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Dizzle: Levels 5-8 thumbnail

Dizzle: Levels 5-8

Expansion for Dizzle

Dizzle: Levels 5-8 Rulebook

Table of Contents

Table of Contents

  • New Element Level 7
  • New Element Level 8

New Element Level 7

At the beginning of each round in level 7, the volcano erupts. To do this, the respective starting player rolls a single die (before they roll all the rest of the dice) which will indicate the direction that the lava spreads. This die result applies to all players. Each player must now select a single number field corresponding to the 'lava die' result, which is adjacent to a volcano or a lava field on their game sheet, and which does not already contain a cross. They then block out this field to indicate that the lava has flowed through the space. If the player has several fields to choose from which all contain the 'lava die' result, then they are free to select whichever field they wish. Lava does not flow through fields containing a cross, and players can therefore block lava flows in this manner. If a player has no adjacent square which contains the 'lava die' result, then they have been lucky, and do not need to mark a field with lava. A lava field cannot be occupied by a die, and they do not count as a 'crossed out' field, therefore they can prevent the scoring of rows and columns, as well as other items. After the volcanic eruption, the passage of play continues as usual, with the start player rolling all the dice, etc.

Example: In the first three rounds, the 'lava die' results were '6', '2' and '1'. The players accordingly blocked out the fields affected by the lava. In the fourth round, the 'lava die' has been rolled as a '1'. Player A is lucky, because they have no free '1' fields next to a volcano or lava field, and therefore do not have to block out any lava flow this round. However, player B must block out one of the red-bordered fields as shown - either one of the fields right next to a volcano (A or B) or a field next to a lava flow (C).

[Diagram omitted: Player A and Player B game sheets showing the red-bordered fields.]

New Element Level 8

In level 8, no crosses are made on the game sheet, but instead, railway tracks are drawn. At the end of a round, each player draws railway tracks on the squares of his game sheet where they have placed dice. The player can decide if they draw a straight track (either horizontal or vertical), or a curved track from the centre of any edge to the centre of an adjacent edge. Possible orientations:

[Diagram omitted: possible straight and curved track orientations.]

The routes do not have to be drawn continuously but can also be placed in anticipation of being connected up in future turns. As with all the other levels, the first die of each round must be placed next to a field with an already marked track. The orientation of the rail track is unimportant.

Example: For the 4 dice that the player has placed during this round, they draw in the red rail tracks. In a future round they can draw a straight track vertically into the '6' field, and a curve in the '5' field to connect the respective lengths of track. If they place a die on the '6', they may as usual (due to being enclosed) jump to any other field adjacent to an already marked track when placing their next die.

[Diagram omitted: the red rail tracks drawn on the example game sheet.]

Stations only score points if they are part of a self-contained, closed loop of railway track. No points are awarded for stations that are part of a network that has loose ends.

Every railway network that is not self-contained (that has loose ends) scores 1 point per field.

For every track that is in a self-contained loop (no beginning and no end) scores 2 points per field.

In the longest closed network of each player, each field of the network does not count 2, but 3 points. If there are two equally long networks, the fields score 3 per field in one network, and 2 per field in the other network. The routes already printed on the game sheet are always included when scoring networks.