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Bare Bones

Bare Bones Rulebook

Table of Contents

Table of Contents

  • Setup
    • The Supply
    • Play Order
    • Starting Decks and the Draft
  • Dice Cards and Action Cards
  • Dice
  • Gameplay
    • Stage 1: Card Playing
    • Stage 2: Dice Rolling
    • Stage 3: Scoring
    • Stage 4: Buying
    • Stage 5: Bonus Matching
    • Cleanup and New Hand
  • End of Game Scoring
  • General Strategy
  • Dice Cards Summary
    • Blue Dice Card
    • Red Dice Card
    • Green Dice Card
    • White Dice Card
    • Yellow Dice Card
    • Purple Dice Card
    • Black Dice Card
  • Guide to Action Cards
    • Can't Touch This
    • Color Cubed
    • Double Up
    • Full House
    • Greed
    • Hot Potato
    • Joyride
    • Keep the Change
    • Loan Shark
    • Mimic
    • Odds or Evens
    • Pairs
    • Point Pro
  • Suggested Action Card Sets

Setup

The Supply

Lay out 7 stacks of Dice Cards with 7 cards in each stack. Place the colored dice below their corresponding cards.

Choose 7 of the 20 included Action Cards for use in the current game. You may use one of the suggested sets at the end of this guide, create your own set, or shuffle the randomizer deck to select cards. Lay out the Action Cards in 7 stacks with 7 cards in each stack, from low to high cost.

These 14 stacks of cards and 7 sets of dice are called the Supply.

Play Order

Each player rolls all 4 Blue Dice. Whoever rolls the highest total is Player 1. Play rotates to Player 1's left. One player will keep score.

Starting Decks and the Draft

Deal 3 Blue Dice Cards and 4 White Dice Cards to each player. These are the 7 base cards every game begins with. (In a 2- or 3-player game there will be Blue and White Dice Cards left over. Put these back in the box.)

Players will now select 3 cards from the Supply to round out their starting decks. This is called the Draft. Only cards costing 6 coins or less may be drafted.

Beginning with Player 1 and rotating to the left, players draft 1 card at a time. Continue in rotation until everyone has drafted 3 additional cards. At the end of the Draft, all players should have 10 cards in their decks.

Players may draft any combination of Dice and Action Cards, including more than 1 of the same card. In a 3- or 4-player game, it's possible some stacks of cards may be depleted during the Draft.

Each player should shuffle their starting deck and deal 5 cards, face down. The remaining cards should be placed face down to form each player's draw pile. Players may not look through their draw piles.

Players should leave room for a discard pile to the side of the play area. Cards in the discard pile are always placed face up.

Dice Cards and Action Cards

Dice Cards come in 7 colors. Every Dice Card played entitles the player to roll 1 die of the corresponding color. Dice Cards also have a Final Point Value, added to the player's score at the end of the game.

Some Dice Cards grant special abilities related to drawing cards or rolling dice. Taking advantage of Dice Card special abilities is always optional.

A Dice Card shows: the dice color, the numbers on the dice, the special ability (optional), the cost of the card, and the Final Point Value (added to the player's score at the end of the game).

Action Cards grant powerful abilities players can use to multiply scores and enhance other cards in their decks. Each Action Card uses a certain number of Action Units, indicated on the top of the card. Players are limited to 5 Action Units per turn. Players may not exceed 5 Action Units per turn.

An Action Card shows: Action Units, the name of the card, the card directions, and the cost of the card.

Dice

The 7 sets of colored dice have different number values. Blue Dice have the lowest average value per roll, while Black Dice have the highest. To roll dice, players must first play Dice Cards of the corresponding color.

Most dice numbers represent points, but White Dice are unique: Instead of points, the numbers on White Dice represent coins. Because players need coins to buy cards from the Supply, White Dice are especially valuable in the early rounds of a game.

