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For One: Number Up

For One: Number Up Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Idea
  • Setup
  • Course of Play
  • Checkmarkers and Number Chips
  • Game End and Scoring
  • Challenge Booklet
  • Challenge Booklet: General
  • Chapter 1: COLOR-UP
    • Level 1
    • Level 2
    • Level 3
    • Level 4
    • Level 5
  • Chapter 2: NUMBER-UP
    • Level 6
    • Level 7
    • Level 8
    • Level 9
    • Level 10
  • Chapter 3: MIX-UP
    • Level 11
    • Level 12
    • Level 13
    • Level 14
    • Level 15
  • Chapter 4: STREET-UP
    • Level 16
    • Level 17
    • Level 18
    • Level 19
    • Level 20

Components

48 Number-UP cards, 1 start card, 42 number chips, 24 checkmarkers, 1 Challenge Booklet.

  • Number-UP cards: values 1-6 in 8 colors.
  • Start card: 5x5 side (reverse side: 6x6).
  • Checkmarkers: reverse side is -10 (minus marker).
  • Number chips: with the numbers 0-9.

Game Idea

For One - Number UP puts you, alone, again and again before exciting decisions! The course of play always stays the same and as simple as can be: reveal the cards one after another from the deck and place them next to each other in a grid. In doing so you try to achieve valuable combinations in as many rows and columns as possible, or to master challenges.

Every For One game is built so that you can learn the basic rules easily. For further challenges, a Challenge Booklet leads you through ever more demanding chapters with levels that build on one another. There you can also enter your results and decide for yourself whether you are satisfied with reaching Bronze status or only move on to the next level once you have reached Gold.

For One - Number UP by Reiner Knizia offers 20 levels, with the right mix for everyone who likes to seek a playful challenge on their own.

Setup

A. For the first game you need 30 cards with the values 1-5 in different colors (6 colors). Which colors you use does not matter. You only need the remaining cards in later levels and set them aside for now. In the Challenge Booklet you will find, for every level, details on which cards to use.

B. At the start of every game, shuffle the cards to be used and place them ready as a face-down deck.

C. Place the start card with the gray "5x5" side in front of you and make sure there is enough room around the card so that two further rows of cards fit in every direction.

D. Take the top card of the face-down deck and place it face up on the start card - this is the center and your starting point.

E. Place the number chips and checkmarkers (colorful side up) ready.

Note: From Level 5 on there are also games with a 6x6 grid. For these, turn the start card to the black 6x6 side. Here, 4 starting spaces are indicated. Cover each of the 4 spaces with one card. Draw the cards one after another and decide each time on which of the still free spaces you place them.

Course of Play

Reveal the top card of the deck one after another and place it immediately face up in the grid. You must observe the following placement rules:

  • The new card must be placed horizontally or vertically next to a card that is already there (on the first turn, next to the start card).
  • You may only place on free spaces. You may therefore not cover other cards that have already been placed.
  • You may not place cards outside the imagined 5x5 grid. The start card must always remain in the center of the grid. In the 6x6 grid, the 4 cards on the start card must always remain in the center.
  • You may not decline to place a card.

Checkmarkers and Number Chips

In the Challenge Booklet, target points are given for every level, which you ideally want to achieve in all rows and columns of your grid. Depending on the level, the target points lie between 5 and 9 points. How the points are determined differs from level to level and is described in the Challenge Booklet for each level.

For the first level, in every row and column you add up all card values of a matching color. Choose in each case the color that brings you the most points. The cards do not have to lie directly next to each other, they only have to lie in the same row or column. The target points for the first level are 9.

As soon as you have reached the target points in a row, take a colorful checkmarker and place it behind the row - even if the row is not yet completely filled with cards. Likewise, you place a checkmarker above a column if you have reached the target points there.

If you have completely filled a row or column with cards but could not place a checkmarker there, you place a number chip with the point value you reached behind the row or above the column.

This procedure gives you a good overview during the game and makes scoring at the end of the game very easy.

