
Everyone starts with a regular Qwixx scoresheet and all of the normal rules apply when it comes to crossing numbers off from left to right, taking an X, locking a row, and scoring at the end of the game. The card backs will show you a white die with a number in it, and the front of the card will be the same number but one of the four colors (yellow, red, green, blue) or a wild.
QWIXX RULES START HOW TO
Whew! How to Playįirst you have to know that the cards take the place of both the white dice in Qwixx and the colored dice at the same time. Efficiently titled, Quixx Card Game, it cleverly makes a dice game into a card game while adding new strategy, but still using the same score pads. (You can read my review on the original Qwixx game and the Deluxe Version of Qwixx.) And now Gamewright has been kind enough to send me the card game version of Quixx. The player with the highest score wins the round.If you’re even a part time reader of The Game Aisle, I’m sure you know my deep love of the game Qwixx. Repeat this process for all four rows.įinally, subtract five points per penalty “X” from the total score. Remember that the “X’s” on the image of the lock count toward your total. Add the number of “X’s” in the row together and write the corresponding number in the blank space on the score pad. Beneath the four colored rows on the scoresheet is a table that lists the amount of points scored per “X” on each row. Remove the die that corresponds to the color of the locked row from the game.Īccording to the Qwixx rules, the game ends when one player crosses off their fourth penalty box on their scoresheet or two of the dice are removed from the game (two rows have been locked). Once the row is locked, players can no longer cross out numbers from that row during play. If a player wants to lock a row by crossing out the number at the extreme right, they must first have at least five numbers in that row and have a sum that matches the number furthest right. The player also crosses out the lock on that row, which will count toward their score later in the round. Play continues in this manner for all players. If after both actions on the turn, the active player has not crossed out at least one number, they mark an “X” on a penalty box, which will reduce their score at the end of the game. The active player may elect to not cross out this number. The active player (only) may then cross out that number on the corresponding color row on their score sheet. The active player then adds the sum of one white die and any one of the colored dice. Players do not have to cross out a number if they do not want to. All players may then cross out that number from any one of the colored rows on their scoresheet.
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The active player then announces the sum of the two white dice. Play begins with the active player rolling all six dice.

Roll dice to determine who goes first–high roll wins.

It can be helpful to designate this by drawing a horizontal line through the dead spaces on your scorecard.

They do not have to be crossed out sequentially, but once you choose a number in the row to cross out, you can’t go back and cross out numbers before it in the row. The underlying rule in Qwixx is that numbers must be crossed out from left to right in each of the four colored rows.