Number distributions for the 7 colors of dice (faces, as listed on the Dice Cards):

  • Blue: 1-1-1-2-3-4
  • Red: 1-2-3-3-4-5
  • Green: 2-2-2-5-5-5
  • White: 2-3-3-3-4-5
  • Yellow: 2-4-4-4-4-6
  • Purple: 4-4-5-5-6-6
  • Black: 5-5-6-6-6-6

Gameplay

Stages of a Bare Bones turn:

  1. Card Playing
  2. Dice Rolling
  3. Scoring
  4. Buying
  5. Bonus Matching

Stage 1: Card Playing

Players may play Dice Cards and Action Cards in any order they want. Players do not have to play all (or any) of their cards. Playing a Dice Card allows players to optionally roll a die of the matching color. Playing an Action Card requires the player to follow all instructions on the card.

If a player needs to draw a card and their draw pile is empty, they must immediately shuffle their discard pile and place those cards in their draw pile. If both their draw pile and discard pile are empty, the player should continue as best as they can with fewer cards available.

Stage 2: Dice Rolling

Players may roll 1 die for each Dice Card they've played, up to a maximum of 6 dice. If more than 6 Dice Cards are played, the player may choose up to 6 eligible dice.

Stage 3: Scoring

Basic rolls are straightforward to score: simply add up the values shown on all the dice, tallying points and coins separately.

Example: a roll of 4 Red + 2 Blue + 4 White + 5 White is worth 6 points (4 Red + 2 Blue) and 9 coins (4 White + 5 White).

Some Action Cards can multiply dice values, and may require the player to make decisions about scoring. See the following examples for two common scenarios, using the Pairs and Odds or Evens Action Cards.

If Pairs is in play, pairs of matching numbers are doubled. Example: the roll is worth 10 points ((4 x 2) Red + 2 Blue) and 13 coins ((4 x 2) White + 5 White).

No die may be counted as part of more than 1 pair. In the example scenario, the player must choose which 2 dice to double. If the player chooses both Yellow Dice, the roll is worth 16 points ((4 x 2) Yellow + (4 x 2) Yellow) and 4 coins (4 White). If the player chooses 1 Yellow and 1 White Die, the roll is worth 12 points ((4 x 2) Yellow + 4 Yellow) and 8 coins ((4 x 2) White).

If Odds or Evens is in play, players must eliminate all odd or all even numbers after they roll; what remains is doubled. Example: if the player chooses Odds, the roll is worth 0 points and 10 coins ((5 x 2) White); if the player chooses Evens, the roll is worth 12 points ((4 x 2) Red + (4 x 2) Blue) and 8 coins ((4 x 2) White).

After all actions and rolls are resolved, the player will tally the points scored and coins earned for their turn. Players should leave any dice they rolled in place until the scorekeeper has confirmed their totals.

The Bare Bones scoresheet can fit up to 4 players, with separate areas to record points and track coins. It has: player names/initials; point tracking; points scored on this turn; point total at the end of this turn; and coin tracking across turns (for Action Cards like Keep the Change or Loan Shark).

Stage 4: Buying

If a player has earned enough coins, they may buy cards from the Supply. Players may not buy more than 1 copy of any given card per turn.

Buying cards is always optional, but "unspent" coins do not carry over. Cards a player buys in this stage go directly on top of their discard pile.

Stage 5: Bonus Matching

If a player finishes a turn and has exactly 2 copies of any Dice Card in their play area, the player to their left may play a third copy of that card, face up. This is called bonus matching. For each bonus match completed, the matching player may draw 1 extra card at the start of their turn.

More than 1 set of cards may be bonus matched in each turn. The Dice Cards being bonus matched don't have to be played back-to-back. Any cards put down by the matching player remain there through the end of that player's turn.

Bonus Matching Example: It is the end of Player 1's turn, and they have played 2 sets of Dice Cards eligible for bonus matching: there are exactly 2 Red and 2 Blue Dice Cards remaining in their play area. Player 2 may optionally match one or both of these sets. Player 2 may bonus match both pairs by playing a Red and a Blue Dice Card of their own. Player 2 then draws 2 extra cards to begin their turn.