Example: You draw the dark blue 4 and decide to place it in the middle row. Together with the dark blue 5 of the same color you thereby reach the 9 target points and place a checkmarker behind the row. At the same time you also fill a column. Your highest value there is (3 + 4 =) 7 points in green. You place the corresponding number chip above the column.

Game End and Scoring

The game ends when you have covered all spaces of the grid with a card. For scoring, proceed as follows:

  • For every checkmarker placed behind a row or above a column you receive 10 points - regardless of how many points you actually achieved in that row or column.
  • In rows and columns in which you could not place a checkmarker, you receive the placed number chips as points. The number on the number chips corresponds to the points.

In most levels, the individual points from the rows and columns are simply added up, but there are also other scoring rules, which are then described in the Challenge Booklet for the respective level. The sum of the points is your game result, which you enter in the Challenge Booklet.

Challenge Booklet

In the Challenge Booklet you will find a chapter overview, level descriptions and room to enter your high scores. The chapters each consist of several levels, all of which build on one another. Play the levels in order to be prepared step by step for the higher chapters.

Under every level are the target points for the Bronze, Silver and Gold status of that level. Enter your achieved score accordingly. If your score is lower than the target points for Bronze, use the bottom row. Start in the first column. A game result of 0 or fewer points counts as lost and is not entered. You can use the other columns for your further game results or for other people.

Recommendation: Try to reach at least Bronze status before you tackle the next level. Of course you can also play every level as often as you like until you reach Gold status.

When you have played all levels of a chapter, you enter the total of your best game results from each level in the chapter overview. Here, too, there is a Bronze, Silver and Gold status to reach.

Of course you can also just play for fun, without keeping a record.

"For One" is a series from Schmidt Spiele that guarantees ever new, playful challenges for one person. The Challenge Booklet offers an innovative level structure with plenty of variety and different difficulty levels. From simple, entertaining play to an evening-filling campaign, there is something for everyone!

Challenge Booklet: General

This booklet contains preparation steps and descriptions for each level.

  • Number of cards to use: Sort out the card values 1-5 or 1-6 in the given number of colors (6, 7 or 8). Shuffle the cards well and place the deck ready face down.
  • Start card to use: Place the start card in the middle and play accordingly on a 5x5 or 6x6 grid.
  • X = Target points for checkmarker: The number states which target points are at least necessary in a row or column to receive the checkmarker. A checkmarker counts 10 points in the final scoring. Under "Scoring" you learn the details of the scoring of the respective level.

From Level 8 on: If you achieve a point value below 0 in a row or column, you must place a minus marker there (turn a checkmarker over so that the black side is visible). That row or column then counts -10 points - regardless of how many points you actually achieved in that row or column.

Deviating from the basic rule, you now place the checkmarkers only when the whole row or column is filled with cards, since only then is the point value of each row and column fixed.

Each level below lists: number of cards, card values and number of colors, and grid size (5x5 or 6x6).

Chapter 1: COLOR-UP

In Chapter 1 the aim is to lay as many card values of a matching color as possible in each row and column.

Chapter score (Chapter 1): Gold 350, Silver 300, Bronze 250, otherwise >0.

Level 1

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 9 = checkmarker.

Scoring of every row & column: Add up all card values of a matching color. Choose in each case the color that brings you the most points. The cards do not have to lie next to each other. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you achieved 3+4+2 = 9 points in green and placed a checkmarker, which counts 10 points. In the second row you achieved 4+3+1 = 8 points in blue and placed the corresponding number chip (8) behind the row.

Level scores: Gold 80, Silver 70, Bronze 60, otherwise >0.

Level 2

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 8 = checkmarker.

Scoring of every row & column: Add up all card values of a matching color. For this level only: only the colored cards that lie directly next to each other without gaps count. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you now achieved only 3+4 = 7 points in green and place the corresponding number chip (7) behind the row. In the second row you achieved 4+3+1 = 8 points in blue and placed a checkmarker, which counts 10 points.

