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PAPER ROLL & Write

PAPER ROLL & Write Rulebook

Table of Contents

Table of Contents

  • 1. General Overview
  • 2. Components
  • 3. Game Setup
  • 4. Map of the Region
  • 5. Structure of the Game
  • 6. Structure of a Round
    • 6.1 Panic Track
    • 6.2 Use of dice
    • 6.2.1 Use of dice – Coordinator
    • 6.2.2 Coordinator's Bonuses (Team Members)
    • At Any Time
    • 6.2.1 Use of dice – P.O.O.H.
    • 6.2.2 P.O.O.H.'s Bonuses
  • 7. End of the Game

1. General Overview

PAPER ROLL & Write is a roll & write game, for 2 players. One of the players takes command of the Party of the Organized and Obsessive Hoarders (hereinafter referred to as P.O.O.H.), whose goal is to deplete the toilet paper stock in the stores, leading the population to total panic. The other player assumes the role of Coordinator of a group of specialists called by the government to resolve this crisis, ensuring the production and supply of paper to the city.

Each round, the P.O.O.H. rolls a certain number of dice. Then, the Coordinator chooses the dice to be used by both players during that round. The Coordinator will use dice to produce and distribute paper across stores, while P.O.O.H. will use the same dice to accumulate bonuses at his headquarters and to raid the stores on the map.

2. Components

  1. 6 D6 dice;
  2. A copy of the map per player;
  3. Pen or pencil.

3. Game Setup

  1. Define who will represent the Coordinator and the P.O.O.H., being the P.O.O.H. the last person to have used a bathroom. Players assume their roles until the end of the game.
  2. Each player receives a copy of the region map and a pencil or pen;
  3. Each player chooses a name for the region and writes it in the header;
  4. The P.O.O.H. receives the 6 dice and starts the game.

4. Map of the Region

The map of the region is printed on each player's sheet. It has the following areas and elements:

  • A. Panic Track. Common to both sheets, whenever a player marks a square on one sheet, the other player must mark the same square on the other sheet. When the last square of this track is marked, the P.O.O.H. achieves his victory condition. At the top of each zone of the Panic Track, it is indicated the number of dice rolled at the beginning of each round, as well as the panic that is generated whenever the P.O.O.H. visits a store (stocked and non-stocked). There are 4 Police Badges along the Panic Track;
  • B. Supply Track. Common to both sheets, whenever a player marks a square on one sheet, the other player must mark the same square on the other sheet. When the last square of this track is marked, the Coordinator achieves his victory condition;
  • C. Coordinator's Bonuses. Each sheet has 4 bonuses – representing the various elements of civil society that will help the Coordinator: Producer, Supplier, Repository and Volunteer. These can be used by the Coordinator once per game, for each sheet;
  • D. Factory. Zone exclusively used by the Coordinator, where he can only use dice with values 1, 2 and 3 to produce rolls of paper, filling in the spaces in the production lines;
  • E. Team's Map. Gray interior area of the map, exclusively used by the Coordinator, where he can only use dice with values 4, 5 and 6 to move around and deliver the rolls produced at the Factory;
  • F. Stores. There are 8 Stores in the map. These are the spaces where the Coordinator must deliver the rolls and where the P.O.O.H. can buy rolls;

5. Structure of the Game

Players go on playing rounds until, at the end of a round, one or both players reach their victory condition.

P.O.O.H.'s Victory: When he manages to spread total panic on both regions, marking the last space of the Panic Track.

Coordinator's Victory: When he manages to supply toilet paper to a total of 5 stores, marking the last space of the Supply Track.

6. Structure of a Round

  1. The P.O.O.H. rolls a number of dice depending on the level of panic at the start of the round: 6 dice at the green level, 5 dice at the yellow level and 4 dice at the red level (see 6.1 Panic Track);
  2. The Coordinator chooses which dice he wants to use and places them in front of him. These are also the dice that the P.O.O.H. can use during his turn. The remaining dice are placed in the center of the table. For each die placed in the center of the table, players must mark a space on their Panic Tracks (see 6.1 Panic Track);
  3. Then, the Coordinator MUST use all the selected dice (see 6.2.1 Use of dice – Coordinator), filling spaces in the Factory or in his area of the map. Each die can be used only once (except if he uses one or more of the Team Members – see 6.2.2 Coordinator's Bonuses – Team Members);
  4. Then, the P.O.O.H CAN use the dice placed in front of the Coordinator (see 6.2.3 Use of dice – P.O.O.H.), to fill in spaces in his bonus zone or in his map area. Each dice can be used only once;
  5. Lastly, players switch maps and a new round begins.