Cleanup and New Hand

At the end of a player's turn, all dice must be returned to the Supply. The player should move cards from their play area to their discard pile, along with any unplayed cards left in their hand, then deal themselves a new hand of 5 cards. It's important to deal a new hand even after a player's final turn, because opponents' turns may be affected by these cards.

End of Game Scoring

After Round 12, each player adds up the Final Point Value (FPV) for the cards in their deck, and reports it to the scorekeeper. FPV is added to the running subtotal to arrive at a total score. Some expansion packs also use a Bonus round; otherwise this row may be left blank.

The player with the highest total score is the winner! In the event of a tie, the player with fewer cards in their deck wins.

Example: Player 1 has won a game with a total score of 168 points. Final Point Value (FPV) is often the largest portion of a player's total game score. In this scenario Player 1 earned 45 points based on the FPV of the cards in their deck. This was enough to win the game, despite Player 2 scoring the most points over Rounds 1-12.

The scoresheet rows are: points scored through 12 rounds; Bonus round points (used with expansion packs only); FPV (Final Point Value of all cards in deck); Total (total score for game).

General Strategy

  • Some Action Cards pair better with different Dice Cards, so consider the combinations on a game-by-game basis. Optimal strategies may change depending on which Action Cards are available.
  • Dice Cards contribute to players' total scores in more ways than one. Don't fall behind in buying them.
  • Bonus matching can be extremely rewarding. Starting turns with extra cards is a big boost!

Dice Cards Summary

Blue Dice Card

4 Coins | +2 FPV. Dice: 1-1-1-2-3-4.

Red Dice Card

5 Coins | +3 FPV. Dice: 1-2-3-3-4-5.

You may draw 1 card for every 2 Red Dice Cards you play this turn. The Red Dice Cards do not need to be played consecutively.

Green Dice Card

6 Coins | +4 FPV. Dice: 2-2-2-5-5-5.

You may re-roll all Green Dice once. If you do, they must all be re-rolled at the same time.

White Dice Card

6 Coins | 0 FPV. Dice: 2-3-3-3-4-5.

White Dice generate coins instead of points. You use coins to buy new cards from the Supply. White Dice Cards do not contribute to your Final Point Value at the end of the game.

Yellow Dice Card

8 Coins | +4 FPV. Dice: 2-4-4-4-4-6.

Purple Dice Card

10 Coins | +5 FPV. Dice: 4-4-5-5-6-6.

For every Purple Dice Card you play, you may choose to roll either 1 Purple Die by itself, or 1 Blue Die and 1 Red Die together.

Black Dice Card

12 Coins | +6 FPV. Dice: 5-5-6-6-6-6.

Guide to Action Cards

Can't Touch This

6 Coins | 2 Action Units

There are 7 versions of this card, each targeting a different color of dice. Before cleanup, roll the indicated die and place it on the card. Set the card and die aside and continue with cleanup as usual. Until your next turn, no other players may score with the number you rolled, and the die on the card is out of play. At the start of your next turn, return the die to the Supply and discard Can't Touch This.

Color Cubed

7 Coins | 3 Action Units

Draw 1 card. If you are able to roll 3 or more dice of the same color, double the values on those dice.

Double Up

6 Coins | 2 Action Units

Choose 2 Dice Cards you have in play. Roll 2 dice for each of those 2 cards, ignoring any other Dice Cards you may have played. These are the only 4 dice you may roll this turn.

Full House

8 Coins | 4 Action Units

Reveal your hand and play all of your Dice Cards. If you have fewer than 5 Dice Cards, draw until you have 5 Dice Cards to play, discarding any Action Cards. You now have 2 rolls to achieve a Full House (1 Pair and 1 Triplet). If you do, double the values on all dice part of the Full House.

