Geek Out! Masters
Geek Out! Masters Rulebook
Table of Contents
Table of Contents
Number of Players
1 to 4.
Game Length
10 - 30 minutes.
Components
- 10 dice
- 1 reminder card
- Notepad
- Pencil
- Rulebook
Gameplay Area
The gameplay area is composed of 4 sectors:
- In the center of the table there will be the active dice.
- Inside the box there will be the used dice.
- Near the player, apart from the active dice, there will be the scored dice.
- Inside the box cover there will be the inactive dice.
Preparation
The first player is decided randomly. She places the reminder card near her, rolls 7 dice, and puts them in the active dice zone. The other 3 dice are placed in the inactive dice zone.
Objective of the Game
The players should get points by rolling the most 42 dice faces that they can, while at the same time avoiding the dragons and spaceships. After 5 rounds, the player with more points will be declared the winner.
Game Turn
Before the game turn, 3 dice must be placed in the inactive dice zone and 7 in the active dice zone. The turn starts with the player rolling the 7 active dice and ends when all the actions of the active dice have been done (the dice action depends on the face that was rolled).
It is mandatory to do the dice actions as long as that's possible. So the order in which they are done is essential and should be analysed strategically. When a dice action is performed, the dice that made that action must be placed in the used dice zone.
Once there are no more available actions, the dice remaining in the active dice zone must be checked. There are three possible outcomes:
- If there are only dice with the 42 face on top in the active dice zone, these dice are moved to the scored dice zone. Then the player must choose to continue with her turn (risking losing the points achieved in the active turn) or pass and take note of her score.
- If there are dragon and/or spaceship dice in the active dice zone, the turn ends immediately and the player doesn't get any points (she loses even the 42s in the scored dice zone). Then the next player's turn starts.
- If there aren't any more dice in the active dice zone, the player must decide between continuing with her turn (risking the points achieved in this turn, if there are any) or passing and taking note of her score. If she decides to continue with her turn, the player must take the used dice and roll them (the dice in the inactive and scored dice zones stay in their respective zones no matter how many there are). This continues until the player decides to pass, or is obliged to end her turn after all the dice actions have been done.
If she decides to pass, the points earned with the 42 face on top during the turn (if there are any) are marked down in the notepad and added to the points of previous turns.
Actions
Meeple
It represents the boardgames. A lot of games consist of rolling dice. This is no exception. Let's play!
Choose one of the dice in the active dice zone and re-roll it (the re-rolled dice can't be the same one that activated the action, since it goes directly to the used dice zone).
Spaceship
It represents the sci-fi. Like in every space battle, spaceships shoot, destroying their opponents.
Choose one of the dice in the active dice zone and move it to the inactive dice zone. If the spaceship is the only available dice, it hasn't any dice to destroy, so it autodestroys itself and ends the turn, taking with it all the scored dice (the destroyed dice can't be the one that made the action, since it goes directly to the used dice zone).
42
It represents the answer to the question of the meaning of life. The more 42s you get, the better. This dice doesn't have any action. If they're the only dice left in the active dice zone after making all the other dice actions, these are moved to the scored dice zone, where at turn's end they may award points depending on the following table.
Heart
It represents videogames. A life is always good news, they represent a new chance.
Take one dice from the inactive dice zone (if there are no more dice in the inactive zone, the action doesn't have any effect and the heart simply is moved to the used dice zone). You roll it and place it in the active dice zone (where you must make its action like with the rest of the dice).
Superhero
It represents comics. Every good superhero has a secret identity.
Choose one of the dice in the active zone and flip it, leaving the bottom face on top (the opposite of every face has the same color but a different icon) (the flipped dice can't be the one that made the action, since it goes directly to the used dice zone).
Dragon
It represents fantasy. Dragons tend to be the stories' villains, destroying and burning everything on their path.
This dice doesn't make any action. If after making every available action there are any dragons left in the active dice zone, your turn ends and you don't score any points (the dice that were moved to the scored dice zone in the same turn are eliminated too, so they don't give points either).
Scoring
After deciding to stop and finish the turn, the player counts the number of 42s that she got in the scored dice zone (remember that if there's any dragon and/or spaceship left in the active dice zone, the dice in the scored dice zone are destroyed too, so they don't give any points). Depending on the amount of scored dice in the current turn, the following points will be awarded:
| Dice with 42 | Points |
|---|---|
| 1 | 1 |
| 2 | 3 |
| 3 | 6 |
| 4 | 10 |
| 5 | 15 |
| 6 | 21 |
| 7 | 28 |
| 8 | 36 |
| 9 | 45 |
| 10 | 55 |
The score of every turn is independent from the rest. For example, a player that scores 4 dice in the first turn and 2 dice in the second turn gets a total of 13 points (10+3).
Game End
After 5 rounds, the game ends automatically. The player that scored more points totalling all the turns is the winner. In case of a tie, the players share the victory.