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Würfelzucker

Würfelzucker Rulebook

Table of Contents

Table of Contents

  • Set Contents
  • Setup
  • Taking Your Turn
    • 1. Collect Cards (only from the second turn onward)
    • 2. Roll the Dice up to Three Times
    • 3. Place Dice
  • The Help of the Joker Cards
  • "We're Closing Soon!"
  • Sweet Ending
  • Overview of Joker Cards
  • Overview of Task Cards

Set Contents

  • 37 Task cards (Aufgabenkarten)
  • 17 Joker cards (Jokerkarten)
  • 1 "We're closing soon" card ("Wir schließen bald"-Karte)
  • 1 Start card (Startkarte)
  • 4 Colour cards (Farbkarten)
  • 24 dice in 4 colours
  • 1 candy bag for the dice (Bonbonbeutel für die Würfel)

Setup

  • Shuffle the task cards and form a task deck. Shuffle the joker cards and form a joker deck. Place both decks face down side by side off to the side.
  • Now decide how long you want to play. Count off a certain number of cards from the task deck and place them face down on the table. How many depends on the number of players, see the table below. Place the "We're closing soon" card on the counted-off cards, then place the remaining task cards on top.
PlayersShort gameLong game
4 players14 cards8 cards
3 players18 cards12 cards
2 players20 cards14 cards
  • Now prepare the display (Auslage). From this prepared task deck, turn over one more card than there are players. With three players, for example, turn over four cards. Lay them face up in a row in the middle of the table.
  • Each player chooses one colour. Take the dice of your colour and the matching colour card, and place them in front of you.
  • Now you are ready for the candy hunt!

Taking Your Turn

Whoever last ate something sweet begins. Is that you? Then take the Start card. Your turn is always divided into the following steps.

  1. Collect cards (only from the second turn onward)
  2. Roll the dice up to three times
  3. Place dice

Then the next player clockwise takes a turn.

1. Collect Cards (only from the second turn onward)

At the start of your turn, check whether one or more cards have dice of your colour on them.

  • Do dice of your colour lie on one or more task cards? Then those task cards belong to you! Take these dice back and place the task card(s) you have won face down in front of you on a score pile. You collect all further task cards here.
  • None of your dice lie on the task cards? Then skip this step. This will definitely be the case in the first round.
  • Do dice of your colour lie on the joker deck? Then take these dice back and draw the top joker card. Place it face up in front of you.

Note: Is the joker deck now used up? Then no more dice can be placed on it for the rest of the game.

If you have won one or more task cards, now draw task cards from the task deck to refill the display. Draw as many as needed so that there is again one more task card on display than there are players.

2. Roll the Dice up to Three Times

Now you may roll the dice up to three times! Take your six dice and roll them. Now you may decide to secure dice. Place the dice of your choice on your colour card. You do this, for example, to work towards a task.

Re-roll all remaining dice. Again decide which dice you secure and which you want to re-roll. Roll a third time if you wish. For this you may always also re-roll dice that are already secured on your colour card.

After the third roll at the latest you may not roll any further. Of course you may also stop rolling earlier.

3. Place Dice

Place your dice on suitable task cards of your choice. You may occupy as many task cards as you like, including cards on which other dice already lie. In addition, you must fulfil the depicted task correctly. An overview of the task cards is on the last page of the rulebook.

Do dice of another player already lie on this task card? Then, when placing, check whether you can fulfil the task better. Depending on the card, either the number of dice or the pip value is decisive.

  • You fulfil the task better? Then you knock the other dice off the task card. Return the dice to the player they belong to.
  • You do not fulfil the task better? Then you may not place your dice on this task card. Distribute them, if necessary, onto other suitable cards.

You may also place any number of dice on the joker deck. Do dice of another player already lie on the joker deck? Then you must place more dice in total than are already there. The pip value plays no role here. An overview of the joker cards is also on the last page of the rulebook.

Example: Kendra wants to place her dice. She places the two 2s on the task card "Pasch" (a pair). She places the three 3s on the task card "3er sammeln" (collect 3s). With her last die she cannot fulfil any task. So she places the 5 on the joker deck.

Caution! The cards do not belong to you yet. You only win them once the dice stay on a card until your next turn!

Can you not place one or more dice on any card? Then these dice remain on your colour card. You cannot use them this round. This happens when all task cards and the joker deck are occupied by dice that you cannot outbid with your dice, or when your remaining dice do not fit any of the tasks.

