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

Family Dice Game Fun

Uploaded by

Jonathan Sandlin
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
0% found this document useful (0 votes)
483 views6 pages

Family Dice Game Fun

Uploaded by

Jonathan Sandlin
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
You are on page 1/ 6

Contents

3 color dice
3 number dice
ONE MORE ENCORE! 1 special die
1 scoring pad
The ingenious dice game by Inka & Markus Brand for 1 to 6 players, aged 8+. 6 felt-tip pens

Game overview
In “ONE MORE ENCORE!”, players earn points by checking off columns, rows and boxes of
the same color as quickly as possible. Pick a combination of a color die and a number die,
then check off the respective boxes in your chosen color. Choose wisely and snap up the
desired dice combination before your opponents do. Spread your checks out as best possible
or unlock special dice to create even more opportunities. In addition to the points for
completed columns and rows, you can earn bonuses by checking off all of the boxes in one
color. The game ends when two colors have been completely checked off. Then you can go
straight on to another round ...
For all “Encore” experts: to make it
easier to get started, all deviations from Preparation
the “Encore!” rules have been highlighted Give each player one player sheet from the scoring
in grey. pad and a pen.

Changes to the player sheet compared to “Encore!”


Fields unlocking special dice

Row bonuses for first


player to complete
entire row

Total row points


Total heart points
Heart bonuses for
completed columns Points for unused
special dice

Special die already activated at start of game


Further special dice to unlock during play

Game play
Determine a starting player. This is the first active player, who will throw all seven dice once.
The active player then chooses one color die and one number die or the special die,
which they place in front of them. They check off the relevant boxes on their player sheet.
All other players may now choose any combination (one color die and one number die)
from the remaining dice and check off the appropriate boxes on their player sheet.
Alternatively, they may use the special die if the starting player did not use it. Several players
may choose the same combination of color and number die or the special die.

IMPORTANT: For the first three turns (first three active players), all players may
choose a combination of one color die and one number die from all six dice or the
special die. Players may choose the same dice combinations.
PASSING: Players always have the option of not choosing any dice combination at all or not
checking anything off—this also applies to the active player. If the active player does not
choose any dice, the other players may choose a combination from all seven dice.

Select a combination and check a box


To check off boxes, a player must select a dice combination (one number die and one color
die), then check off the appropriate number of adjacent colored boxes. For instance,
if a player selects a number die with the number “4” and a yellow color die, they must
check off four adjacent yellow boxes.

The following rules apply:


- At the beginning of the game, the first checked box must be in Column H.
- All checked boxes must connect and all must be of the same color.
- Checks must be horizontally or vertically adjacent to at least one checked box or start
in Column H. Boxes that only touch diagonally do not count as adjacent.
- You must check off the exact number of boxes indicated by the die.
- A color block comprising several boxes does not need be filled entirely in a single turn.
- It is not possible to check off more than five boxes in one turn.
- During a turn, the value of a die may not be split up in order to check off boxes in two
separate blocks of the same color.
- The on the number dice and on the color dice are Jokers (see JOKER).

Example:
Inka rolls: . She chooses to use , so checks off five orange boxes (A).
This is possible as the first box is in Start Column H and all of the five boxes are adjacent. In
the first three turns, the other players can also choose to use the same dice. Alternatively, they
have two other options. They could either check off
the two green boxes (B) or two of the yellow boxes
in the block of four (C). It is not possible to check
off all four of the yellow boxes because the active
player didn’t throw a and the cannot be used
for this as the number cannot be used in full.

From the fourth turn, Inka (as the active player)


would have chosen the two dice and then
removed these from play. All other players could
then only choose from the remaining five dice
.

