Microbin

 
Components:
1 D6
6 tokens (cubes or other bits)
1 token per player (distinct color/shape)
Pen/paper to keep score

Summary/goal: Each round, players take turns pressing their luck to score points and/or gain perks. Points are signified by a star (*) icon. Perks are signified by an exclamation mark (!) icon and are used to Re-roll the die or to Cancel the last roll (ending your turn).

Setup: Stack the player tokens on the space in the middle of the grid that represents two of each perk (darker gray). Randomly select a starting player and give them the six die result tokens.

Turn sequence:
  1. Roll the die. Place a token on the card to cover the die result.
  2. Stop rolling OR continue rolling
A. If stopping, count up the total pip value rolled. Using the chart on the card, collect the associated reward. The column on the left shows the total pips required for that reward.
B. If you decide to continue rolling, roll the die again and place a token on the result. If that result already has a token on it, you "bust" and must take the "X" reward: Gain one perk of your choice. However, during your turn you may use previously earned perks to prevent busting. To use a perk, move your token accordingly: to Re-roll, move to the left one space, to Cancel a roll (and end your turn), move down one space. If you token is in the zero row or column for that perk, you may not activate the perk. When gaining a perk, move the token for that type one space to indicate that the perk is available for use on later turns. To gain a Cancel, move your token up one space. To gain a Re-roll, move your token one space to the right. Perks are limited to a maximum of three of each type.

You may continue rolling until you bust or decide to stop rolling. If you manage to successfully roll six different results and take the highest reward, score five points and take another turn. When taking a reward, you gain both the points and perks listed for that reward tier. Note: You may always select a reward from a lower tier instead of your earned level if desired.

Game end: The game end is triggered when one player reaches or exceeds 15 points. The remaining players in the round have a final turn to attempt to beat that score. The highest score wins. Ties are broken by the player with the most remaining perks. Ties are further broken by the player who is later in the turn order.

Perks:
Re-roll – Instead of accepting your last roll outcome, roll again and use that outcome.
Maximum quantity: 3
Cancel - Instead of accepting your last roll outcome, ignore that roll and end your turn.
Maximum quantity: 2

Force – Spend two of any perk to activate. Used on another player's turn, after they have decided to stop: That player must continue rolling at least one more time. If the player has previously played a Cancel, the Cancel is voided and they may continue rolling after the Forced roll.


Version 1.5 January 2017 – Michael and Lisa Eskue

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