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MATCH 5

MATCH 5 Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal of the Game
  • Setup
  • Gameplay
  • End of the Round
    • Accepted Link
    • Contested Link
  • Scoring
  • Starting a New Round
  • End of the Game

Contents

  • 1 Rulebook
  • 10 Unique Dice (2 of each colour)
  • 10 Word Tiles (2 of each colour)
  • 1 Notepad
  • 1 Sand Timer (3 Minute)

Goal of the Game

Have the most points after 2 rounds.

Setup

  1. Each of you takes a sheet from the Notepad and a pen (not included).
  2. Choose 1 Die of each colour.
  3. Place the 5 Word Tiles that correspond to the chosen dice in the middle of the table. Note: A Die and its corresponding Word Tile are always the same colour.
  4. Place the Sand Timer near the Word Tiles.
  5. Return all unused Dice and Word Tiles to the box.

Gameplay

  1. Roll the 5 dice and place each one in the space that matches its colour and symbol.

  2. Flip the Sand Timer. You now have 3 minutes to write a Link for each of the 10 Dice combinations on the corresponding spaces of your Notepad sheet.

    For example: What carnivore lives in the water? Maybe 'Shark'?

  • A Link can even contain more than one word (for example, "Little Red Riding Hood" for a Book / Tales and Legends combination).
  • Clever Links are also acceptable (for example, "Adam's Apple" for Fruit / Body Part).

Note: A Link may only be used once per player per game. A game lasts 2 rounds.

End of the Round

Once time is up, put your pens down. Take turns reading your Links aloud, and voting on each other's Links, one dice combination at a time.

Accepted Link

  • If the majority of players approve of a link, it is accepted.
  • If a player reads a link that matches yours, say 'Match!': everyone who wrote the same link has a matching link.

Contested Link

  • If the majority of players contest a link, it is refused.
  • In case of a tie, ignore the vote of the player who wrote the contested link.

Scoring

  • An accepted link scores 1 point, unless...
  • ...it is a matching link, in which case it scores 2 points. Great minds think alike!

For example: Several players wrote 'Actor' for the red-white Dice combination, which means it is a matching link that scores you 2 points. You were the only one who wrote 'Shark' for the yellow-purple combination, which means you only score 1 point.

  • A refused Link scores 0 points.

Once all links have been read aloud, each player totals their score and notes it in that round's score box (#1 for round 1, #2 for round 2).

Starting a New Round

If you have just finished the 1st round, then you still have one more round to play. Flip the Word Tiles, re-roll the Dice, and turn the sand timer to begin the 2nd round.

End of the Game

After 2 rounds, add up the points you scored in each round (for example, 11 + 12 = 23). Whoever has the most points is the winner. In the case of a tie, the tied player with the most Matching links wins. If there is still a tie, all tied players share the victory!