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Mix Match

Mix Match Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal of the Game
  • Setup
  • Turns
    • Example
  • Time Runs Out
  • Next Round
  • End of the Game and the Winner
  • Mix Match Variants
    • Variant 1: Mix Match with Younger Players
    • Variant 2: Mix Match with Your Own Cards
    • Variant 3: A Faster Mix Match
    • Variant 4: A Harder Mix Match

Contents

56 cards, 3 dice, 1 hourglass.

Goal of the Game

Combine the numbers on the cards as quickly as possible so that the final result equals the number rolled on the dice. To build your results, try to use as many cards as you can, and in this way win those cards.

Setup

Shuffle the cards and place the deck face down on the table with the numbers facing down.

Turns

  1. Draw 5 cards from the deck. Place them number-side up in the middle of the table.
  2. Use the blue die with two-digit numbers up to 70, together with the other blue die with single-digit numbers up to 8. The black die, which shows the higher numbers divisible by ten, is used for the harder variation (see the Mix Match Variants section). The game begins: roll the dice and you may start the hourglass.
  3. The players try to reach the number rolled on the dice using the cards on the table. The numbers on the cards may be added, multiplied, subtracted from one another, or divided by one another. Players try to use as many cards as possible to reach the result, but each card may only be used once.
  4. As soon as one player sees a solution, they call out "Stop". They must immediately show the solution. If they take too long to think, the answer counts as wrong. If the answer is correct, the player takes the cards used in the solution. At the end of the game, each card is worth one point. After a wrong answer, that player may no longer take part in the round and may not name another solution until the next round.

Example

  • Dice total: 48
  • Cards on the table: 12, 24, 7, 2, 6
  • Solution: 2 x 24
    • Cards won: 2 cards (the 2 and the 24)
  • Solution: (24) + (12 x 2)
    • Cards won: 3 cards (the 24, the 12 and the 2)

Time Runs Out

If the hourglass runs out before any player finds a solution, draw one more card from the deck and turn the hourglass over again. Each time the time runs out without anyone finding a correct solution, keep drawing another card, until someone finds a correct solution.

Next Round

At the start of a new round, refill the cards on the table to five, and every player is back in the game.

End of the Game and the Winner

The game ends when the deck runs out of cards. Each player counts the cards they have won, and the player with the most cards is the winner.

Mix Match Variants

Variant 1: Mix Match with Younger Players

Remove the cards with numbers higher than 15 from the deck. This makes the calculations simpler.

Variant 2: Mix Match with Your Own Cards

Each round starts with as many cards as there are players plus two, instead of 5 cards.

Before the dice are rolled, the players each choose one of the face-up cards. The youngest player may choose the very first card. Each chosen card is placed in front of its player, face up. It is that player's own number card: only they may use it in their combination, but they are not required to use it. After everyone has chosen a card, two cards will remain on the table. Then the dice are rolled and the game continues according to the normal rules.

Players who did not give a correct solution in the previous round may draw one new own card at the start of each new round. The only player who solved the puzzle in the previous round may not draw an own number card.

Variant 3: A Faster Mix Match

The players may also decide to play a number of rounds equal to the number of players.

Variant 4: A Harder Mix Match

For this version, use the dice whose highest values are 110 and 8, respectively.