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Dozito

Dozito Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Turn of Play
    • 1. Look at the card
    • 2. Replace the card already present in your grid
    • Example of a full turn
  • Special Cards
    • "STOP" cards
    • "Replay" cards
    • "Joker" cards (3 cards per color)
  • End of Round
  • End of Game
  • Scoring
    • Scoring chart
    • Example: Arthur counts his points
  • Rule Details
    • Don't forget
  • Credits

Contents

  • 75 cards, split across 5 colors and numbered from 1 to 12
  • 5 score cards (front) with a player aid (back)
  • 1 rulebook

15 minutes to play, ages 8 and up, for 2 to 5 players.

Setup

  1. Shuffle the deck of 75 cards.
  2. Deal 12 cards to each player, face down. Each player forms a grid of 3 rows of 4 cards.
  3. Place the remaining cards in the center of the table to form a draw pile, then reveal the top two cards and place them next to the draw pile to form two discard piles.
  4. Deal one score card to each player.
  5. The player whose age is closest to 12 starts the game!

Turn of Play

On your turn, you will draw a card, then choose whether or not to keep it to add it to your grid.

You may draw the top card of the draw pile, or take the top card of either of the two discard piles. Then:

1. Look at the card

You may choose to place this card in your grid, or to discard it:

  • If you do not want to add it to your grid, discard it directly onto the discard pile of your choice. Your turn ends.
  • Otherwise, place the card in your grid at the spot matching its number. Then move on to step 2.

All the cards in your grid represent a spot numbered from 1 to 12, laid out as a 4x3 grid:

 1   2   3   4
 5   6   7   8
 9  10  11  12

For example, if you draw a 2 card and add it to your grid, it must go to spot 2.

2. Replace the card already present in your grid

By placing your new card in its spot, you replace a card that was already there:

  • If the card you are replacing is face up, discard it onto the discard pile of your choice, then your turn ends.
  • If the card is face down, flip it over and go back to step 1 with this card. You may chain several cards this way!

When you discard a card, your turn ends. It is then the turn of the player to your left!

For example: by placing a 2 card, you replace a face-down card. Flipping it over, it turns out to be a blue 6. You may therefore once again choose to discard it or to place it at spot 6 to keep chaining!

Example of a full turn

On his turn, Arthur takes the top card from one of the discard piles: the red 3.

He places it at spot number 3 of his grid, right next to his red 2. This forms a group of two red cards. Great! (A)

By placing his red 3, he replaces the face-down card at spot 3: he flips it over and reveals a green 11. He places the 11 on its spot and reveals a new face-down card. (B)

It is a red 5. Since he already has a blue 5 in his grid, he must now make a choice: keep the blue 5 or the red 5? He chooses to keep the red 5. (C)

He places it in his grid, then must discard the blue 5 onto one of the discard piles, and his turn ends. (D)

It is then Maëlle's turn, seated to his left.

Special Cards

There are three types of special cards.

"STOP" cards

If you draw or flip over a "STOP" card, you may choose whether or not to keep this card, then your turn must end immediately. STOP cards always show three Dozito suns.

"Replay" cards

If you discard a "Replay" card at the end of your turn, play another turn.

"Joker" cards (3 cards per color)

These cards can replace any number, so you may place them anywhere in your grid.

End of Round

As soon as all the cards in a player's grid are face up at the end of their turn, all other players play one final turn.

Then move on to scoring! (See next section)

End of Game

After scoring for the third round, the game ends.

The player with the most total points wins the game!

In case of a tie, the person who scored the most points in a single round wins. If the tie persists, victory is shared!

Note: you may play a shorter or longer game by choosing to play more or fewer rounds!

Scoring

To count your points, take your score card.

Careful: cards that are still face down are not flipped face up for the final count! They are therefore not taken into account for scoring.

  1. Add up the points scored by each group of same-colored cards in your grid, following the score card.

    • Cards of the same color that touch each other form a group; diagonals do not count.
    • You can have several groups of the same color.
  2. Then add the number of Dozito suns present on all the face-up cards of your grid, whether they are in a group or not.

Record each player's points, then start a new round at the setup step. The player with the fewest total points starts the next round.

Scoring chart

Group sizeScore
10
22
35
410
516
625
735
845
955
1065
1175
12Instant win!

Example: Arthur counts his points

He scores 5 points thanks to his group of three red cards, 10 points thanks to his group of four blue cards, and 2 points thanks to his group of two green cards. The green 6 is not counted, because it does not touch the other green cards (diagonals do not count).

He adds 10 more points thanks to the Dozito suns present on all his face-up cards.

He therefore scores a total of 27 points for this round!

Note: his face-down card remains face down during scoring.

Rule Details

Here are a few additional rules to cover the slightly special cases you might run into while playing:

  • When you discard a card, if one of the two discard piles is empty, you must place your card in the empty discard pile.

  • If you place a card at a spot containing a joker that is already face up, you cannot move it to another spot! Discard it and your turn ends, just like with a normal card.

    Example: Maëlle draws a blue 3. She already has a purple joker face up at spot number 3, but prefers to place her blue 3 there to grow her group of blue cards. (A) She therefore places the blue 3 at spot 3 and discards her purple joker. She must discard it in the left discard pile, since it is empty. Her turn ends. (B)

  • If the draw pile is empty at the start of your turn, keep the top card of each discard pile, then shuffle the remaining cards to re-form the draw pile.

  • If, by placing a "STOP" card in your grid, you discard a "Replay" card that was at the same spot, you play another turn.

  • If you have 12 cards of the same color, you win the game immediately!

  • You cannot take a card from a discard pile in order to discard it directly.

  • You cannot look at the contents of the discard piles.

Don't forget

  • When you replace a visible joker in your grid, you do not move it elsewhere — it is discarded.
  • Face-down cards are not flipped over at the end of the round.

Credits

Authors: Alex Fortineau and Simon Moulard Publishing and graphic design: Double Combo Games Distribution: Tribuo

The authors thank their friends and families for the many prototype playtests. The publishers thank the authors and Guillaume Vinson.