6.1 Panic Track

The panic level is determined by the leftmost empty space of the Panic Track. At the top of each zone, the track shows the number of dice rolled in that zone and the panic generated by a store visit (see 6.2.1 Use of dice – P.O.O.H.).

Example 1: Panic level on the green zone.

Example 2: Panic level on the yellow zone.

Whenever panic is added, it is added to the Panic Tracks on both sheets. Adding 1 point of panic to the Panic Track consists of marking an X in the leftmost empty space of the track.

Police Badge: There are 4 Police Badges along the Panic Track. As soon as a space on the Panic Track where a Police Badge is indicated is marked, the Coordinator marks an X in the region, activating the Police in any one of the spaces of the P.O.O.H. movement zone. A space with an X cannot be used later by the P.O.O.H. to write any number, so his path gets blocked.

6.2 Use of dice

Players must use the rolled dice according to their own choices and needs. The Coordinator and the P.O.O.H. use the same dice chosen by the Coordinator.

According to the role of each player, the dice that the Coordinator has chosen are used in different zones and in different ways. Players cannot mark again a space previously marked.

6.2.1 Use of dice – Coordinator

Numbers 1, 2 and 3

They are used exclusively in Factory spaces.

The Coordinator can fill in the spaces of the production lines as he sees fit, that is, he does not have to follow any specific order. However, he only produces a roll of paper whenever these two conditions are met:

  1. A row or column is completely filled with numbers;
  2. The sum of the values of that row or column matches the value indicated to the right of that row or below that column.

Note (transcription): the printed text says "matches" for both rows and columns. The printed map shows "=" values to the right of the rows and "≤5", "≤7" and "≤9" below the three columns, and the Example 9 caption calls the column value "the value required by the column". Both are transcribed as printed.

Whenever a roll of paper is produced, the Coordinator draws a circle around the roll, showing that it is available to supply a Store.

Example 3: Roll produced (sum equals 4). 1 + 1 + 2 = 4, roll produced.

Example 4: Roll not produced (the sum is greater than 6). 1 + 3 + 3, roll not produced.

Note (transcription): the printed Example 4 shows the total as "6" beside the row's required value, while its caption says the sum is greater than 6. The rule itself is the one stated in the caption and in conditions 1 and 2 above; the example is transcribed as printed.

Numbers 4, 5 and 6

They are used exclusively in the gray area of the map.

To place a value in a space on the map, the team must respect the following conditions:

  1. The number must be placed in a space adjacent to the Factory symbol (center of the map) or to another number previously placed;
  2. A number can NEVER be placed adjacent to a similar number;

Example 5: Rules for placing numbers on the map by the Coordinator.

Whenever the Coordinator places a number in a space adjacent to a Store, he immediately supplies that Store. The Coordinator must spend (crossing them) the required number of rolls from his Factory:

  • 1 roll, if the Store has not been visited by the P.O.O.H. (doesn't have an X on it);
  • 2 rolls, if the Store has been visited by the P.O.O.H. (have an X on it).

If the Coordinator does not have enough rolls produced at the Factory and ready to be spent, the Store is not supplied.

If the Coordinator supplies the Store, he draws a circle around it and the leftmost empty space of the Supply Track is marked on both sheets. When the five spaces of the Supply Track are marked, the Coordinator reaches its victory condition (see 7. End of the Game).

Example 6: The Coordinator is able to reach a Store, which in this case was not visited by the P.O.O.H. yet. He spends a roll produced at the Factory and supplies the Store.

Example 7: The Store has been filled and an X is marked on the Supply Tracks on both sheets.

Warehouses: Whenever the Coordinator places a number in a space adjacent to a Warehouse, he visits that Warehouse and draws a circle around it. If the two Warehouses on a map have been visited, the Coordinator wins the extra paper roll that is indicated at the Factory (bottom right corner), drawing a circle around it.

6.2.2 Coordinator's Bonuses (Team Members)

At any time during his turn, Coordinator can use bonuses on his sheet that have not been used yet in previous rounds, recruiting a specialist of his Team. When using a bonus, Coordinator checks that bonus (it can no longer be used during the game). The Coordinator can use more than one bonus in the same turn. The different Team bonuses are as follows:

  • Producer: ONE of the dice used in the Factory can be used 2×;
  • Supplier: ONE of the dice used on the map can be used 2×;
  • Replenisher: The Coordinator does not use two of the dice in front of them and writes a number of their choice, on the map or at the Factory;
  • Volunteer: The Coordinator may, when supplying a Store, use a paper roll that is available at the Factory of the other sheet (the sheet being used by the P.O.O.H.). This paper roll is immediately spent (crossed out).