Level scores: Gold 80, Silver 70, Bronze 60, otherwise >0.

Level 3

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 8 = checkmarker.

Special feature: Twice in the game you may decide NOT to place a card you have just drawn in the grid, but to remove it from the game.

Scoring of every row & column & diagonal: Add up all card values of a matching color. For your game result, you only multiply the lowest point value of all rows, columns and diagonals by 10.

Example: Your lowest point value is in the diagonal and is 1+3 = 4. Your game result is therefore 4x10 = 40 points.

Level scores: Gold 60, Silver 50, Bronze 40, otherwise >0.

Level 4

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 6 = checkmarker.

Scoring of every row & column: Add up all card values of a matching color. However, only the second-strongest color in each row and column counts. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you achieved 3+4+2 = 9 in green and 5+2 = 7 points in blue and placed a checkmarker, which counts 10 points. In the second row you achieved 4+3 = 7 in blue and 4 points in yellow. For this you count 4 points.

Level scores: Gold 60, Silver 50, Bronze 40, otherwise >0.

Level 5

40 cards, values 1-5, 8 colors, 6x6 grid.

Target points: 9 = checkmarker.

Special feature: It is now played on a large grid and with all 8 colors. For this, the start card is turned to the black 6x6 side. The first 4 cards you draw must be placed on the 4 indicated starting spaces. Draw the cards one after another and decide each time on which of the still free spaces of the start card you place them.

Scoring of every row & column: Add up all card values of a matching color. Your game result is the sum of all point values from all rows and columns.

Level scores: Gold 100, Silver 90, Bronze 80, otherwise >0.

Chapter 2: NUMBER-UP

In Chapter 2 the aim is largely to lay as many cards with matching values as possible in each row and column of the grid.

Note: The colors play no role for the scoring in this chapter.

Chapter score (Chapter 2): Gold 400, Silver 350, Bronze 300, otherwise >0.

Level 6

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 9 = checkmarker.

Scoring of every row & column: If a value occurs at least 3 times (= triplet), you receive 9 points for it and may place a checkmarker. If a value occurs 2 times, you receive the points of that value once for it. If a value occurs only 1 time, you receive no points for it. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you laid the value 4 twice and the value 5 twice. You thereby achieved 4+5 = 9 points and placed a checkmarker. In the second row you also achieved 9 points with the value 2 three times and placed a checkmarker.

Level scores: Gold 90, Silver 80, Bronze 70, otherwise >0.

Level 7

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 7 = checkmarker.

Scoring of every row & column: From now on, triplets only count for the value 1. If the card with the number value 1 occurs at least 3 times, you receive 9 points for it. If a value occurs (at least) 2 times, you receive the points of that value once for it. If a value occurs only 1 time, you receive no points for it. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you still achieved 4+5 = 9 points and placed a checkmarker. In the second row, with the value 2 three times, you now achieved only 2 points.

Level scores: Gold 80, Silver 70, Bronze 60, otherwise >0.

Level 8

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 5 = checkmarker; below 0 = minus marker; 10 = two checkmarkers.

Scoring of every row & column: As in Level 7, but: if a value occurs only 1 time, you must now subtract this value from the respective point value. If you achieve a point value of at least 10 in a row or column, you may even place two checkmarkers there, which then bring you 20 points.

Example: In the first row you laid the value 3 twice and the value 1 twice, but the value 5 only once. So you count 3+1-5 = -1 points. You must place a minus marker, which brings -10 points. In the second row you laid the value 1 three times and the value 4 twice. For this you count 9+4 = 13 points and place two checkmarkers, which together count 20 points.

Level scores: Gold 70, Silver 60, Bronze 50, otherwise >0.

Level 9

42 cards, values 1-6, 7 colors, 6x6 grid.

Target points: 5 = checkmarker; below 0 = minus marker; 10 = two checkmarkers.

