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Pick a Pen: Hackers

Pick a Pen: Hackers Rulebook

Table of Contents

Table of Contents

  • Game Materials
  • Game Idea
  • Game Setup
  • Gameplay
  • Entering Numbers
  • End of the Game
  • Final Scoring
  • Overview of the Game Sheets
    • Level 1: The Codebreaker
    • Level 2: The Codex
    • Level 3: The Enigma
  • Tips for Players with Color Vision Deficiency

Game Materials

  • 5 colored pencils (with sides: 1, 2, 3, 4, 5, 6)
  • Game sheets with 3 different levels

Game Idea

Roll the colored pencils and cleverly decide which numbers to enter in your matrix using which color. Depending on the level, you collect points through different combinations. The player with the most points at the end wins.

Game Setup

Place the 5 colored pencils in the center of the table.

Decide together which level you want to play and each hand out the corresponding game sheet. Is this your first game? Then we recommend Level 1.

Gameplay

The player wearing the most colorful clothes starts. When it's your turn, take the 5 pencils and roll them into the center of the table. If any pencils are stacked on top of each other, roll them again.

Once you've rolled the pencils, you must first take a pencil from the center of the table. Say out loud the color and number on your chosen pencil. Example: "Red, Three" or "Green, Six". Then, use this pen to write the number on your game sheet (see "Entering Numbers").

Then, the next person clockwise takes a pen from the center of the table. This continues clockwise until there are no more pens left. At least one person will receive more than one pen.

If it's your turn and there are no more pens in the center of the table, you start the next round. Take all 5 pens and roll the dice. Continue playing as described above.

Tip: Keep the pens with you until all players have finished entering their numbers.

Entering Numbers

You must enter the number printed on the top of your pen into an empty cell on your scoresheet.

There are no rules for entering the numbers. However, how you fill in your matrix determines how many points you score at the end of the game. The scoring is different for each level (see "Overview of the game sheets").

End of the Game

The game ends immediately when all players have completely filled in their matrix by entering a number in every cell.

Final Scoring

Now add up your points by counting all the numbers in the score boxes and any bonus star scores. A ✘ means 0 points for that row or column. Write the total score in the large white box at the bottom right.

Note: In Levels 1 & 3, you only write in the score boxes at the end of the game. In Level 2, you may record points during the game.

Whoever has the most points wins. If several people have the most points, they win together.

Bonus: If you have already played several games, you can add bonus points. These bonus points are awarded to everyone who has scored at least 1 point in each row or column on their game sheet at the end of the game. In Levels 1 & 2, you receive 10 bonus points for this, and in Level 3, you receive 20 bonus points for this. If you have reached the bonus, color in the corresponding bonus point star. If you have not reached the bonus points, cross out the bonus point star.

Overview of the Game Sheets

Level 1: The Codebreaker

A matrix in which no number or color is repeated in any row or column. When entering a number, it immediately checks whether the corresponding number or color already exists in the same row or column.

  • Number twice: Cross out the corresponding cells.
  • Color twice: Cross out the corresponding cells.

Note: When checking numbers or colors in a row or column, crossed-out cells still count.

After you have filled in the last cell, add up the numbers in the remaining, uncrossed cells from left to right and write the result in the score box next to the corresponding row.

Then add up the points in the score boxes and add any bonus points. This is your total score.

Example: Harry chooses the red 4. Now he has to decide which cell to put the red 4 in. There is already a red number in the first row and a 4 in the first column, so cells A and B would not be a good choice. He decides to put the red 4 in cell C. There is neither a red number nor a 4 in this row and column.

Example final scoring: Rosa has completely filled in her matrix. During the game, she has already crossed out all cells with duplicate numbers and colors. The numbers in the uncrossed-out cells are her points. She adds the numbers in each row from left to right and writes the results in the corresponding score box next to the rows. In this way, she receives 10, 15, 11, and 7 points. Her total score is therefore 43 points. (Using the bonus rule, Rosa could add 10 bonus points to her score and thus increase her total score to 53.)

Level 2: The Codex

A matrix in which no number is repeated in any row or column. Score by entering as many of the same colors as possible in a row or column. When entering a number, immediately check whether the corresponding number already exists in the same row or column.

  • Number twice: Cross out the score box of the corresponding row or column.

You may score each number (of a given color) you have entered in a row or column immediately, even if it is not yet completely filled.

To score a row or column: Add the numbers in the color of the chosen pen in the row or column you want to score and write the result in the corresponding score box.

This score will not change, regardless of which other numbers you enter in the cells of that row or column. If you enter a number in the last empty cell of a row or column, you must score that row or column immediately.

When you enter a score in a score box, you also immediately color in the bonus box of the corresponding color.

Bonus points: If you have colored in all 5 bonus boxes by the end of the game, you will receive 20 bonus points. If you have reached the bonus, color in the corresponding bonus point star. If you have not reached the bonus points, cross out the bonus point star.

At the end of the game, add up the points in the score boxes and add any bonus points. This is your total score.

Example scoring: Joey has chosen a blue 4 and enters it in the cell A. Then he decides to score the column B. He adds up all the blue numbers in this column and writes the result (4 + 1 = 5) in the score box below the column. Then he colors in the blue bonus box. The blue 4 is also relevant for the row C, since he already has a 4 in this row. Therefore, Joey must cross out the score box next to the row C.

Level 3: The Enigma

A matrix with combinations of adjacent numbers with the same value and adjacent numbers in the same color.

  • Combine: Multiplies the number of adjacent numbers with the same value by the number of adjacent numbers of the same color in the respective row or column.

Combinations: A combination is defined by at least two adjacent numbers with the same value and at least two adjacent numbers of the same color in a row or column. If a row or column does not contain a combination, cross out the score box for that row or column.

Scoring a row or column: Multiply the number of adjacent numbers with the same value by the number of adjacent numbers of the same color. Write the result in the score box for that row or column.

At the end of the game, add up the points in the score boxes and add any bonus points. This is your total score.

Example scoring: Christa has completely filled in her matrix. She adds up her points. In row A, two adjacent sixes form a combination with five adjacent blue numbers. She receives 2 x 5 = 10 points. She writes the 10 points in the points box next to the row. In column B, she has two adjacent twos, but there is no color with which they can be combined because there are not at least two adjacent numbers of the same color in this column. Therefore, Christa crosses out the points box for this column. In column C, two adjacent ones form a combination with two adjacent blue numbers. Christa receives 2 x 2 = 4 points for this column. She scores all the remaining rows and columns in the same way. Then she adds up all the points boxes. Her total score is 48.

Tips for Players with Color Vision Deficiency

Unfortunately, it is not possible to make this game fully accessible for people with color vision deficiencies. However, we have a few tips to make playing easier for them:

  • The five colors are listed on the back of these instructions. After rolling the dice, place the pencils in the box of the corresponding color.
  • In addition to the number, you can write the first letter of the corresponding color in the cells. You can also write this on the pens.