Note: To check off the two remaining boxes in the yellow block of four, the player needs either
once or twice. They cannot choose a higher number and split the value to check
off boxes in two different color blocks.
Examples of correct and incorrect moves:

Correct: All five checked Correct: All four checked off Incorrect: All three checked
off boxes are adjacent to boxes are adjacent to one off boxes are adjacent to Incorrect: The three
one another, and one another, and one box is one another, but one of the checked off boxes
green box is adjacent to adjacent to a box that has three checked off boxes are not connected.
the yellow box that has already been checked off. must be adjacent to a
already been checked off. However, this leaves two checked box. They cannot
single green fields (circled in connect diagonally.
blue). These can only be
checked off by rolling a “1”. A
green “2” cannot be used for
this.

Joker

The on the number die and on the color die are Jokers. If a player chooses the , they
can choose any color. If they choose the , they can specify a number between one and
five. NB: You cannot choose six, even if you wish to check off a block of six boxes, as five is
the highest number on the number die.

IMPORTANT: For each Joker a player uses, they must check off an exclamation point on their
player sheet. If they no longer have any exclamation points, they cannot use any more Jokers.

A player can use two Joker dice if they wish (question mark and black cross). However, they
must then also check off two exclamation points.

Special die
To use the special die, players must have checked off golden die boxes in the grid on their
player sheet. For each checked box, they may circle a special die in the row of dice below the
Joker row. This unlocks a special die. One special die in this row is already circled at the start
of the game—this means each player can use a special die once, from the very start of play.

Whenever a player uses the special die, they must check off a circled
special die in this row. If they have not circled any golden die, they
cannot use the special die.

Special die actions:


Bomb: The player detonates a bomb to check off up to four boxes of their choice (any color!)
within a 2x2 grid on their player sheet. These boxes do not have to be adjacent to existing
checks or in Start Column H. They can also check off boxes not in Column H at the start of the
game. Later in the game, further checks can be placed in the boxes adjacent to bombed
boxes. A bomb can also be used to check off less than four boxes, but all of the checks must
still be within a 2x2 grid. A bomb may also be used to check off boxes of different colors at the
same time.

Example: A player has just used the special die to


detonate a bomb. They place four checks within a 2x2
grid anywhere they wish on their player sheet—in this
example, this even unlocks a further special die action.

Heart: The player circles a heart in the heart column,


starting at the top. The hearts give players an additional column bonus. The more hearts a
player circles during the game, the higher this bonus will be. When a player has checked off a
full column, they immediately also receive the current heart bonus in addition to the points for
the column (see CLAIMING COLUMNS). They write these points on the heart, below the
corresponding column. If the player manages to circle additional hearts during the game, they
increase the column bonus for columns they complete thereafter.

Example: The player has already circled three hearts and is now the second player
to complete Column B. In addition to the two points for Column B, they now
immediately write three bonus points on the heart below this column. The player is
able to circle another heart later on in the game. They are then the first player to
complete Column A. In addition to the points for Column A, they now already receive
a heart bonus of four points. They immediately write this on the heart below
Column A, which has just been completed.

Stars: The player checks off up to two stars on their player sheet. These must be
vertically or horizontally adjacent to at least one box that has already been
checked off or in Start Column H.

Three in one row: The player immediately checks off up to three boxes in a row (not a
column!). These boxes do not have to be adjacent, but they must be adjacent to boxes that
have already been checked off. This action is particularly useful for completing rows.

Color block: The player immediately checks off an entire color block. The color block can
either be entirely empty or the player can complete a color block that has already been started.
Important: The color block must be adjacent to at least one box that has already been checked
off. An entire block of six can then be checked off at once.

Claiming columns
Whenever a player succeeds in filling a column with checks, they earn the points specified
below that column in addition to any heart points they might have earned (see special die).
After all players have checked off the according boxes, the active player lets the other players
know the column and circles the points they have earned on the player sheet. If they are the
first to do so, they circle the top number (higher value) beneath that column. All other
players cross out this value on their player sheet. They may still earn points for completing the
column, but can only circle the bottom number (lower value). This bottom number (lower
value) is always available to all subsequent players; it is never “claimed” like the higher
value is by the first player to complete the column.
Example: After a few turns, Inka has just checked off the two orange boxes in Column D and
thus completes a column. She says aloud to her opponents: “Column D is full.” and circles the
three points. The other players cross out the three; they can now only earn two points for
completing Column D.