Scoring of every row & column: As before in Level 8, but now in the larger card grid with the values 1-6 in 7 colors. If the value 1 occurs at least 3 times, you receive 9 points for it. If a value occurs (at least) 2 times, you receive the points of that value once for it. If a value occurs only 1 time, you must subtract this value from the respective point value. Your game result is the sum of all point values from all rows and columns.

Level scores: Gold 100, Silver 90, Bronze 80, otherwise >0.

Level 10

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 9 = checkmarker.

In this level the aim is to lay as many single cards with different values as possible in each row and each column.

Scoring of every row & column: Add up all card values that occur only 1 time in this row or column. For card values that occur multiple times, you receive no points.

Example: In the first row you achieved 3+4+5 = 12 points with three single values and placed a checkmarker. For this you count, as usual, 10 points - not 12! In the second row you achieved 1+4+3 = 8 points with three single values.

Level scores: Gold 100, Silver 90, Bronze 80, otherwise >0.

Chapter 3: MIX-UP

In Chapter 3 the aim is to lay, in each row and column of the grid, both cards of a matching color and cards of a matching value.

Chapter score (Chapter 3): Gold 520, Silver 450, Bronze 380, otherwise >0.

Level 11

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 8 = checkmarker.

Scoring of every row & column: Multiply the number of cards of a matching color by the number of cards of a matching value. So this is only about the number of cards, not the card values themselves. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you laid three green cards and three 2s. You thereby achieved 3x3 = 9 points and placed a checkmarker. In the second row you laid three purple cards and two 3s. You thereby achieved 3x2 = 6 points.

Level scores: Gold 70, Silver 60, Bronze 50, otherwise >0.

Level 12

42 cards, values 1-6, 7 colors, 6x6 grid.

Target points: 8 = checkmarker; 12 = two checkmarkers.

Scoring of every row & column: Again multiply the number of cards of a matching color by the number of cards of a matching value - now, however, in the larger card grid.

For your game result you only add up all placed checkmarkers and multiply them by 10.

Level scores: Gold 120, Silver 100, Bronze 80, otherwise >0.

Level 13

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 6 = checkmarker.

Special feature: Twice in the game you may decide NOT to place a card you have just drawn in the grid, but to remove it from the game.

Scoring of every row & column: As in Level 11. Here, however, the cards of the matching color must lie next to each other without gaps, as must the cards of the matching value. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you laid two adjacent green cards and two adjacent 1s and thereby achieved 2x2 = 4 points. In the second row you laid three adjacent purple cards and two adjacent 3s. You thereby achieve 3x2 = 6 points and place a checkmarker.

Level scores: Gold 70, Silver 60, Bronze 50, otherwise >0.

Level 14

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: 9 = one checkmarker, 18 = two checkmarkers, 27 = three checkmarkers, 36 = four checkmarkers.

Scoring of every row & column: Add up all card values of a matching color and multiply the result by the number of cards of a matching value in this row or column. For your game result you only add up all placed checkmarkers and multiply them by 10.

Example: In the first row you laid three green cards with the sum 3+4+2 = 9 and the value 2 three times. You thereby achieved 9x3 = 27 points and placed three checkmarkers. In the second row you laid three purple cards with the sum 3+2+1 = 6 and the value 3 twice. You thereby achieved 6x2 = 12 points and placed a checkmarker.

Level scores: Gold 200, Silver 180, Bronze 160, otherwise >0.

Level 15

42 cards, values 1-6, 7 colors, 6x6 grid.

Target points: 9 = one checkmarker, 13 = two checkmarkers.

Scoring of every row & column: In rows and columns in which at least 3 values match, you add up the card values of a matching color. Where you have no triplet, you must place a minus marker. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you laid a total of 5+3+1+4 = 13 in orange, but the row contains no triplet. You therefore placed a black minus marker. In the second row you laid three 2s (and thus a triplet). In yellow you achieved 3+5+2+4 = 14 points there and placed two checkmarkers.

Level scores: Gold 100, Silver 90, Bronze 80, otherwise >0.

