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Biddle

Biddle Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Challenge Types
  • How to Play
    • Bidding
    • Rolling
    • Next Round
  • Game End

Contents

  • 50 cubes in 5 colors (yellow, orange, purple, turquoise and white)
  • 55 cards with different challenges
  • 6 dice
  • 1 gameboard
  • 1 Biddle overview card

Setup

Place the gameboard and all six dice in the middle of the table within everyone's reach. You each pick a color and take all 10 cubes of that color. Then place one of your cubes on the corresponding starting space of the gameboard. Shuffle the 55 cards and place them as a face-down pile next to the gameboard. Turn over the top card.

Challenge Types

Each card shows one of the following challenges, which the dice must satisfy:

  • Die must show exactly this number.
  • Die may show any number, but all dice with the same letter must show the same number. Moreover, all dice on the same card with different letters must show different numbers. Example: Card shows AAA and BBB: 3-3-3, 4-4-4 would be a valid result, 3-3-3, 3-3-3 would not.
  • Die must show any even number (2, 4 or 6).
  • Die must show any odd number (1, 3 or 5).
  • Die must show any low number (1, 2 or 3).
  • Die must show any high number (4, 5 or 6).
  • Sum of all 6 dice must match this value exactly.
  • Sum of all 6 dice must be lower than this value. "12" itself is not sufficient.
  • Sum of all 6 dice must be higher than this value. "30" itself is not sufficient.
  • Sum of all 6 dice must be between these two values (20, 21, 22, 23, 24 or 25).
  • Sum of all 6 dice must be divisible by this number.
  • None of the 6 dice may show this number.
  • Small straight of consecutive numbers (e.g., 1-2-3 or 3-4-5).
  • Sum of any 3 dice must add up to 10. Sum of the remaining 3 dice must also add up to 10.
  • All 6 dice must show 2 or 3 numbers respectively that are the same as or adjacent to one another. Adjacent means that they differ from each other by a maximum of +/-1 (e.g. 2-2-2-2-3-3 or 2-2-3-4-4-4).

How to Play

You will play a total of 10 rounds. Each round consists of a bidding phase and a rolling phase. Based on how you bet during the bidding phase, you will be split into two teams: the first team tries to complete the challenge shown on the face-up card; the other team bets against their success.

Bidding

The player who last misjudged something begins. If you start a round, you must estimate how many dice rolls it will take you to complete the challenge shown on the face-up card. To mark your bet, move your cube from the starting space to the space on the bidding track that matches the number of rolls predicted.

Example: The face-up card shows four 3s and two 5s. This is your challenge for this round. Ralf (yellow) believes that he can complete the challenge within eight rolls and moves his cube onto the eighth space of the bidding track.

Now the next player in clockwise order takes their turn. They decide whether they will:

  • Call the lowest bid
  • Undercut the lowest bid
  • Drop out of the current bidding phase

Call

If you decide to call, place your cube next to the current lowest bid. Note: your cube must move at least one space. If it is your turn and your cube is already on the space with the lowest bid, you can only undercut or drop out.

Undercut

If you decide to undercut, move your cube to any space on the bidding track that is lower than the current lowest bid.

Drop out

If you decide to drop out of the current bidding phase, remove your cube from the bidding track and place it on the purple scoring track. In the first round, place your cube in the first row, in the second round, place it in the second row, and so on.

Once you have made your decision, the player to your left takes their turn. They now pick one of the three options too.

When at least one player has dropped out of the round and all other cubes are on the same space of the bidding track, the bidding phase ends.

Example: Carsten (purple) believes that he can complete the challenge in fewer rolls and decides to undercut Ralf's bid. He places his cube on the sixth space of the bidding track. Then it's Lena's (turquoise) turn. She believes that six rolls are realistic and calls Carsten's bid. She places her cube next to Carsten's. Now it's Ralf's turn again. He doesn't believe that the challenge can be completed in six (or even fewer) rolls, so he drops out of the round. He removes his cube from the bidding track and places it in the first row of the purple scoring track.

Rolling

You are now split into two teams:

  • Team 1: All players whose cubes are on the bidding track and who believe they will complete the challenge.
  • Team 2: All players who dropped out and do not believe that the other team will complete the challenge in the number of rolls bid.

Team 1 now rolls the dice. In total, they have as many rolls as they bid on the bidding track. After each roll they can set aside or re-roll any number of dice. Decide together who will roll the dice or whether you want to take turns.

Tip: Use the bidding track to keep track of your rolls by moving all cubes down one space after each roll.

Example: Lena's and Carsten's cubes are still on the bidding track, so they can both roll the dice. Together they decide that Lena will start. With the first roll, she gets 2-2-5-5-1-4. Since they need four 3s and two 5s, Carsten and Lena agree to set aside the two 5s and continue rolling with the remaining four dice.

After the first roll, they move their cubes one space down the bidding track. Together they have 5 rolls left.

Carsten takes the next turn and rolls 3-3-1-6. The team sets aside both 3s and moves their cubes onto the fourth space of the bidding track.

In the third roll, Lena gets a 3 and sets it aside. Carsten rolls the last missing 3 with the fourth roll.

Did it!

If you complete the challenge within the bid number of rolls, move your cubes from the bidding track to the blue scoring track. In the first round, place your cubes in the first row, in the second round, in the second row, and so on. All players on team 2 take their cubes for this round back from the purple scoring track.

Example: Lena and Carsten completed the challenge within the bid number of rolls and move their cubes from the bidding track to the blue scoring track. Ralf was wrong in his belief that the other team would not be able to complete the challenge. Therefore, he takes his cube back from the purple scoring track.

Gambled away!

If you do not complete the challenge within the bid number of rolls, take your cubes back from the bidding track. All players in team 2 score points this round. Their cubes remain on the purple scoring track.

Next Round

Once one team has scored their points and the other team has removed their cubes, a new round starts. Place another of your cubes on the starting space of the bidding track and turn over the next card of the pile. The player to the left of the previous starting player begins the new round.

Game End

The game ends after 10 rounds. Add up your points for each of your cubes on the scoring tracks. You score as many points as are shown next to each space your cube is on. Whoever has the most points in total wins. In case of a tie, all tied players win.

Example: After 10 rounds, Lena, Carsten and Ralf add up their points. Lena (turquoise) has 2+2+5+3+7+12=31 points. Ralf (yellow) has 30 and Carsten (purple) 22 points. Lena wins!