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Gigi Gacker am Würfelacker

Gigi Gacker am Würfelacker Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Game Materials
  • Set-up of the Game
  • Course of the Game
    • Rolling the dice
    • Distributing the worm morsels
    • Actions
  • End of the Game
  • Game for Two Players

Object of the Game

Get hold of the most worms by the end of the game.

Game Materials

  • 15 dice (3 in each of 5 colors)
  • 25 worm morsels (with values from -2 to 6)
  • 1 starting player worm

Set-up of the Game

Each player gets 3 dice in one color. Put any leftover dice back into the box.

If you are less than 5 players, put one worm morsel with a value of 0 back into the box. Mix all the others, face down, and stack them up in the middle.

The player with the biggest appetite takes the starting player worm.

Course of the Game

The game is played in rounds.

At the beginning of each round, you reveal as many worm morsels as there are players and lay them out in one row. This is your buffet. Place the first morsel right next to the stacks on position ➊. The next morsel is put on position ➋, and so on.

Now, beginning with the starting player, one player after another takes their turn.

Rolling the dice

1st turn: On your first turn, you roll your 3 dice, choose one of them and set it aside. You keep the other two dice in front of you for your next turn, without turning them. After that, it's your left neighbor's turn.

2nd + 3rd turn: On your second turn as well as on your third turn, you set another die aside. Both times, you decide whether you want to:

  • use one of your dice (from a previous roll), unchanged, OR
  • reroll all your remaining dice.
  • additionally use a worm morsel action (see "Actions").

Distributing the worm morsels

After all players have completed their third turn, the round ends. Now the worm morsels are distributed. The player who has reached the highest total on his dice receives the worm morsel from position ➊. The player with the second highest total gets the worm morsel from position ➋, and so on. Ties are resolved clockwise, beginning with the starting player.

Once all worm morsels have been distributed this way, the starting player worm is passed on in a clockwise direction and the next round begins with the revealing of new worm morsels.

Example: dice-rolling total = 11 leads to position ➋; dice-rolling total = 12 leads to position ➊ (closer to the starting player); dice-rolling total = 9 leads to position ➍; dice-rolling total = 11 leads to position ➌ (further away from the starting player). Here you can see that the red player gets the best worm morsel, even though he had the lowest dice-rolling total.

Actions

The worm morsels not only give you points (including minus points), you can also spend them to do actions – always during your second and third turn of a round, before you decide to roll (or not to roll) the dice:

  • On your second turn in a round, you can give up a worm morsel you have already collected (this can also be a negative one), in order to:

    • swap the positions of two worm morsels on the buffet, OR
    • turn the complete buffet around. To do so, rotate the row by 180°. Then the morsel on position ➊ is on the last position, and vice versa.

    Put the worm morsels you have used back into the box and then, before you set aside a die, decide whether you want to reroll the dice on this turn.

    Example: swapping positions. Example: turning the buffet around.

  • On your third turn in a round, you can use a worm morsel you have collected (… yes, even a negative one) and forgo the dice-rolling. Put the morsel you are using next to the dice you have already set aside. During the morsel distribution from the buffet, you now add up the total of the two dice you have set aside and the value of the worm morsel you have used. In this round, you don't include the third die in the count. After that, you put the used worm morsel back into the box.

    Example: dice-rolling total for the red player after his third turn: 6 + 5 – 2 = 9.

End of the Game

Once all worm morsels have been used up, the game ends. The player who has collected the most worms wins.

In case of a tie, the player involved with the higher number of worm morsels wins. If there is still a tie, the players involved share the victory.

If, after the game, somebody still has an appetite for worms, just start another game right away.

Example: lead = Annette (21 worms); second = Anton (13 worms, more worm morsels); third = Walter (13 worms); last = Olli (8 worms).

Game for Two Players

In the two-player game, you follow all the rules as described above – with the following changes:

  • Keep 3 more dice ready. They belong to your robo chicken.
  • Each round, you reveal 3 worm morsels.
  • After both players have done the first roll in each round, the starting player rolls one die for the robo chicken. He does the same after the second and the third roll.
  • Distribute the worm morsels as described above. The worm morsel won by the robo chicken is removed from the game.
  • The robo chicken never uses worm morsel actions.
  • The robo chicken never gets the starting player worm, and in case of a tie, it always has the lower total.

As usual, the game is over once all worm morsels have been used up, and the player with the most worms wins.