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HOW TO PLAY
One game lasts 10 rounds; this corresponds to 1 side
of the notepad. The game starts with the oldest player
and then goes around the table clockwise. When it´s
your turn, draw dice from the cloth bag un l there are
3 dice in front of you.
FLICK THE DICE
Each turn you must fl ick 2 dice. Choose 1 of your dice
and place it onto any of the 4 fl ick bases. You can turn
the box to use the base you want. Then Flick the die
into the box bo om.
A If the die lands in a hole, it stays there un l it has
been scored.
B If the die ends up in the trench or outside the box,
put it immediately back into the bag.
Tip: If the die falls into the hole at an angle, gently
shake the box un l the die se les into its hole.
Then ick your 2nd die. The 3rd die stays put in front of
you. Record your total scoring (or “0” if none).
Play then moves to the next player.
SCORING
You can score all dice that are part of valid dice
combina ons. Sum up the pips on their top faces and
write down the result on the notepad. Record a “0” if
you don‘t have any.
A combina on is valid if it consists of at least 3 dice
of 1 color. These must adjoin each other horizontally
respec vely ver cally, but not diagonally.
Excep on: Dice which are located on the center marker
or in a blast row don´t have to be part of a valid
combina on to get scored.
See: Center marker and Blast die.
White dice are jokers. They can count as any color,
except pink.
Dice that are not scored remain in the play arena; they
can be part of later scorings.
Then it´s the next player´s turn.
and
Blast die
and Blast die and
You can score several dice combina ons in your turn,
but each die counts only once. (Dice which are part
of several combina ons at the same  me can only be
counted for only 1 combina on.) Immediately put all of
the scored dice back into the bag.
2
Then it´s the next player´s turn.
2
B
A
2


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