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Kniffel 7

Kniffel 7 Rulebook

Table of Contents

Table of Contents

  • Game Materials
  • Game Preparation
  • Dice Overview
  • Playing the Game
  • Points and Conditions
    • Four of a Kind
    • Five of a Kind
    • Double-Triple
    • Straight (Five)
    • Straight (Six)
    • Super-Kniffel®
    • Chance
  • More Super-Kniffel®
  • End of the Game

Game Materials

  • 7 individual dice with numbers from 1 to 7
  • 1 Kniffel®7 scorepad
  • 1 pencil

Game Preparation

Take a sheet from the Kniffel®7 scorepad and write your name in the line provided.

Lay out the seven dice.

Note: The seven dice are all different. Each dice is missing a different number from 1 to 7 (see back of the instructions). If pips are mentioned in the further course of the instructions, the 7 always refers to seven pips.

Dice Overview

  • Dice with a blue 7: The 1 is missing
  • Dice with a green 7: The 2 is missing
  • Dice with a purple 7: The 3 is missing
  • Dice with a yellow 7: The 4 is missing
  • Dice with a red 7: The 5 is missing
  • Dice with a black 7: The 6 is missing

Playing the Game

Once per round, players take turns rolling dice. When it is your turn, you roll the dice up to three times. On your first roll, you roll with all seven dice. Then you can decide how many dice you want to roll on your next attempt. Dice that you want to keep are placed in front of you. Each time you roll again, you can decide which dice you want to reroll. It does not matter on which attempt you placed the dice in front of you. That way you can improve your result with the 2nd or 3rd roll. Alternatively, you can skip the 2nd or 3rd roll. After the 3rd roll, you must keep the result.

You must enter your result in a free box on your scorepad. If your roll does not fulfill any of the conditions of any of the boxes, you cross out a box of your choice, by entering a 0 there. If you fulfill a condition that is still free, but want to save it for a later roll, you can also enter a 0 into any other empty box and cross it out. This way, during the course of the game, you enter a result in each box exactly once during the course of the game. A game is played one column at a time. This means you can use a scorepad over multiple games.

Points and Conditions

The scorepad is divided into an upper and a lower part.

The upper part contains boxes for ones, twos, threes, fours, fives, sixes, and sevens.

In the upper part, you enter the sum of identical dice pips in the corresponding box. All other dice are not counted.

Bonus: Once you have filled in all seven boxes in the upper section at some point during the game, enter the total in the box provided. If you reach at least 63, you will receive a bonus of 35 points. If you achieve a score of at least 84, you will also receive the top bonus of a further 35 points.

In the lower part are the boxes for the special rolls:

Four of a Kind

At least four identical numbers. All dice are added together.

Example (printed): scores 33 points.

Five of a Kind

At least five identical numbers. All dice are added together.

Example (printed): scores 26 points.

Double-Triple

Two different sets of identical numbers. (6x the same number does not count.) Scores a total of 25 points.

Example (printed): scores 25 points.

Straight (Five)

A sequence of five consecutive numbers. (The number 7 follows on from the number 6 on the dice.) Scores a total of 30 points.

Example (printed): a five-number sequence, scoring 30 points.

Straight (Six)

A sequence of six consecutive numbers. (The number 7 follows on from the number 6 on the dice.) Scores a total of 40 points.

Example (printed): a six-number sequence, scoring 40 points.

Super-Kniffel®

Six identical numbers. A Super-Kniffel® scores a total of 60 points.

Example (printed): six identical pips, scoring 60 points.

Chance

All dice count. The chance gives you an opportunity to enter a failed roll, e.g. one that does not fulfill any conditions, as points anyway. All dice are added together.

More Super-Kniffel®

For each additional Super-Kniffel®, you enter 60 Super-Points in any free box of your choice.

Note: If you have already crossed out your Super-Kniffel® during the course of the game and then roll a Super-Kniffel®, you may not enter any Super Points.

End of the Game

The game ends as soon as the last box in a column on each player's scorepad has been filled in. Now you add up the points (don't forget the bonuses!) on your own pad. Whoever has the most points wins the game.

If you wish, you can also play a game of Kniffel®7 over several columns.