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15

15 Rulebook

Table of Contents

Table of Contents

  • Game Materials
  • Objective
  • Setup
  • Gameplay
  • Additional Points
  • End of Game
  • Variants
    • Handicap Variant
    • Gambler Variant

Game Materials

  • 6 Dice in 6 different colors
  • 15 double-sided Goal Boards
    • One side with 6 dice for the base game
    • The backside with 5 dice for the handicap version
  • 6 Dice Markers (for the handicap version)
  • 1 Score Pad
  • 1 Pencil
  • 1 Set of Rules
  • 1 Dice Tower

Objective

The players are confronted with dice demands, indicated on the goal boards, of which the sum of the points is always 15. Each player tries to satisfy this demand using the dice to accomplish this goal and so crack the NASTY 15. The more precisely he succeeds in this task, the more points he receives. This requires some lucky rolls and willingness to take risks, because the player who has the most points at the end of the game wins.

Setup

From the 15 goal boards, 10 are randomly drawn, shuffled thoroughly and placed in a pile beside the dice tower with the backside (5 dice) face up. The remaining 5 goal boards aren't used in this game and are put aside. The 6 dice markers are only used in the handicap version.

Gameplay

At the start of a turn, reveal the goal board at the top of the pile, so the side with the 6 dice is face up. Now all players, clockwise one after another, try to achieve as many points as possible with this goal board.

Determine a first player. He takes the dice and drops them into the dice tower. He then tries to place as many valid dice as possible on the goal board. Each die with a value equal to or less than the die of the same color pictured on the goal board may be placed there. All the others are invalid and may not be placed.

Example: The 4 dice at the bottom are valid results, with the blue die exactly matching blue target value, and the yellow, white and green dice less than the target values for their respective colors. The black and the red dice are above the target values and are therefore invalid.

After each dice roll the player checks whether he can place valid dice. The following results are possible:

  • The player has at least 1 valid die: He now must place at least 1 valid die. If possible, he may place several valid dice. Already placed dice aren't allowed to be thrown again.

    He then has to decide whether he wants to roll the remaining dice, or quit and note the achieved points on the score pad. If he decides to stop and score points, he scores the value of all placed dice. The next player then starts his turn for the currently displayed goal board.

  • The player has no valid die. In this case his turn ends immediately. He gets no points for already placed dice, but instead receives points for target values on the goal board where he hasn't placed dice. With a bit of luck this may be more points than those of the already placed dice.

Example: Luke has already placed 4 dice after his first rolls. He throws the remaining dice, one red 6 and one yellow 5, and so he has two invalid dice. He can't place a valid die, and therefore receives 5 + 3 = 8 points, which corresponds to both of the pictured dice he couldn't place. With the already placed dice, he would have received only 5 points.

Additional Points

Bonus +5: If a player places and scores exactly 5 dice, he receives 5 bonus points. These bonus points are added to the result of the turn.

Points x2: If a player places and scores all 6 dice, his result for this turn will be doubled. The 'Bonus +5' rule isn't applied in this case.

Example: In her 1st roll Nina placed the red 1, in her 2nd the yellow 1, and in her 3rd roll the white 2. In the 4th she places the black 5 and the blue 1. If she quits now, she receives 10 + 5 bonus = 15 points. But she decides to go on and rolls a green 2. Now she receives 12 x2 = 24 points. If she had failed to roll a 3 or less with the green die, she would have only gotten the remaining 3 points from the goal board.

Once all players have finished the first goal board, a new one will be revealed for the next round, and the old one will be put aside.

End of Game

Once all players have finished the last of the 10 goal boards, the game ends. The player with the most points wins.

Variants

Handicap Variant

The rules are modified in this variant as follows:

  • Use the backside of the goal boards (5 dice).
  • Depending on the number of players, the following dice markers will be used:
    • 2 Players: Dice Markers 1 + 3
    • 3 Players: Dice Markers 1 + 2 + 4
    • 4 Players: Dice Markers 1 + 2 + 3 + 5
    • 5 Players: Dice Markers 1 through 5
    • 6 Players: All Dice Markers
  • In the handicap variant, the target value of the white die for each player will change from round to round, depending on the players' current scores.
  • 1st round: During 1st round every player uses the marker with the '1' as default for the white die.
  • At the beginning of each subsequent round, the dice markers will be assigned depending on the current number of points each player has scored. The leading player receives the lowest number, the player with the second most points receives the next higher number, and so on. The last place player receives the highest number. If there's a draw between several players, the player whose turn is first receives the higher number.
  • During play, the dice marker for the white die is considered as if it is printed as a 6th die on the goal board.

Gambler Variant

In this variant a player is left out in the cold as soon as he can't place any valid dice. The player doesn't get any points, not even for the already placed dice. This variant can be played with the basic game as well as with the Handicap variant.