Round 1
Placing dice ends. Round 2 can begin.
During their turn, the starting player rolls all the dice.
After that, they sort the dice in ascending order of the displayed
pips for a better overview. In a clockwise direction, beginning
with the starting player, every player takes exactly 1 die and
puts it on a field on their game sheet. The following rules have to
be observed:
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1
1. The die must be put on an unused field (no X).
2. The dice must be put on the fields matching the number of pips. A die with a 5 must be put on a field
with a 5, a 2 on a 2, but not a 3 on a 1.
3. Every player must put their first die chosen horizontally or vertically next to any field that has
already been crossed out. At the beginning, there are only the printed starting fields. However, later in
the game, there are more and more possibilities for placing the starting die for players.
4. The next die that is used by a player must be put horizontally or vertically next to a die that is
already on the field. This way connected “dice clusters” are created.
5. Players must take a die and play it if possible.

If there are dice remaining after every player has taken a die, then the starting player takes another die and
play proceeds clockwise as before. A player’s turn is over when none of the other players can take a die or want
to roll again (see below).
Example: The first die Beth takes is a “3“. She placed it next to the
starting field (A). The other players each choose a remaining die. After
CC
that she takes a “2“ and puts it next to the “3“ (B). The other players
each choose a remaining die, then she takes a “5” and puts it next to
the “2” (C). Lastly, after the other players each choose a remaining die,
takes a “6“ and puts it on the left side of the “2“ (D). During her turn, DD BB AA
Beth could have put the “5” below the “3” or the “6” to the right of the
“3”.
Closed in
It can happen, that a player has no available field next to already placed dice and thus cannot place another
die. The die or dice are closed in by X‘s, next to the edge of the game field, or blocked by obstacles, e.g. a
field with a lock that is not available yet (see “special fields“). In this case, and only then, a player is allowed
to “jump”. Jumping means that the player can put the next die on any available field next to an X on their
game sheet. Of course, the die’s pips must match the field, but there cannot be a connection to dice that have
already been placed. The player, so to say, “jumps” from one place on their game sheet to another, starting a
second dice cluster. The placed die thereby functions as a new starting die. During the game, the following die
must be put next to it. Should a player again be closed in, they can then jump to another field and start a third
(fourth, fifth, etc.) dice cluster. In this case, a player finishes their turn with more than one dice cluster.

Example: Tony takes a “2“ for his first die and puts it next to already made X‘s (A). The next die he takes is
a “1” and must be put next to the “2” (B). As these dice are now closed in by X‘s and the edge of the game
field, Tony is now allowed to “jump“ with the next die. He takes a “4“ and puts it next to an X (C). As he is
once again closed in, he must jump again. He puts the “5” of the next die now next to another X (D).

DD

CC BB AA

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No more fitting dice
Only when a player is no longer able to place dice according to the rules are they allowed to choose to roll
again or drop out.

Rolling again
When a player decides to roll again, they take all the remaining dice from the table and roll them again.
-
Thereby they can acquire more useful dice. Should they be able to put at least one die on their game sheet,
they must use it. Should they not be able to use a die according to the rules after rolling again, they must
return one of the dice from their game sheet back to the table as a penalty. The value of the die that is
returned must not be changed. In rare cases, it is not possible for players to return a die as none have been
placed on their game sheet before.

Whoever decides to roll again, stays in the game no matter what the results of the roll are. When they have the
opportunity to choose a die again, they can take a die or decide to roll again if they are not able to take any of
the available dice.
Example: After Geri picked a “3“ for her first die, she put a “1“ next to the “3“. Next, she takes a “4“ and puts
it next to the “3“. As the other players have taken all other matching dice in the meantime, and there are
no more “2“ or “6“ on the table, Geri can decide to roll again or drop out. She rolls again and is unlucky as
neither a “2“ or “6“ has been rolled. Thus, she has to return a die back to the table. She returns her “3”,- hoping
she can take it again during her next opportunity.

Dropping out
If a player decides to drop out, they are out of the current turn and can no longer take dice. To show that they
have dropped out, they put their pen on their game sheet. However, a player who rolls the dice again, stays in
the game.

Last active player


When all players but one have dropped out, the last active player has exactly one more opportunity to choose a
die. They can take a die from the table, roll again, or drop out if none of the dice can be placed according to the
rules. Once this last active player makes their choice, this round is over for everyone.

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Putting X’s
As soon as all players have dropped out or there are no more dice on the table or the last active player finishes,
the turn is over. It is possible that players have different amounts of dice on their game sheets. Now the players
put X‘s on their fields. Each player marks all the fields which are covered with dice with X‘s.
Example: This is how a typical turn could look for a player. As the first die taken, (marked in red), Nick has
put a “5” next to a printed starting field. The next die he takes is a “2” that he has put next to the “5”. The next
dice he takes a “3” and a “6” that he placed next to the “2”. All dice form a cluster of dice. At the end of the
turn, Nick marks all four fields, which are covered with dice, with X‘s.

End of the Game


The game ends once all rounds have been played. Points are now awarded. Each player adds up the points they
earned for special fields minus the points for bombs and brown piles.

Whoever earned the most points wins the game. Should there be a tie, the player with fewer X‘s on their
game sheet wins. If there is still a tie, then players share the victory.

Rare special case


• In the extremely rare case that a player has crossed out or put dice on all of their fields, the game
finishes early after the current player’s turn.

