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Mixed Doubles

Mixed Doubles Rulebook

Table of Contents

Table of Contents

  • How to Win
  • Dice Overview
  • Setup and Taking Turns
  • How to Mix Colors
  • How to Win Cards
  • Pushing Cards
  • How to Wager
  • Types of Cards
  • Ending the Game
  • Quick Start Guide
    • Setup
    • On Your Turn
    • Components and Terms
  • Mixtures Chart
  • Cards Won Chart
  • Pushes Chart
  • Cards Pushed

How to Win

Players take turns making wagers, rolling the dice, and mixing colors to earn points. The player with the most points at the end of the game is the winner!

Dice Overview

The game includes two eight-sided dice, with the following sides on each die:

  • BLUE (2)
  • YELLOW (2)
  • RED (2)
  • WILD (1)
  • PUSH (1)

Setup and Taking Turns

Refer to the Quick Start Guide (below).

How to Mix Colors

A player rolls the dice and then "mixes" the colors shown on the dice (refer to the MIXTURES chart).

Example 1: The player rolls a yellow with each die (i.e., "double yellow"). Those colors, mixed together, still create yellow.

YELLOW + YELLOW = YELLOW

Example 2: The player rolls a yellow and a blue (i.e., a "mixed double"). Those colors, mixed together, create green.

YELLOW + BLUE = GREEN

Tip: The borders of the cards show which colors mix to create the card color.

The card images show each colour's card number: Yellow 2, Green 1, Blue 3, Purple 1, Red 3, Orange 2.

How to Win Cards

When a player successfully mixes colors, they win all available cards of that color from their palette and from the jackpot.

Example 1: If a player rolls a yellow with each die, they add to their bank all yellow cards from their palette and from the jackpot.

Example 2: If a player rolls a wild and a yellow, they add to their bank all yellow, orange, and green cards from their palette and from the jackpot (refer to the CARDS WON chart).

Note: A player can also win cards from other players' palettes, as explained in the How to Wager section.

Pushing Cards

If a player rolls a push with each die, they SWAP palettes with a player of their choice. If a player rolls a push and a blue/yellow/red/wild, they push the corresponding color(s) from their palette to the jackpot (refer to the PUSHES chart).

How to Wager

On their turn, a player may wager one or more card(s) of one color from their palette to the jackpot. The player gets one roll for each card wagered.

Note: If a player chooses to not wager, they still get one roll for their turn.

If the player successfully rolls the wagered color on their turn, they win all cards of that color in the other players' palettes (plus the CARDS WON in their own palette and the jackpot).

Transcriber note: the printed text reads "plus the CARDS WON in their own palette and the jackpot" here; it is reproduced as printed. The examples below spell out the intended meaning: the cards of the wagered color in the player's own palette and the jackpot.

Example 1: If a player wagers one yellow card and rolls a yellow with each die, they win all yellow cards in the other players' palettes (plus the yellow cards in their own palette and the jackpot).

Example 2: If a player wagers one yellow card and rolls a wild and a yellow, they win all yellow cards in the other players' palettes (plus the yellow, orange, and green cards in their own palette and the jackpot).

Note: If a player does not roll the wagered color on their turn, the wagered card(s) remain in the jackpot.

Types of Cards

ALL IN cards are played immediately. Players must push into the jackpot all cards that are the same color as the ALL IN card.

Note: These cards added to the jackpot are not "wagered" cards.

EXTRA ROLL cards grant a player one additional roll on their turn, though the card must be played at the start of the turn.

STEAL cards can be used by a player on their turn to take one card from another player's palette or bank and place the stolen card in their palette.

Note: A card stolen from another player's bank is chosen at random. Additionally, if the stolen card is a FREE card, it is added to the player's bank instead of their palette.

FREE cards are immediately added to a player's bank.

The MINUS FIVE card subtracts five points from a player's total.

Note: This card is moved to another player's palette when a SWAP occurs. Additionally, a player can use a STEAL to move the MINUS FIVE from one player's palette (not including their own) to another player's palette.

Optional Rule: A player can choose to move the MINUS FIVE from their palette to another player's palette any time they are successful in a wager.

Ending the Game

On the first turn in which there are zero cards in the draw pile at the start of the turn, all players push all of the numbered cards in their palette (except for the MINUS FIVE) into the jackpot.

Each player then gets one more roll to attempt to win the cards in the jackpot.

Once each player has rolled, the game ends and players count the points in their bank. The player with the most points is the winner.

Note: Any cards remaining in the jackpot at the end of the game are not added to any player's bank.

Optional Rule: If a player, on their last turn, rolls a wild with each die (i.e., a "double wild") that player is automatically declared the winner (regardless of the players' point totals).

Note: There is only a 1.56% chance of rolling a double wild.

Quick Start Guide

Setup

Each player draws three cards and places them face up in their palette.

On Your Turn

  1. Draw three cards and place them face up in your palette.

  2. Wager one or more cards of one color from your palette to the jackpot (optional).

    Note: You get one roll for each card wagered. If you choose to not wager, you still get one roll for your turn.

  3. Roll the dice. a. Refer to the MIXTURES and PUSHES charts. b. If you rolled a MIXTURE, add the CARDS WON to your bank from:

    • Your palette
    • The jackpot

    Note: If you wagered on your turn, you also win cards from the other players' palettes (though you only win the cards that are the same color as the color you wagered).

    c. If you rolled a PUSH, follow the instructions in the CARDS PUSHED column.

Components and Terms

  • DRAW PILE: The set of cards each player draws from on their turn.
  • PALETTE: The drawn cards that a player places face up.
  • BANK: A pile for each player's earned cards (i.e., points).
  • JACKPOT: Numbered cards (arranged by color) that have been wagered or added by the ALL IN cards.
  • DISCARD PILE: ALL IN, EXTRA ROLL, and STEAL cards are played to the discard pile.

For fun with more than six players, just add another deck.

Mixtures Chart

Each roll of two dice is mixed as shown. Dice faces are shown as color names.

Dice rolledResult
BLUE + BLUEBLUE
YELLOW + YELLOWYELLOW
RED + REDRED
YELLOW + BLUEGREEN
BLUE + REDPURPLE
RED + YELLOWORANGE
WILD + BLUEWILD BLUE
WILD + YELLOWWILD YELLOW
WILD + REDWILD RED
WILD + WILDDOUBLE WILD

Cards Won Chart

ResultCards won
BLUEBlue cards
YELLOWYellow cards
REDRed cards
GREENGreen cards
PURPLEPurple cards
ORANGEOrange cards
WILD BLUEBlue, green, and purple cards (Tip: Cards with blue in the border)
WILD YELLOWYellow, orange, and green cards (Tip: Cards with yellow in the border)
WILD REDRed, purple, and orange cards (Tip: Cards with red in the border)
DOUBLE WILDBlue, yellow, red, green, purple, and orange cards

Pushes Chart

Dice rolledResult
PUSH + BLUEPUSH BLUE
PUSH + YELLOWPUSH YELLOW
PUSH + REDPUSH RED
PUSH + WILDPUSH WILD
PUSH + PUSHSWAP

Cards Pushed

ResultCards pushed
PUSH BLUEPush all blue cards in your palette to the jackpot
PUSH YELLOWPush all yellow cards in your palette to the jackpot
PUSH REDPush all red cards in your palette to the jackpot
PUSH WILDPush all numbered cards in your palette (except for the MINUS FIVE) to the jackpot
SWAPExchange your palette with the palette of another player of your choice