Greed

9 Coins | 1 Action Unit

Draw 2 cards the first time you play Greed in a turn. For each additional Greed you play, draw 1 card.

Hot Potato

5 Coins | 2 Action Units

Draw 2 cards. At the end of your turn, place this card on top of your discard pile or on top of any opponent's draw pile. For every Hot Potato in your deck at the end of the game, deduct 15 points from your final score.

Joyride

6 Coins | 1 Action Unit

Choose an opponent, who must reveal their hand to the table. "Borrow" any 1 of their Dice Cards, and put it in play next to your own cards. For the remainder of your turn, you have all rights associated with this card. Return the card to your opponent's hand at the end of your turn.

Keep the Change

5 Coins | 1 Action Unit

Any unspent coins at the end of this turn are rolled over to your available coins next turn. The scorekeeper should note this on the scoresheet.

Loan Shark

4 Coins | 1 Action Unit

You may "borrow" any amount of coins, by declaring the amount you wish to immediately add to your coin total. The scorekeeper should note this on the scoresheet. On your next turn, you must repay this loan by earning enough coins. If you cannot repay the loan in full, deduct 2 points from your score for every coin you owe. Your score may end up as a negative number in this case.

Mimic

8 Coins | 2 Action Units

Mimic acts as a copy of any Dice Card you have in play (including any special abilities it has, as well as for the purposes of bonus matching).

Odds or Evens

7 Coins | 3 Action Units

After you roll, remove either all odd-numbered or all even-numbered dice. Double the values on the remaining dice.

Pairs

7 Coins | 3 Action Units

If you roll a Pair (2 matching numbers, any colors), double the values on those dice. No die may be part of more than 1 pair.

Point Pro

4 Coins | 1 Action Unit

On this turn, all coins you earn are automatically converted to points. (You may not play Point Pro and Straight Cash on the same turn.)

Rainbow

7 Coins | 3 Action Units

Draw 1 card. You may not roll more than 1 die per color, regardless of the Dice Cards in play. If you roll 3 or more dice, double the values on all dice.

Re-Re-Roll

3 Coins | 2 Action Units

You may re-roll 1 die up to 2 times, or re-roll 2 dice 1 time each.

Run

7 Coins | 3 Action Units

Draw 1 card. If you roll a Run (consecutive numbers) including 3 or more dice, double the values on those dice.

Straight Cash

4 Coins | 1 Action Unit

On this turn, all points you score are automatically converted to coins. (You may not play Straight Cash and Point Pro on the same turn.)

Swap Meet

6 Coins | 2 Action Units

Return any number of cards from your hand to the Supply. In exchange, take 1 card costing up to the combined value of the returned card(s). This card goes directly into your hand, and may be played immediately.

Triplets

7 Coins | 3 Action Units

Draw 1 card. If you roll a Triplet (3 matching numbers, any colors), double the values on those dice. No die may be part of more than 1 Triplet.

Yard Sale

5 Coins | 1 Action Unit

Return a card from your hand to the Supply, in exchange for 1 coin less than its face value. Add this amount to your coin total for this turn.

Suggested Action Card Sets

  • Bare Bones Basics: Greed, Re-Re-Roll, Pairs, Double Up, Odds or Evens, Color Cubed, Joyride
  • Interplay: Joyride, Swap Meet, Hot Potato, Can't Touch This, Yard Sale, Run, Full House
  • Money, Money: Straight Cash, Keep the Change, Greed, Loan Shark, Point Pro, Triplets, Yard Sale
  • Many Paths: Rainbow, Color Cubed, Swap Meet, Mimic, Double Up, Hot Potato, Pairs

Experiment with your own mixes of Action Cards to find new sets. There are more than 75,000 possible combinations in the base set alone!

  • Rainbow
  • Re-Re-Roll
  • Run
  • Straight Cash
  • Swap Meet
  • Triplets
  • Yard Sale