Fields
Game sheets have normal white fields and special fields. The effect of the special fields occurs
- during the game, when placing a die on it
- at the end of a turn (while putting X‘s)
- or at the end of the game

Effect during the game


The special field “key“ is used to open a lock later in the game. A player is only allowed to put a die
on a lock-field when they have already covered the respective key-field with an X in a previous
turn. On Level 2 game sheets, there are keys in different colors. A player can only open a lock with a
key of the same color.

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A player is only allowed to put a die on a lock-field when they have previously crossed out a
key-field of the same color. One cannot put a die on the lock-field, without an X on its matching
key-field.
Important: Having a die on the correct key-field will not allow a die to be placed on a lock-field.
The key-field must already be crossed out.

Effect at the end of a turn (while putting X’s)


The special field “bomb“ will cause the following effect at the end of a turn (while putting X‘s): The
player who has put a die on the bomb puts a regular X on it. All the other players must strike out
the same bomb-field on their game sheets with random lines (make the field explode).
As the game continues, players cannot cross out the bomb-field or put a die on it anymore. If more
than one player puts a die on the same bomb-field by the end of a turn, they are all allowed to make
an X, while the other players have to strike it out. Exploded fields count as minus points at the end
of the game, as displayed on the game sheet.
The “rocket“ starts at the end of a turn (while putting X‘s). This means that a player who crosses out
a rocket-field must immediately put 1 more X on a planet-field of their choice.
ATTENTION: Only with a rocket are players able to get to otherwise unreachable areas on their
game sheet in Level 4. From the next turn on, players can start to spread out from the crossed out
planet-field, as it counts as a crossed out field.
At the end of a turn (while putting X‘s), players who have a die on a field
with a “flag” can draw a circle around their reached points. If no other player has reached a flag-field,
then a player draws a circle around the first number while the others have to cross it out on their
game sheets. The second player to reach a flag-field draws a circle around the second number (or the
highest available number at that time) and so on and so forth.
If more than one player puts a die on a flag-field by the end of the turn, all these players get the
respective points. The other players cross out as many numbers as players have reached flag-fields.
Thus, if two players reach the first flag-field at the same time, then both outline the 10 while the
other players cross out the 10 and the 6. On the game sheet for Level 4 there are two different colored
flag-fields that are each valued separately.

Effect at the end of the game


There are different colored “gemstone” special fields . At the end of the
game, each crossed out gemstone-field generates as many points as
displayed on the game sheet.
On the edge of some rows and columns are arrows with a number. At the end of the game, each
completely crossed out row or column with an arrow provides the displayed points.
There are several “puzzle” special fields on a game sheet. Whoever has crossed out all puzzle-fields
of the same color earns the corresponding points denoted on the sheet. In Level 2, there are puzzle
pieces in two different colors that only grant points if combined with the correct colors.

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In Level 4, there is a 4-square-field that is framed by a black line. If all 4 fields are crossed out, a
player gets 10 points.
The special field “brown pile” yields minus points at the end of the game if crossed out. It is possible
that there is a die on the field during a turn that can be removed by a penalty. In this case, the brown
pile-field is not crossed out and does not yield minus points at the end of the game. It only must be
crossed out when it is covered by a die at the end of a turn.
Solo Game
“Dizzle” can also be played solo. The goal of the solo game is the same, collect as many points as possible. The
game ends after 10 rounds. The rules of the game stay mostly the same.
You need 8 dice and 2 additional dice, which are rolled separately from the 8 actual dice. The 8 dice are used
as a general display from which the player takes their dice. The additional 2 dice simulate other players that
take dice from the display.
After the player has taken a die and placed it on their game sheet, they must roll the 2 additional dice.
Matching with the rolled result, up to two dice must be taken from the general display. For example, if a “1”
and a “4” have been rolled, then a “1” and a “4” must be removed from the display if those numbers are part of
the display. Should there not be a die with a corresponding number, then the player is lucky and does not have
to remove a die. Should both dice show the same number, then two dice with the number (if available) are
removed.
A bomb that has been crossed out in a solo game yields 2 extra points.
The following chart shows how well a player has played “Dizzle”.
Level
Level 1 1 LevelLevel
2-4 2-4
>>
8080 > 90> 90 Congrats! You are a certified Dizzle superstar!
71 – 80 1
Level 81 –Level
90 2 - 4
71 – 80 81 – 90 Wow! You have one foot on the Dizzle podium.
61 – 70 71 – 80
>6180– 70 >7190– 80 You Dizzler! This cannot just have been luck!
51 – 60 61 – 70
7151––8060 8161––9070 Pretty good! But still far away from being a Dizzle superstar!
41 – 50 51 – 60
61
41 ––
31 – 4070
50 41 –71
50––80
51 60 The only good news: There are two Dizzle ranks that are worse.
<51
31––60
31 40 < 416141––7050 Well! Still not a really impressive result!
41<–3150 51<–4160 Man, that’s really bad! Did you use bouillon cubes instead of dice?
31 – 40 41 – 50
< 31 < 41

Author: Ralf zur Linde Schmidt Spiele GmbH


Layout: Anne Pätzke Lahnstr. 21
Editor: Thorsten Gimmler D-12055 Berlin
Localization: T.R. Knight www.schmidtspiele.de
www.schmidtspiele-shop.de
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