Easy Come, Easy Go
Easy Come, Easy Go Rulebook
Table of Contents
Table of Contents
What's in the Box
- 4 Easy Come-Easy Go Dice
- Dice Cup
- 9 Fabulous Prizes
- Quick Play Rules
The Object of Easy Come-Easy Go
Win fabulous prizes by rolling the dice combinations shown on the prizes. The first player to collect three prizes, and keep all three until the beginning of his or her next turn, wins Easy Come-Easy Go!
Setting Up
- Arrange the nine prizes in the center of the table so that all are visible.
- Place the four Easy Come-Easy Go dice in the dice cup.
- Each player rolls all four dice. The player with the highest total takes the first turn.
A Player's Turn
Each turn a player attempts to win a prize. All prizes are fair game, even those in the possession of other players. A player starts a turn by rolling all four dice and checking to see if he or she has won a prize.
If the player has won a prize, he or she may:
- Collect that prize and the turn moves to the player to the left, or
- Elect not to collect the prize in order to try to win a different prize.
If the player has not won a prize, or elects not to collect a prize he or she has won, that player may attempt to improve the dice roll by freezing and re-rolling. After each re-roll, the player checks to see if he or she has won a prize.
Freezing and Re-Rolling Dice
- The player must freeze at least one of the dice just rolled before each re-roll.
- When a die is frozen, it is set aside and the number rolled may not be changed. Frozen dice may not be re-rolled during that player's turn.
- Once a player has collected a prize, or frozen all of his or her dice without collecting a prize, the turn ends and the dice move to the player to the left.
Winning Prizes
- A player may attempt to win any prize regardless of whether it is in the center of the table or in possession of another player.
- In order to win a prize, all four dice must be used to satisfy the dice combination shown on the prize.
- Certain dice rolls will satisfy the dice combinations required for more than one prize. The player may select whichever one of these prizes he or she prefers; only one prize may be collected per turn.
- Once a prize has been collected, it must be placed on the table in front of the player who has won it, in full view of all players.
The Nine Prizes (note on a gap)
The official page shows the prize combinations as an image that is not available. Labels taken from the fan reskin's goal cards: 3 of a kind - all even; 3 of a kind - all odd; 17 or more; 7 exactly; 4 of a kind; Straight; 13 exactly; 3 or less; 2 pairs. The official examples name "3 of a kind and all 4 dice even", "4 of a kind", "3 or less", "Straight" and "7 Exactly". The detailed definitions of each combination (for example, what counts as a Straight) are not given in the available text.
Winning the Game
The first player to collect three prizes, and keep them until the beginning of his or her next turn, wins Easy Come-Easy Go!
Examples of Freezing and Re-Rolling Dice
Example A
1st roll: The player rolls four dice, resulting in 0, 2, 2, and 5, and freezes the two 2's.
2nd roll: The player re-rolls the 0 and 5, rolling a 2 and 5, and freezes the 2. Now three 2's are frozen.
3rd roll: The player re-rolls the 5 trying for either a 2 (for "4 of a kind") or a 0 or 4 (for "3 of a kind and all 4 dice even"). The player rolls a 4, resulting in 2, 2, 2, and 4, and takes the "3 of a kind and all 4 dice even" prize.
Example B
1st roll: The player rolls four dice, resulting in 0, 1, 2, and 5, and freezes 0, 1, and 2.
2nd roll: The player re-rolls the 5, trying for either a 0 (for "3 or less"), a 3 (for the "Straight"), or a 4 (for "7 Exactly"). The player rolls a 5, resulting in 0, 1, 2, and 5, which does not satisfy the combination for any prize. The 5 must be frozen because at least one die, of those just rolled, must be frozen after each re-roll. The turn ends and no prize has been won.