Einfach Genial: Das Würfelspiel
Einfach Genial: Das Würfelspiel Rulebook
Table of Contents
Table of Contents
Game Components
- 9 "Einfach Genial" dice
- 1 scoring pad
- 1 rulebook
Game Setup
Each player needs a pencil and one sheet from the scoring pad, which they lay open in front of them. Each player takes the same number of dice:
- With 2 players: 4 dice each
- With 3 players: 3 dice each
- With 4 players: 2 dice each
With 2 or 4 players, a total of 8 dice are used. The remaining (9th) die is not needed and is set aside.
The youngest player becomes the starting player. At the start of the game, all players except the starting player roll their dice and place them in front of themselves.
Turn Sequence
Play proceeds clockwise. A turn runs as follows:
Roll First
The player whose turn it is first rolls all of their dice. If they are not satisfied with the result, they may roll all of their dice a second time and, if they wish, a third time. They must always roll all of their dice together and may not set aside one or more of their dice.
Then Score
Each of the player's own dice is now scored individually. For each match with a symbol in front of the other players, the player may cross off a corresponding symbol on their score sheet. Multiple matches allow crossing off the corresponding number of symbols.
Important: matches between the player's own dice are not scored!
Genial Jokers
If several identical symbols are rolled, they can be used as jokers as follows:
- If a player rolls 2 identical symbols, they may cross off 1 symbol of their choice on their score sheet.
- If a player rolls 3 identical symbols, they may cross off 2 identical symbols of their choice.
- If a player rolls 4 identical symbols, they may cross off 3 identical symbols of their choice. (This can only occur in a 2-player game.)
Note: the 3-of-a-kind joker can only occur in a 2-player or 3-player game.
Important: symbols used as jokers may not also be scored for matches with the other players.
Scoring Examples
Birgit, Roman and Svenja are playing a three-player game. Each of them therefore has three dice available. (The dice faces are shown in the printed diagram; they are listed here as given in the example.)
Starting dice (before any roll in the example):
- Birgit's dice: blue star, yellow circle, yellow circle
- Roman's dice: red starburst, blue star, yellow circle
- Svenja's dice: yellow circle, blue star, blue star
Svenja's 1st roll: green circle, red starburst, violet ring.
Svenja is on turn. For her first roll she could only score 1 red symbol (a match with Roman). Svenja therefore rolls all of her dice again.
Svenja's 2nd roll: yellow circle, blue star, blue star.
For her second roll, Svenja now scores 3 points for the yellow symbol. She also scores 4 points for her blue symbols. Instead, she could also use the two blue symbols as jokers to cross off any one symbol of her choice.
Birgit's 1st roll: orange hexagon, violet ring, violet ring.
After Svenja, Birgit is on turn. With her first roll she could only use the 2 violet symbols as a joker to cross off any one symbol of her choice. Birgit rolls all of her dice again.
Birgit's 2nd roll: blue star, green circle, red starburst.
For her second roll, Birgit scores 3 points for the blue symbol and 1 point for the red symbol.
Score Sheet
Symbols on the score sheet are always crossed off from left to right. Important: a symbol in the middle section may only be crossed off once the player has crossed off at least one of each of the 6 symbols in the left section. Likewise, a symbol in the right section may only be crossed off once the player has crossed off at least one of each of the 6 symbols in the middle section. A player should therefore try to advance evenly with all 6 symbols. Symbols that cannot be scored under this rule are lost!
Example: Svenja scores 4 green and 2 yellow symbols. However, she can only cross off 3 green and 1 yellow symbol, because she has not yet crossed off a blue symbol in the left section (1–3), so the middle section (4–6) is still "locked".
Example: Birgit scores 1 green and 6 yellow symbols. She can first cross off 1 green symbol, which "unlocks" the right section. After that she can cross off 5 yellow symbols. One yellow symbol is lost, because the yellow row is then already complete.
End of the Game
The game is won by the player who is the first to cross off all of the symbols on their score sheet. The game ends immediately; the round is not played to the end.
Victory Points
If several games are played, for example as many games as there are players, victory points are determined as follows: each player is the starting player once. After each game, the points for the players are recorded. The winner receives 7 points. The other players each receive points according to the row with the fewest crossed-off symbols. At the end, the player with the most points wins.
Example: at the end of the game, Roman scores 2 points, because he has crossed off only two symbols in the yellow row.
Variant E
Starting Rule
The starting player has an advantage, because they are always one scoring step ahead of the other players. We therefore recommend the following starting rule after the first few games: at the beginning of the game, the players do not show their dice. The starting player therefore cannot score any points through matches with the other players' dice – only Genial Jokers are possible. Subsequent players may now use the dice of those other players who already had their turn in the first round for scoring. In this way, the chance to score points increases from player to player in the first round.