Note (transcription): section 4 names this bonus "Repository" while section 6.2.2 prints "Replenisher". Both are transcribed as printed.

At Any Time

The Coordinator can change the value of the available dice to values of their choice. When doing this, 1 panic point is added for each altered die. The dice are not physically changed, only the value they represent can be manipulated, meaning that the P.O.O.H. must use the values represented in the dice (that were rolled at the beginning of the round).

Example 8: The Coordinator decides to transform a "4" into a "2" and, as such, he marks an X in the Panic Track.

Example 9: A new round has started and the P.O.O.H. rolls the dice. He rolls 6 dice because the Panic Track is still in the green zone (4 squares are marked) (1). 1, 2, 2, 4, 5 and 6 are rolled (2). The Coordinator is always the first to play in a round and decides that the dice to be used for this round will be 1, 2, 2, 4 and 6 (3), leaving 5 aside, because that number would be very useful to P.O.O.H. Once he left a die on the side, he has to increase the panic by 1 point (4). Both players mark an X in their Panic Tracks. By doing this, the current panic level is now in the yellow zone (there are 5 marked squares). First, the Coordinator decides to transform one of the "2" into a "3" (5) thus increasing the panic by 1 point, which both players mark on their sheets (6). When the first space of the yellow zone on the Panic Track is marked, the Police is activated and the Coordinator blocks one of the P.O.O.H.'s spaces on his current sheet (since Panic was increased by his action), next to one of the Stores that he had supplied in a previous round and, as such, he blocks P.O.O.H.'s way (7). Then, the Coordinator decides to use the Producer's bonus (8) so he is able to use "1" twice at the Factory. He also uses "2" and "3" (result of previously transforming a "2" into a "3") (9). This way, the Coordinator completes a row and a column. As the sum of the values of the completed line is equal to the indicated value, the Coordinator produces a roll of paper (10). Also, once the sum of the column values is equal than the value required by the column, it also produces a paper roll (11). Then the Coordinator will use the remaining "4" and "6" on the map. He decides to use the Supplier's bonus (12) so he is able to use "4" twice on the map: by marking both "4" and "6" (13) he arrives at a Store on the map that had already been visited by P.O.O.H. in a previous turn (14). The cost to supply a visited store is two rolls. He marks with an X the two rolls produced at the Factory and marks the leftmost empty space in the Supply Track (15).

6.2.1 Use of dice – P.O.O.H.

Note (transcription): the printed heading for this section is "6.2.1 Use of dice – P.O.O.H.", while section 6 refers to it as "6.2.3". Both are transcribed as printed.

Numbers 1, 2, 3, 4, 5 and 6

They are used in the brown area of the map (to expand its area of action) and in the Headquarters of the P.O.O.H., to the left of the sheet (to unlock his bonuses).

To expand his area of action, P.O.O.H. can place a value in a space on the map if he respects the following conditions:

  1. The number must be placed in a space adjacent to one of its 4 houses on the map or another number previously placed;
  2. The number placed must be exactly one value above or below the adjacent value (if there is one), that is, adjacent to a "5" previously placed on the map, the P.O.O.H. can only place a "4" or a "6". Numbers "1" and "6" are not considered successive.

Example 10: Rules of numbers placement on the map by P.O.O.H.

Whenever the P.O.O.H. places a number in a space adjacent to a Store, he immediately visits that Store. P.O.O.H. crosses out that store and panic is added to the Panic Tracks on both sheets:

  • 1 Panic point, if the Store has not been supplied by the Team (does not have a circle around it);
  • 1 or 2 Panic points, if the Store has already been supplied by the Team (has a circle around it):
    • 1 Panic point if the panic level is in the Green or Red zone, before being visited by the P.O.O.H.;
    • 2 Panic points if the panic level is in the Yellow zone, before being visited by the P.O.O.H.

Example 11: P.O.O.H. marks a "6" and a "1" in his area of the map, thus visiting 2 Stores. One of them was previously filled with paper, so panic increases by two points (because we are in the yellow zone of the Panic Track) and the other Store has no paper, so when visited the panic increases by 1 point. P.O.O.H. places an X and crosses out both Stores.

Whenever the P.O.O.H. visits a Store that has already paper in it, in addition to adding panic he also automatically gains access to an extra virtual die, from which he can choose the value (between 1 and 6) and use it immediately on the map or on his Headquarters (bonus track), as he so desires.

Example 12: Keeping on the last example, because P.O.O.H. visited a Store that had paper, he also gets an extra virtual die with a value of his choice that he can use immediately where he chooses (in his map section or at his Headquarters). In this case, he decided to choose a "5" and he used it on the map, expanding his influence.

