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Dobro Pixar

Dobro Pixar Rulebook

Table of Contents

Table of Contents

  • Components
  • The Game
  • Setup
  • Player Turn
  • Special Card Effects
  • Oops! I Forgot!
  • End of a Climb
  • End of a Round
  • Round Scoring
  • End of the Game
  • 2-Player Rules
  • Variant for Longer Games

Components

49 numbered cards:

  • 4x cards of value 2
  • 6x cards of value 3
  • 6x cards of value 4
  • 7x cards of value 5
  • 6x cards of value 6
  • 7x cards of value 7
  • 4x cards of value 8
  • 5x cards of value 9
  • 4x cards of value 10

8 special cards:

  • 4x Wild cards (Remy)
  • 2x Skip cards (Wall-E)
  • 2x Reverse cards (EVA)

1 Direction card (Carl Fredricksen's House)

1 Forgetful card (Dory)

The Game

A game of Dobro Pixar is divided into 3 rounds, and each round is divided into several Climbs.

In each Climb, players play cards to the table, always increasing the value in play. The Climb ends when a player cannot (or does not want to) play cards that increase this value. That player puts all the cards played onto their Score Pile and a new Climb begins.

When the draw deck runs out and a player plays the last card in their hand, the round ends and players receive points according to the cards in the Score Piles. After three rounds, the player with the highest score wins the game.

Setup

  1. Place the Direction card (Carl Fredricksen's House) on the table with the "clockwise" side face up.
  2. Place the Forgetful card (Dory) beside it.
  3. Shuffle the remaining cards and deal 6 to each player (5 in 6-player games).
  4. Form a face-down Draw Pile in the center of the table with the remaining cards.
  5. Randomly choose a starting player to begin the first Climb of the round.

Player Turn

On their turn, each player must perform one of the following actions:

  1. Play one card with a value equal to or greater than the value in play. If the value of the card played equals the value in play, its value doubles.
  2. Play two cards of the same value whose sum is equal to or greater than the value in play. If the sum equals the value in play, the value of the sum doubles.
  3. Play a special card.
  4. Take all the cards in play and put them on their Score Pile, if they cannot or do not want to play cards (see End of a Climb).

If the player plays cards, they must announce the final value of their play, which becomes the new value in play.

The starting player of each Climb may play one card or two equal cards of any value.

Then the player refills their hand to 6 cards (5 in 6-player games) from the Draw Pile and ends their turn, passing the turn to the next player in the direction indicated by the Direction card.

Special Card Effects

Wild (Remy): The player chooses a value from 2 to 10 that is equal to or greater than the value in play. If the value of the Wild equals the value in play, its value doubles.

The Wild can also be played with another card, as if the player were playing two cards of the same value. If playing two Wilds, the player must choose a single value from 2 to 10 for both cards. In both cases, the sum of the two cards must be equal to or greater than the value in play. If the sum equals the value in play, the value of the sum doubles.

Skip (Wall-E): When this card is played, the value in play remains the same.

Reverse (EVA): Has the same effect as the Skip card (Wall-E) and, in addition, flips the Direction card to its other side.

Oops! I Forgot!

If a player ends their turn without refilling their hand to 6 cards (5 in 6-player games), they must take the Forgetful card (Dory) and place it on the table in front of them. The card stays there until another player forgets to refill their hand or until the round ends. The player who ends the round with this card loses one point.

End of a Climb

A Climb ends if a player cannot or does not want to play a card with a value equal to or greater than the value in play. That player must collect all the cards played and place them face down on their Score Pile in front of them. Then this player starts the next Climb.

Example of a Climb: The current value in play is 2. On her turn, Priscila plays a 4. Mauricio also plays a 4, and since this card has the same value as the previous one, its value doubles, becoming 8. Next, Karen plays two 5s, which add up to 10. It is Priscila's turn again. As she cannot play a value equal to or greater than 10, she puts all the cards played onto her Score Pile and plays a 2 to start the new Climb.

End of a Round

When the cards in the Draw Pile run out, players continue taking their turns without refilling their hands after playing. If one of the players empties their hand, the round ends immediately. The cards on the table are discarded along with all the cards remaining in players' hands. Then the round is scored.

Round Scoring

At the end of the round, record scores according to who has the most cards and the number of players:

Position (most cards)Points
Player with the most cards1
2nd player with the most cards2
3rd player with the most cards3
4th player with the most cards4
5th player with the most cards5
6th player with the most cards6

Score according to the number of players. For example, in a 3-player game, the player with the most cards receives 1 point, the second player with the most cards receives 2 points, and the third player with the most cards, that is, the player with the fewest cards, receives 3 points.

In case of a tie, all tied players receive the points for that position, and the next position (or positions) is skipped.

The player with the Forgetful card (Dory) loses 1 point.

Then a new round begins, keeping the current side of the Direction card. The starting player of the new round is the player with the lowest total score. In case of a tie, determine among the tied players who would play first after the player who emptied their hand and ended the previous round (in the current direction of the Direction card). That player is the new starting player.

Scoring example: Priscila finished with 18 cards in her Score Pile. Karen and Patricia finished with 12 cards, and Mauricio with 8 cards. Because she has the most cards in her Score Pile, Priscila receives 1 point. Karen and Patricia are tied for second place, so both receive 2 points. Mauricio is the fourth player with the most cards and receives 4 points.

End of the Game

After 3 complete rounds, the player with the highest total score is the winner. In case of a tie, the player with the fewest cards in the third round wins. If the tie persists, the tied players share the victory.

Final scoring example: Priscila scored 1 point in the first round, 4 in the second and 3 in the third. However, she finished the second and third rounds with the Forgetful card (Dory), so she loses 2 points. Her final score is 6 points. Patricia also finishes the game with 6 points, adding 2 in the first round, 3 in the second and 1 in the third. Mauricio finishes with 7 points, adding 4 from the first, 1 from the second and 2 from the third. Karen wins the game with 8 points, adding 2 from the first, 2 from the second and 4 from the third round.

2-Player Rules

The 2-player game works the same way, with the following changes:

  • During setup, return the Direction card (Carl Fredricksen's House) and the two Skip (Wall-E) and Reverse (EVA) cards to the game box.
  • Before starting each round, remove 10 random cards from the Draw Pile without the players seeing their faces. Set these cards aside. They will not be part of the current round, but must be returned to the Draw Pile when preparing the next round.

Variant for Longer Games

If you want to play a longer game, we suggest that the game have a number of rounds equal to the number of players.