Important:
 Only the top number (higher value) for a column is crossed out. All other players still
have the opportunity to earn the lower value.
 A player can complete multiple columns in one single turn and claim multiple points.
They then announce which columns they have completed and circle the according
points.
 If several players complete a column on the same turn, they all receive the higher
points.
 When players complete a column, they should always check whether they have already
circled hearts and enter the current heart bonus in the heart field below the completed
column. Every player receives the heart bonus, regardless of whether they are the first
to complete the column or do so later on.

After all players have had an opportunity to choose a pair of dice or the special die and check
off the respective boxes, the dice are passed clockwise to the next player. Play continues
with the new active player using all seven dice …

Row bonus
Whenever a player has filled an entire row in their player sheet with checks (NB: not a
column!), they must announce the corresponding row aloud to their opponents and circle the
according points. If they are the first to complete a row, they immediately receive the row
bonus indicated next to the row. All other players cross out this bonus on their player sheet
and can no longer receive it. If another player completes the same row, they only circle the
points and do not receive the bonus. Each completed row is worth five points at the end of the
game.

The row bonuses are:


Bomb: The player immediately detonates a bomb according to the above rules.
Special die: The player immediately circles a special die in their row of golden dice.
Heart: The player immediately circles the next heart in their heart column.

Important:
 If two or more players complete a row in the same turn, they all receive the row bonus.
 If a player completes row(s) and column(s) at the same time (e.g. by detonating a
bomb), they receive the row bonus first. Only then should they circle the points in the
completed rows and columns.

Color bonus
The first player to successfully check off all of the boxes in one color receives the five
points for that color. That player lets the other players know they should cross out the
five points. They can now only earn three bonus points for this color. All players are
able to earn these three bonus points. The same applies to bonus points: if several
players earn the color bonus for the first time in the same turn, they all receive the five
points.
Stars
Each star on the player sheet not checked off by the end of the game is worth two minus
points.

Game end
The game ends immediately after the turn in which (at least) one player succeeds in circling
their second color bonus (regardless of whether it is the high or low value). If the active player
is the one to end the game, all other players still get to play their turn with the remaining four
dice or special die, as usual. The points of the individual players are then determined.

Enter the bonus points for the colors here.


Enter the bonus points for the columns and rows here.
Enter the heart points here.
Each unused exclamation point is worth one point.
Each circled but unused special die is worth two points.
Each unchecked star results in two minus points!

Whoever has the most points wins! In case of a tie, the player with the most exclamation
points remaining is the winner. And why not simply play another round of “Encore—Take 2!”?!

Solo game
If there’s no one around to play with you, you > 90 So there are super heroes!
can also play “ONE MORE ENCORE!” on your 85‒90 Do your friends call you ‘The Brain’?
own. The solo game is about collecting as You could be a professional “ONE MORE
79‒84
many points as possible. ENCORE!” player!
The rules of the game remain largely 74‒78 Excellent! What a great result!
unchanged. However, only two color dice and 70‒73 Practice makes perfect!
two number dice as well as the special die 66‒69 Great! That went pretty well, didn’t it?
60‒65 You just keep getting better!
are used.
50‒59 Not bad! You’re really making progress.
After every roll, the player must make a slash
40‒49 It looks like you’ve got the hang of it now.
in one of the letter fields at the top. A total of 30‒39 Hmm, that wasn’t so bad.
two slashes will be made in each of these letter 20‒29 You could do with a little more practice.
fields—one diagonally to the right and one 10‒19 As long as you’re enjoying yourself ...
diagonally to the left. The solo game ends < 10 Are you even trying?!
when two slashes have been placed in each
letter field after thirty turns, or the player has completed two colors. The points are then added
together. If the player has two completed colors but has not yet played all thirty turns, they receive two
bonus points for each unused turn. Add together your points and check the points table to see how well
you did in “ONE MORE ENCORE!”.

Letter fields after five turns.

You might also like