JamSumo
JamSumo Rulebook
Table of Contents
Contents
1 board, 1 round marker, 24 dice.
Jam
Be the first to flick all your dice through the hole in the centre of the board.
Set Up Place the board on a table. Take six dice of the same colour and place them in front of you so that they all show a face value of four. Each player rolls a die. The player with the lowest score wins the round marker. Put away unused dice.
Playing a Round The player with the round marker goes first. Each player has one flick attempt per turn. You may turn the board, but do not disturb the dice.
On your turn flick one of your own dice. You either place a die from your hand onto any of the 'JAM' zones — showing a face value of four — and flick it into play, or flick a die that is already in play.
The next player on the left then takes their turn.
When a die goes through the hole it is out of play and therefore has a penalty value of zero.
The round ends as soon as one player gets all their dice through the hole. Then, record the penalty points (see penalty points below). Pass the round marker to the left, and retrieve the dice to start a new round.
The game ends when the number of rounds completed is equal to the number of players in the game.
Fair Flicking Your finger should strike the side face of your die, not the top face. Your finger should only strike one die.
Dice Go Off the Side If any dice go over the edge of the board, take them back and place them in their player's start area with a face value of four. These dice are still in the game and may be played on the next turn.
Penalty Points At the end of a round each player receives penalty points equal to the total face value of their dice that did not go through the hole. Any dice not lying flat count as four.
Winning When all the rounds have been completed, the player with the lowest total of penalty points wins.
Sumo
Knock your opponents' dice off the board.
Set Up Place the board on a table. Give each player six dice of the same colour. Each player chooses a corner of the board and places their dice in the 'SUMO' area. Set all the dice to show a face value of three. Each player rolls a die. The player with the highest score wins the round marker.
Play The player with the round marker goes first. On your turn flick one of your dice so that it strikes an opponents' dice. (You may turn the board but do not disturb the dice.) If your die fails to strike an opponent's die, you must remove your die from the round of play.
End the round as soon as one player has no more dice left on the board and then record the points. (See scoring points.) Pass the round marker to the left, retrieve the dice, and start a new round.
The game ends when the number of rounds completed is equal to the number of players in the game.
Fair Flicking Your finger should strike the side face of your die, not the top face. Your finger should only strike one die.
Dice Go Off the Side or Through the Hole Any dice that go over the edge or through the hole are out of the round.
Dice on the Jam Platform Any die that ends up on a 'JAM' platform is out of the round.
Scoring Points At the end of each round, each player receives points equal to the total face value of all their dice that are still on the board. Any dice not lying flat count as three.
Winning When all the rounds have been completed the player with the highest total of points wins.
JamSumo
Play two rounds of Jam and two rounds of Sumo. The player with the highest aggregate score wins.
Game Info
JamSumo 2-4 Players; 30 minutes; Age: 6+
Designer: Gavin Birnbaum; Published: 2014; Publisher: Cubiko Games & licensed to Unique Wood Products; Category: Action/Dexterity
Note: to allow for the natural movement of wood over time, the board is supported on a tripod arrangement. The board will be stable at all times provided downward weight is not applied at the unsupported corners.