JamSumo (Second Edition)
JamSumo (Second Edition) Rulebook
Table of Contents
Table of Contents
Contents
1 game board, 1 round marker, 5 platforms, 25 dice.
Jam
Goal
Flick all of your dice through the hole in the middle of the game board.
Setup
Attach the platforms in the numbered holes on the game board that correspond to the number of players. Each take 5 dice of the same colour and place them in front of you so that they all show the number 4.
Give one player the round marker. Set all unused dice aside.
Play
The player with the round marker begins. Each player has 1 flick attempt per turn. You may only flick your own dice.
The player whose turn it is can either
- place a die from their supply showing 4 on one of the platforms and flick it into play, or
- flick a die that is already in play.
Then it is the next player's turn in clockwise order.
If a die falls through the hole, it is out of play for this round and therefore has a value of zero.
If your die falls over the edge of the game board, it is still in play. Take it back and place it in front of you showing 4. You may play it out on your next turn.
The round ends as soon as all dice of one player have fallen through the hole. Score the points (see below), pass the round marker to the left, take your dice back and start a new round.
The game ends when the number of rounds played equals the number of players in the game.
Scoring
At the end of a round each player receives points equal to the sum of the pips of their dice that have not fallen through the hole. All dice that are not lying flat count as a flat 4 pips.
Winning
When all rounds are finished, the player with the lowest total score wins.
Sumo
Goal
Knock your opponents' dice off the game board.
Setup
Give each player 5 dice of the same colour. Each player chooses a platform and places their dice directly in front of it, behind the Sumo line. Set all dice so that they show the number 3. Give one player the round marker.
Play
The player with the round marker begins. The player whose turn it is flicks one of their dice so that it hits an opponent's die. If you don't hit an opponent's die ("miss"), you must remove your die from play for this round.
All dice that fall over the edge or through the hole are out of play for this round. Any die that lands on a platform is eliminated from play for this round.
The round ends as soon as one player has no more dice on the game board. Score the points (see below), pass the round marker to the left, take your dice back and start a new round.
The game ends when the number of rounds played equals the number of players in the game.
Scoring
At the end of a round each player receives points equal to the sum of the pips of their dice still lying on the game board. All dice that are not lying flat count as a flat 3 pips.
Winning
When all rounds are finished, the player with the highest total score wins.
Jam Sumo
Play a round of Jam (− points) and then a round of Sumo (+ points). The player with the highest total score wins.
Fair Play
- Your finger should touch the side face of your die, not the top.
- Your finger may only touch one die.
- You may turn the board, but not move the dice.