Objective of the Game
Welcome to the world of Twice As Clever, a brilliant dice game where your goal is to be the smartest player at the table! You'll be rolling dice, cleverly marking values in various colored areas on your Score sheet, and chaining together scoring opportunities to rack up the most points. But here's the twist: the dice you *don't* use are just as important as the ones you do, as they become fair game for your opponents! The player with the highest total score at the end of the game claims victory!Preparation (Setup)
Getting ready to play Twice As Clever is quick and easy. Let's get you set up:- Each player receives one Felt-tip pen and one Score sheet.
- Place the 6 dice within reach of all players.
- Designate a Silver Platter area. This is where dice with lower values than your chosen die will be placed. The game box itself has a printed Silver Platter, so use that!
- Randomly choose a starting player. This player picks up all 6 dice.
The Turn of Play
A game of Twice As Clever is played over a set number of rounds, depending on the player count:- 4 players: 4 rounds
- 3 players: 5 rounds
- 1 or 2 players: 6 rounds
Active Player's Turn
The active player's turn is all about making the most of three rolls:- First Roll:
- The active player takes all 6 dice and rolls them once.
- They then choose one die and place it onto one of their three Dice fields (top left of the Score sheet), without changing its value.
- Using the chosen die's value and color, the player marks a corresponding number in the matching colored area on their Score sheet. Remember, the white die is wild and can be used as any color!
- Next, the active player must place all dice that show a *lower value* than their chosen die onto the Silver Platter. If the lowest value die was chosen, no dice go to the Silver Platter. These dice are now unavailable to the active player (unless an Additional Dice action is used later).
- Second Roll:
- With the *remaining* dice (those not on the Score sheet or Silver Platter), the active player rolls a second time.
- They again choose one die, place it onto a free Dice field, and enter its value in the matching color area on their Score sheet.
- Again, all dice showing a lower value than the newly selected die are placed onto the Silver Platter.
- Third Roll:
- The active player rolls a third time with any remaining dice and follows the same steps as above.
- After this third choice, *all* remaining dice not on their Score sheet are placed onto the Silver Platter.
Attention: If you choose a high-value die early on, you might run out of dice for subsequent rolls. If this happens, you simply perform fewer than three rolls. Try to avoid this if you can!
Passive Players' Turn
Once the active player has placed three dice on their Score sheet (or can no longer reroll), it's the passive players' time to shine!- All passive players may now simultaneously choose one die from the Silver Platter to use.
- Each passive player marks a space on their Score sheet using their chosen die. Multiple passive players can choose the same die!
- After all passive players have marked their chosen die, the player to the left of the current active player becomes the new active player for the next turn. They claim all six dice and start their turn as described above.
Understanding the Score Sheet Areas
Your Score sheet has five colored areas, each with unique scoring rules:- Blue, Green, Pink Areas: These areas have an arrow on the left. You must fill in numbers from left to right, without skipping spaces.
- Blue Dice: When you choose a blue die, you *add* its value to the value of the white die (regardless of where the white die is). Write this sum in the blue area. Numbers entered must be less than or equal to the previous number. The white die can also be used as a wild blue die, adding its value to the blue die. You cannot choose to use only one die's value for this area.
- Green Dice: Multiply the value of the green die by the multiplier in the open green space and write the result. Once two spaces are filled in a calculation pair, subtract the second number from the first and write the result in the green star above. You can get minus points here, so aim for high first numbers and low second numbers!
- Pink Dice: Simply record the value of the selected pink die in the next available space. You only receive bonuses if the number you write is equal to or greater than the value listed in that space.
- Silver and Yellow Areas: These areas don't have arrows, so you can mark or circle numbers anywhere.
- Silver Dice: Mark the value of the chosen die in the silver area. You can choose any color for the marked number (yellow, blue, green, pink). Additionally, if you choose a silver die, you can mark any dice that are *then* moved onto the Silver Platter by this choice. Dice already on the Silver Platter before your silver die choice cannot be marked this way.
- Yellow Dice: You can circle the corresponding number in the yellow area. If a number is already circled, you can then mark it. Only *marked* numbers count for end-game scoring in this area.
- White Die: This is a wild die! It can be used as any color (silver, yellow, green, or pink) or combined with the blue die for the blue area.
Bonuses and Actions
You'll find various bonuses and actions on your Score sheet:- Bonuses: These are redeemed immediately.
- Individual Space Bonuses: Activated as soon as a number is entered in that space (e.g., a '?' bonus). You must immediately use the bonus, which allows you to mark a number in a color area of your choice (1-6 for green and pink, 2-12 for blue) or make a mark/circle (silver and yellow).
- Line/Column End Bonuses: Redeemed once all spaces in that line/column are marked or circled (for yellow).
- Actions: Unlike bonuses, actions can be saved for a later turn or round. When you unlock an action, circle the next space in its row. When you use it, mark the first available circled space. You can use multiple actions in a turn if you have them.
- Reroll Action: (Active Player only) Reroll all dice you just threw (not dice on your Score sheet or Silver Platter). You must reroll *all* of them.
- Extra Die Action: (End of Round) Choose *any* of the six dice, even one the active player took or one you just used! You can use multiple Extra Die actions in a round, but each individual die can only be chosen once per round this way.
- Return Action: (Active Player only) Bring a die from the Silver Platter back into play for your next roll. This must be used *before* you roll the dice.
End of Game and Scoring
The game concludes after the last active player has finished their turn in the final round, and all passive players have taken their actions for that round. At this point, players can still use any remaining Additional Die actions, but any unused Reroll actions expire. To determine the winner, points are tallied as follows:- Calculate points for each colored area based on the scoring rules for that area (e.g., sum of green stars, points from yellow stars for marked numbers, etc.).
- Foxes: Each activated Fox on your Score sheet scores points equal to your *lowest-scoring colored area*. For example, if your lowest area scored 8 points, each Fox is worth 8 points. If you score 0 points in an area, Foxes are worthless!
- Sum all points from your colored areas and your Foxes.
- The player with the most total points wins!
- In case of a tie, the tied player with the highest score in a single colored area wins. If there's still a tie, there are multiple winners!
Tips for Winning
Ready to get twice as clever? Here are a couple of pointers to help you on your way:- Don't Underestimate the Silver Platter: While you, as the active player, want to keep high-value dice for yourself, remember that low-value dice you pass up can be gold for passive players. Sometimes, choosing a slightly lower die yourself to deny opponents a crucial piece can be a smart play. Keep an eye on what your opponents need!
- Chain Your Bonuses: Look for opportunities to activate bonuses, especially the '?' bonuses, as they give you immediate extra marks. Planning your moves to trigger these can lead to powerful combos and help you fill out multiple areas on your Score sheet quickly.
- Balance Your Areas: While it's tempting to focus on one or two areas, remember that your Foxes score based on your *lowest* scoring area. A well-rounded score sheet with decent points across all colors will maximize your Fox bonus and often lead to a higher overall score than excelling in just one area.
In English
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