Pantolino
Pantolino Rulebook
Table of Contents
Table of Contents
Game Components
- 15 boot-leg tokens (3 yellow, 3 red, 3 green, 3 blue, 3 black)
- 4 dice
- 4 centipede tokens
Object of the Game
Roll the dice and try to get as many boots as possible for your centipede. The owner of the best-booted centipede wins.
Setup
Each player chooses a centipede token and places it in front of them. Sort the boot tokens by color and place them in the middle of the table; this is the supply of tokens. Place the 4 dice next to it.
Turn Sequence
The player whose birthday comes soonest begins. Play then passes clockwise.
On your turn, roll the dice. Then set aside any number of dice (none at all, or all of them) and re-roll the rest. Then once more set aside any number of dice and re-roll the rest.
Thus on your turn you may roll the dice no more than three times. Between rolls you may set aside any number of dice. On the third roll you may re-roll even dice that you set aside after the first roll. If you are completely satisfied with the result of the first or second roll, you are not obliged to roll the dice again.
A star on a die is a joker. You may count this result as a boot of any color of your choice.
Hint: it is advisable not to re-roll jokers. They increase your chances of getting the results you need.
When you have finished rolling, count how many boots of the same color you rolled (turn dice showing jokers to any face). Then take one of the tokens remaining in the supply that shows as many boots of the corresponding color, or fewer. Attach the token you took to your centipede. You may take only 1 boot token per turn. If you could take several boot tokens at once, you must choose just one.
Example: Julia rolled the dice 3 times. In the end she got 2 red boots, 1 yellow and 1 joker. Now Julia must choose which leg token she will attach to her centipede.
- Two red boots and one joker make 3 red boots. Julia may take the token with 3 red boots (A). If someone else has already taken it, she may choose the token with 2 red boots (B).
- One yellow boot and one joker make 2 yellow boots. Julia may take the token with 2 yellow boots (C).
If none of the boot tokens you need remain, you receive nothing.
After you have finished rolling the dice and have taken (or not taken) a boot token, pass the turn to your neighbor on the left.
End of the Game
The game ends when the players take the last boot token from the supply. After that, count how many boots you have collected. The player with the longest centipede wins. In case of a tie, the tied player with more boots of one color wins. If it is still a tie, the tied players share the victory.
Escaping Boots: Variant for Older Players
Before the game, agree whether you will use this rule.
Instead of taking a boot token from the supply, you may take a boot token from an opponent. The token you choose must still match the results of the rolled dice. The token you receive is, as usual, placed at the end of your centipede.
Important: you may take only the last token from the tail of an opponent's centipede. Tokens from the middle of a centipede may not be taken.
Example: Julia's dice show 3 red boots. She can either take a token with 2 red boots from the supply, or take a token from the tail of Ivan's centipede, where there is exactly a token with 3 red boots. Julia chooses the second, since 3 boots are better than 2.