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67 Six Seven

67 Six Seven Rulebook

Table of Contents

Table of Contents

  • Objective of the Game
  • Components
    • Per player
    • General
  • Setup
  • Rules
    • Round Structure
    • Rerolls
    • Six Seven
    • Double Six Seven
    • End of Turn
    • End of Round and Scoring
    • Setup for a New Round
  • End of the Game
  • Two-Player Mode

Objective of the Game

The winner is the player who:

  • has the most victory points at the end of the seventh round, or
  • achieves a double SIX SEVEN (two results of 67 in the same turn), which triggers an immediate victory.

Components

Per player

  • 2 tokens of one color
  • 1 player card (to remember your color)

General

  • 2 six-sided dice (values from 2 to 7)
  • 1 roll results board
  • 1 victory points board
  • 1 START player card
  • 12 skill cards:
    • Turn one die to 6 (x2)
    • Turn one die to 7 (x2)
    • Reroll 1 die (x2)
    • Reroll both dice (x2)
    • Modify one die by ±1 (x2) (e.g.: turn a 5 into a 6)
    • Modify one die by ±2 (x2) (e.g.: turn a 4 into a 2)

Setup

  1. Each player chooses a color and takes their 2 tokens and their player card.
  2. Place the victory points board in the center of the table and one token from each player on the space.
  3. Place the roll results board next to the victory points board.
  4. Shuffle the skill cards and form a face-down deck. Reveal 2 cards placing them face up.
  5. Determine the starting player: each player rolls both dice and the highest result receives the START player card. In case of a tie, roll again.

Rules

Round Structure

The game lasts 7 rounds, unless someone wins earlier with a double SIX SEVEN.

Each round consists of one turn per player, in clockwise order.

On your turn:

  1. Roll both dice. Choose which one represents the units and which one represents the tens.
  2. After each roll:
    • you may use as many skill cards as you want and have to reroll dice or modify the roll result. The ±1 and ±2 modify cards allow wrapping values above 7 and below 2 (e.g.: with a ±2 card you can turn a 2 into a 6). After using a card, discard it.
    • you may reroll dice as many times as you meet the conditions indicated below.
  3. When you cannot or do not want to reroll, your turn ends.

Rerolls

After each roll, apply one of these situations:

  • Doubles (e.g.: 44, 66): You may keep the result and end your turn, or reroll both dice.
  • One 6 without a 7 (e.g.: a 6 and a 2): You may keep the result, or reroll the die that is not a 6.
  • One 7 without a 6 (e.g.: a 7 and a 4): You may keep the result, or reroll the die that is not a 7.
  • Two different values not being a 67 (e.g.: a 2 and a 3, a 4 and a 5): Choose the result (e.g.: 23 or 32) and end your turn. You cannot reroll.

Six Seven

If you obtain a 67:

  • You immediately gain 2 victory points. Add them on the victory points board.
  • You may end your turn with a result of 67, or reroll both dice to try for a double SIX SEVEN.

Important: If you decide to reroll after obtaining a SIX SEVEN:

  • You cannot use skill cards for the rest of the turn.
  • You may continue rerolling dice if the normal conditions are met.

Double Six Seven

If you obtain a second 67 in the same turn (it must be a natural result, without cards), you win the game immediately!

If you do not achieve it, you keep the 2 victory points gained and end your turn with the result of that last roll.

End of Turn

Place your token on the results board according to your final result.

Example: If you obtain a 2 and a 5, you may choose a 25 or a 52; if you choose a 52, place your token on space 52.

End of Round and Scoring

When all players have taken their turn, compare positions on the results board and add on the victory points board as follows:

  • 1st position → 3 victory points
  • 2nd position → 2 victory points
  • Others → 1 victory point
  • Last position: scores no points but takes 1 skill card from the 2 visible

In case of a tie on the same value, the token placed later in turn order (on top) is ahead.

Example: Both yellow and red obtained 64, but yellow played after red, so yellow is in 2nd position and red in 3rd.

Setup for a New Round

  • Remove all tokens from the results board. Tokens on the victory points board remain in place.
  • Discard the remaining skill card and reveal 2 new cards.
  • Pass the START player card to the player with the most points.
  • A new round begins.

End of the Game

The game ends when a player achieves a double SIX SEVEN (they win immediately), or when the seventh round is completed (the player with the most victory points wins).

You will know you have reached the start of the final round when there are no skill cards left on the table. In case of a tie in points, the token placed later (on top) wins.

Two-Player Mode

Each player controls 2 different colors as if there were 4 players. At the end of the game, add together the victory points of both colors.