Example: Timo has rolled the following: 3, 3, 3, 3, 5, 6. With the four 3s he displaces Kendra from the task card "3er sammeln". He has fulfilled the task better with four 3s. He places the remaining two dice on the joker deck and displaces Kendra there too. Because two dice on the joker deck are better than one! He could also have displaced Kendra from the "Pasch" with two 3s, since the pip value is higher. Nevertheless he chose the other task.

Now the next player clockwise is up. They begin again with step 1.

The Help of the Joker Cards

Have you already won one or more joker cards and laid them in front of you? Then you may play them at any time during your turn. You decide for yourself how many you want to play. However, each joker card may only be used once. After using it, turn it face down and place it under the joker deck.

"We're Closing Soon!"

Is the "We're closing soon" card visible on the task deck during your turn? Then the end of the game is approaching. Set the card aside and turn it over. Complete your turn as usual. You continue to draw task cards to refill the display.

You now finish the current round. After that one more round follows. So everyone gets exactly one more turn. In the end, only the player with the Start card may take one final turn. Is that you? Then you may collect cards, roll, place dice and displace dice as usual. But: the task cards you have fulfilled are not counted as points at the end of the game. You are only trying to displace the other dice.

Sweet Ending

The Candy Shop has closed and you have all grabbed plenty! Now it is time to count the points. How valuable are your collected sweets?

Do you still have dice on task cards? Then collect these cards and place them on your respective score pile. This does not apply to the player with the Start card. As described above, they only displace the other dice and receive no points for it.

Add up all the points on your collected task cards (the number at the top right of the lollipop). Unused joker cards no longer score any points.

The player with the most points wins the candy hunt! Is there a tie? Then the player who has the task card with the highest point value wins. If that is also tied, you share the victory!

Overview of Joker Cards

  • Re-roll: At the end of step 2 of your turn (rolling), you may once re-roll exactly as many dice as are shown on the card.
  • Displace: Once, in step 3 (placing dice), you may displace dice from a card that fulfils the task just as well as yours. So you can also displace dice that otherwise could not be outbid.
  • Change dice: In step 3 (placing dice), change any one die by exactly the stated value (+1 or -1, +2 or -2). You may only create numbers between 1 and 6.
  • Turn dice over: In step 3 (placing dice), turn any one die over to the opposite side. A 1 thus becomes a 6.

Overview of Task Cards

In general, for all tasks: each candy type stands for any die value. Are several candies of the same type shown? Then you must also use the same number of dice showing the same pip value. For different candies the pip values must differ accordingly.

  • Collect specific pip values ("Bestimmte Augenzahlen sammeln"): Collect as many dice of the corresponding pip value as possible. The more dice, the better! Example: Displace three 3s with four 3s.
  • Collect equal pip values ("Gleiche Augenzahlen sammeln"): Each candy stands for a pip value. You collect, for example, pairs or triples. The higher pip value wins. Example: Displace the triple 3,3,3 with 4,4,4.
  • Collect different pip values ("Unterschiedliche Augenzahlen sammeln"): Collect different pip values. Important: with several groups (for example two pairs), you must form both groups with different pip values. Always check the highest pip value first. The higher one wins. If tied, look at the next lower pip value, and so on. Example: Displace the two triples 3,3,3 and 4,4,4 with 3,3,3 and 5,5,5. The highest pip value (5) wins.
  • Full House: When displacing, always check first the pip value of which there are more. The higher pip value wins. If tied, check the pip value that occurs less often. Example: Displace the full house 2,2,5,5,5 with 2,2,6,6,6. The 6 occurs more often than the 2 and is the higher pip value. You could, however, also displace it with 3,3,5,5,5.
  • Smallest sum from … ("Kleinste Summe aus …"): On this card you add up the pip values. The smallest sum wins! But: always only from as many dice as stated.
  • Highest sum ("Höchste Summe"): This task is special! Collect the highest sum of pip values with any number of dice. Whoever wins this card receives only one point for it, but also a personal task card! Have you collected this card? Then first draw task cards until again the appropriate number lie in the middle. Then draw one more task card and place it in front of you. It works like all other task cards, but ONLY YOU may fulfil it. Nobody can snatch it away from you! You may have any number of "own" task cards in front of you.