Chapter 4: STREET-UP

In Chapter 4 the aim is to lay in each row and column the most valuable number sequence (= street) possible.

A street consists of several cards of the same color with consecutive values. The cards do not have to lie in order. Single cards are not a street.

  • No street = minus marker (-10).
  • 2-street: This consists of only two cards. You determine the point value of a small street from the sum of the two card values involved. Example: point value = 2+3 = 5.
  • 3-street = one checkmarker.
  • 4-street = two checkmarkers.
  • 5-street = three checkmarkers.

Chapter score (Chapter 4): Gold 400, Silver 300, Bronze 200, otherwise >0.

Level 16

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: most valuable street = number chip (small street) or checkmarker (3-street or longer); without a street = minus marker (-10).

Scoring of every row & column: In each case the most valuable street in one color counts. The cards of the street may lie anywhere in the row or column. A row or column with no street at all, however, requires you to place a minus marker. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you have a small street 2-3 in purple and a small street 3-4 in red. You thereby achieve 3+4 = 7 points. In the second row you reached a 3-street 1-2-3 in green and placed a checkmarker.

Level scores: Gold 80, Silver 60, Bronze 40, otherwise >0.

Level 17

40 cards, values 1-5, 8 colors, 6x6 grid.

Target points: as in Level 16.

Scoring of every row & column: As before in Level 16, but now in the larger card grid and with 8 different colors!

In every row and column the most valuable street counts. The cards of the street may lie anywhere in the row or column. A row or column with no street at all requires you to place a minus marker. Your game result is the sum of all point values from all rows and columns.

Level scores: Gold 110, Silver 90, Bronze 70, otherwise >0.

Level 18

30 cards, values 1-5, 6 colors, 5x5 grid.

Target points: as in Level 16.

You now play with five hand cards. For this, at the start you draw five cards from the deck and have them in your hand to choose from. During the game you then always choose one card from your hand and place it in the grid. Afterwards you draw a card from the deck to refill your hand to five cards.

Note: Since you play alone, you can also simply lay the cards out in front of you instead of holding them in your hand.

Special feature: 5 hand cards.

Scoring of every row & column: In each case the most valuable street in one color counts. Now, however, all cards of a street must lie next to each other without gaps, in ascending or descending order. A row or column with no street at all requires you to place a minus marker again. Your game result is the sum of all point values from all rows and columns.

Example: In the first row you reached no street and placed a black minus marker. In the second row you reached a small street 3-2 in green. You thereby achieve 3+2 = 5 points. In the third row you have only 3-4 in yellow as the most valuable street and achieve 7 points.

Level scores: Gold 80, Silver 60, Bronze 40, otherwise >0.

Level 19

40 cards, values 1-5, 8 colors, 6x6 grid.

Target points: as in Level 16.

Special feature: 5 hand cards.

Scoring of every row & column: You determine the scoring as before in Level 18 - now, however, in the larger card grid and with 8 different colors.

In every row and column the most valuable street counts. All cards of a street must lie next to each other without gaps, in ascending or descending order. A row or column with no street at all requires you to place a minus marker. Your game result is the sum of all point values from all rows and columns.

Level scores: Gold 130, Silver 110, Bronze 90, otherwise >0.

Level 20

42 cards, values 1-6, 7 colors, 6x6 grid.

Target points: most valuable street / small street 5-6 = number chip or checkmarker; without a street = minus marker (-10).

Special feature: 5 hand cards.

Scoring of every row & column: In each case the most valuable street in one color counts. For your game result only the lowest point value of all rows and columns counts. You multiply this one value by 10.

The cards of a street must lie next to each other without gaps, in ascending or descending order. A row or column with no street at all requires you to place a minus marker again. You should avoid this under all circumstances, since with a minus marker you lose the game.

Note: With the value 6 in the game you can also lay streets with 5-6 here. Because the point value for this is 5+6 = 11, you can place a checkmarker for such streets.

Level scores: Gold 70, Silver 50, Bronze 30, otherwise >0.