Slot Brothers - Instructions
Slot Brothers - Instructions
● Set Contents
2
Note: If you find yourself without the correct dice to play, please consult the chart to see how to use
regular six-sided dice instead. Please select a die that differs to represent the Gamble Die.
2, 3 Bar
4, 5, 6 Melon
2 Bar
3, 4 Sombrero
5, 6 Melon
4. As you gain cards, arrange them in front of you sorted by score, as shown in Figure 1.
5. If after rolling the dice, you cannot take any cards, then your turn ends.
6. At the beginning of your turn, you must decide whether to keep the cards left by the last player or
clear them and draw three new cards before you roll the slot dice.
7. Cleared cards are set aside face-down in the Discard Pile.
8. If there are less than three cards left, draw cards until there are three on the table before rolling
the Slot Dice.
9. When the deck runs out, shuffle the Discard Pile and use it as the new deck.
● Endgame
1. The game ends when a player reaches the target score. At that point, scores determine the
rankings of the remaining players.
2. The target score changes based on the number of players. When playing with 2 or 3 players it is
1,800, however when playing with 4, 5, or 6 players, it is 1,500. When you are within 200 points of
the target score, announce “Arriba!”
● Gamble
1. If you can take a card on your turn, you may choose to bet it for more points by starting a
Gamble.
(The bet card is not yours yet, so do not mix it with cards you have already won.)
2. If you decide to Gamble, draw cards from the deck until there are three on the table again. You
must decide whether to take the Gamble before replenishing.
3. The player attempting the Gamble rolls the three Slot Dice and the additional Gamble Die. As
before, if all symbols on a card are represented by the symbols on the dice, take it.
4. If you succeed in taking at least one card during the Gamble, you can continue the Gamble.
However, if you fail, then you’ll lose all the cards you’ve bet and taken during that round. All cards
lost during the Gamble are placed face down in the Discard Pile.
5. If you choose not to Gamble, the cards taken in that round officially become yours, and the turn
passes to the next player.
4
● Jackpot
1. If the combination of symbols on the die ever match the symbols shown below, then you achieve
a Jackpot! Depending on which Jackpot combination you rolled, you may steal one or two cards
from another player.
2. If no other player has cards to steal, you may instead draw and immediately take your won
number of cards from the deck. If only one card is available to steal from another player, then you
may draw the other card you won from the deck if your Jackpot earned you two steals.
3. Additionally, when you roll a Jackpot, regardless of whether cards from the table can be taken or
not, you earn the right to Gamble. However, if the Gamble fails, then any cards won during the
Gamble as well as the cards stolen or drawn through the Jackpot are lost and must be placed in
the discard pile.
4. During a Gamble, the chance of rolling four “7’s” is an astounding 11 in 1,286, or 0.85%! This
incredible Jackpot (referred to as Tequila) ends the game immediately, with the player who rolled
it being declared the winner unconditionally.
(It’s such a momentous event that it calls for a toast with Tequila!)
Victory! Tequila!!
4. Multiple Sombrero Cards can be stacked. For example, placing two over a 1000-point card will
keep it safe even if both are stolen during a Jackpot. Use your Sombreros wisely to ensure your
most valuable cards remain protected!
5. The group guarded by the Sombrero Card can only be changed during your turn before the next
player rolls the dice. When you wish to change what you’re protecting, you must announce to
other players: “I am changing the Sombrero Card.”