6.2.2 P.O.O.H.'s Bonuses

P.O.O.H. can use dice to unlock his Headquarters' bonuses (on the left side of the sheet). A bonus is unlocked as soon as P.O.O.H. marks the two spaces with numbers located to the left of the bonus. Each space requires a number greater than or equal to the indicated value. To mark these numbers, P.O.O.H. can add the dice values he has at his disposal in any way he wants. P.O.O.H. cannot use a bonus that has not been unlocked yet.

Example 13: From the available dice, P.O.O.H. decides to add up a "5" and a "3" to cross out the value "≥8" (this square could be unlocked with a value equal to or greater than 8). Since the value "7" had been previously crossed, the bonus is now unlocked and ready to be used.

In the bonus zone, P.O.O.H. can mark the numbers as he wishes, that is, he doesn't have to follow any specific order. At any time, P.O.O.H. can use one of the unlocked bonuses on that sheet (except for bonus #5 which must be used immediately after being unlocked). There are 5 different bonuses:

  • One More Die (1×): P.O.O.H. uses ONE of the dice not chosen by the Team, which is to say, that was set aside in the center of the table at the start of the round (this bonus can only be used once, after that it is crossed out and becomes unavailable);
  • Two for One (∞): P.O.O.H. doesn't use TWO of the available dice and uses a value of his choice, from 1 to 6 (this bonus can be used permanently);
  • Exchange Service (1×): P.O.O.H. changes the value of ONE of the available dice to a value of his choice, from 1 to 6 (this bonus can only be used once, after that it is crossed out and becomes unavailable);
  • Up and Down (∞): P.O.O.H. can increase or decrease by 1 pip the available dice he wants to. Numbers "1" and "6" are not considered successive (this bonus can be used permanently, but once per die each round);
  • Store Visit (bonus #5, used immediately): P.O.O.H. immediately visits ONE Store of his choice on the map, even if the Store has no numbers written next to it (this bonus must be used immediately after being unlocked).

Example 14: The round continues and now it is P.O.O.H.'s turn: he has access to the values 1, 2, 2, 4 and 6 (1) (which were chosen by the Coordinator). P.O.O.H. decides to use a "2" and a "6" to mark the "≥8" in his fourth bonus line (2), thus unlocking this bonus that will allow him to increase or decrease by 1 the value of the dice he has available. Then, he marks "1" and the other "2" on the map and visits an empty Store, which causes the panic to increase by 1 point (3). Both players mark an X on their Panic Tracks (4). Then, P.O.O.H. decides to use the bonus he unlocked and turns a "4" into a "3" which he places next to a "2" already placed on the map, arriving at a Store that had been supplied in a previous turn (5). Panic increases by two (since we are now in the yellow zone of the Panic Track and each supplied Store that is visited increases the panic by 2) and both players mark two squares on their Panic Tracks (6). Whenever P.O.O.H. visits a Store that has paper, he also immediately gains a virtual die with the value of his choice. P.O.O.H. decides that this extra die will be a "5" and places it on the map next to a "6" and thus visits a third Store (in this case, it had not been supplied) (7). Panic increases by one and players mark another square on their Panic Tracks (8). This causes the Police to be activated again and the Coordinator blocks a space on the P.O.O.H.'s map, since it was his action that activated the Police (9).

The round ends and both players exchange the sheets in their possession. In the next round, only 5 dice will be rolled, since the Panic Level is now in the yellow zone (10).

7. End of the Game

The game ends at the end of the round where one or both players reach their winning condition.

P.O.O.H.'s Victory: When the last space of the Panic Track is marked.

Coordinator's Victory: When the last space of the Supply Track is marked.

In the event of a tie, the number of rolls produced but not spent by the Coordinator and the number of bonuses unlocked by the P.O.O.H. in both regions are totaled. If:

  • The total number of rolls produced and not spent is higher, the Coordinator wins;
  • The total number of bonuses unlocked is higher, the P.O.O.H. wins.

If the tie still remains, P.O.O.H. wins the game.

  • G. Warehouses. If the Coordinator manages to reach the two Warehouse spaces on the map, he will have access to an extra roll (indicated at the Factory, on its bottom right corner);
  • H. P.O.O.H.'s Map. Brownish outer area of the map, intended for the P.O.O.H., where he can use dice with any value to move around and visit Stores;
  • I. Houses. These are the four spaces from which the P.O.O.H. can start moving on the map;
  • J. P.O.O.H.'s Headquarters. Space where the P.O.O.H. can unlock powerful bonuses to help him in his quest to exhaust all of the country's paper rolls;
  • K. Region Bar. This is the space where players write their region's name during game setup.