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1f Qwixx Longo Rulebook

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0% found this document useful (0 votes)
197 views4 pages

1f Qwixx Longo Rulebook

Uploaded by

darshanverma.04
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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Steffen Benndorf

®
Reinhard Staupe

Players: 2-5
New dice - for more fun! Age: 8 and up
Duration: app. 20 min.

Players are trying to cross off as many numbers as possible in the four colored
rows of their player sheets. The more crosses you have in a colored row, the
more points you’ll score. The player who has the most points at the end of
the game wins.

Warning: If you’re already familiar with the original Qwixx game, you only need
to read the rules highlighted in yellow. All other rules remain unchanged compared
to the original game! If you’re new to Qwixx, it's better to read all the rules.

Crossing off numbers


During the game, you need to cross off the numbers in each of the four colored
rows from left to right. You don’t have to start at the far left: it's allowed to skip
numbers (even several at a time). Numbers you skipped can no longer be crossed
off later.
Tip: Mark the numbers you skipped with a horizontal line so you can’t accidentally
cross them off later.

The four colored rows are longer than in the original game. They range from 2-16
and from 16-2. You may lock each colored row using one of the last two numbers.
Each score sheet also shows two lucky numbers.

In the red row, you first crossed off


the 5 and then the 7. This means
you can no longer cross off the 2,
3, 4 and 6.
In the yellow row, you can only cross
off the 14, 15 and 16.
In the green row, you need to con-
tinue to the right of the 11.
In the blue row, you need to con-
tinue to the right of the 14.

Note: The lucky numbers on this score sheet are 5 and 8.


How to Play
Each player receives a score sheet (with different lucky numbers) and a marker.
Randomly determine who will be the first active player. The active player rolls all six
dice. Next, they perform these actions in the following order.

1.) The active player adds up the results of both white dice
and states their sum loud and clear. Now, all players may
(but don't have to!) cross off this number in a colored row of
their choice.

Max is the active player. The white dice show a 5 and a 1. Max
informs everyone that the sum is "six". Emma crosses off the
yellow 6 on her score sheet. Max crosses off the red 6. Laura
and Linus don’t want to cross off a 6.

If during action 1 the sum of both white dice is one of the lucky numbers on
your score sheet, instead of crossing off this number you may cross off the next
available number in the colored row where you currently have the fewest crosses.
If several rows have the fewest crosses, you may pick one of them.
Example: Laura's lucky numbers are 6 and 11. Instead of the 6 that Max rolled,
she crosses off her green 16.
Note: Lucky numbers are available to you throughout the entire game. You may
use them each time they are rolled during action 1.

2.) The active player (but not the others!) may now (but doesn't
have to) combine one of the white dice with one colored die
of their choice, and cross off their sum in the corresponding
colored row.

Max combines the white 5 with the blue 8 and crosses off
the blue 13.

Very important: If after actions 1 and 2 it turns out the active player was unable to
cross off a number, they must cross off one of their “failed roll” spaces instead.
Non-active players don’t have to cross off a failed roll space if they are unable to
cross off a number.
Now, the next player in turn order becomes the new active player. He or she rolls all
six dice. Next, they perform both actions one after the other. The game continues
like this, with players taking turns rolling the dice.

Locking a row
Before you can cross off one of the rightmost numbers of a colored row (red
15/16, yellow 15/16, green 2/3, blue 2/3), you must first have crossed off at least
six numbers in that colored row.

As soon as you cross off one of the rightmost numbers in a row, you must also
immediately cross off the space with the lock symbol to the right of that row. This
cross will count towards your total points at the end of the game! This colored row is
now locked for all players. It's no longer possible to cross off numbers of this color.
The corresponding colored die will no longer be used: remove it from the game.


Emma crosses off the green 3 and immediately crosses off the lock symbol.The
green die is removed from the game.

Note: If a player crosses off one of the rightmost numbers, they must state this loud
and clear to let the other players know this colored row is now locked. If a player locks
a row during action 1, the other players are also allowed to cross off the rolled sum at
the same time, as well as the corresponding lock symbol.

However, if you have fewer than six crosses in a colored row when another
player locks it, you’re not allowed to cross off either of the rightmost numbers.

End of the Game and Scoring


The game ends immediately when one of the players crosses off their fourth
“failed roll” space. The game also ends immediately when a second row is locked
(it doesn't matter who does it) and a second colored die is removed.
It's rare, but possible and allowed to lock a row using one of your lucky numbers,
provided that all the rules of the game are followed.

Tip: Through action 1, it could happen that the second and third row are locked
simultaneously.
Example: The green row is already locked. Emma rolls two 8s with the white dice
and says “sixteen”. Max crosses off the red 16 and locks the red row. Simultaneously,
Linus crosses off the yellow 16 and locks the yellow row.

Scoring: Underneath the four colored rows, you’ll find a table that shows how many
points you score for a certain number of crosses within a row. Each failed roll counts
as five penalty points. Players now add up the points of their four colored rows, sub-
tracting points for their failed rolls, and write their scores in the corresponding spaces
of their score sheet. The player with the highest score is the winner.

Emma has 4 red crosses, which scores her 10 points. She also has three yellow crosses
(= 6 points), 9 green crosses (= 45 points) and 8 blue crosses (= 36 points). Emma
has two failed rolls, which costs her 10 points. Emma's final score is 87 points.

English Translation: Jo Lefebure for The Geeky Pen

Nürnberger-Spielkarten-Verlag GmbH Service for UK: Nuernberger-Spielkarten-Verlag GmbH


Forsthausstraße 3-5, D-90768 Fürth-Dambach 11 Kimberley Court, Kimberley Road, London, NW6 7SL
www.nsv.de Phone: 020 7692 1865

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