Qwixx: A fast-paced, dice-rolling, number-crossing game perfect for families and strategy enthusiasts. If you love the thrill of Yahtzee, the quick decisions of Tenzi, or the push-your-luck excitement of Farkle, then Qwixx will be right up your alley. This simple-to-learn yet surprisingly deep game plays in about 15 minutes with 2-5 players aged 8 and up. This comprehensive guide covers setup, gameplay, scoring, and variations, providing everything you need to know to become a Qwixx master. Let’s roll!
Qwixx Game Setup: A Quick Start
Qwixx is incredibly easy to set up. Inside the box, you’ll find:
- Six Dice: Two white dice and one each of red, green, blue, and yellow.
- Scorepad: Each player takes a score sheet from the pad. The score sheet features four colored rows (red, yellow, green, blue), each with numbers ranging from 2-12 (red and yellow), and reverse 12-2 from (green and blue). Note the lock symbols at the end of each row – these will come into play later.
- Pen or Pencil (per player): For marking off those precious numbers!
Objective: The goal of Qwixx is to cross off as many numbers as possible within the four colored rows on your scoresheet. Numbers must be crossed off from left to right within each row. This left-to-right rule is fundamental to Qwixx gameplay.
How to Play Qwixx
A. Determining the First Player
Each player rolls a single die. The highest roll containing a “6” determines the first player. If there’s a tie, the tied players re-roll until a single starting player is determined.
B. The Active Player’s Turn
Each player’s turn consists of two main actions:
- Action 1: White Dice Sum: The active player rolls all six dice. They then add the two white dice together and announce the sum. All players, including the active player, may (but are not required to) cross off this announced number in one of their colored rows, moving from left to right. Players can only cross off the announced number once during Action 1, so choose wisely!
- Example: The white dice show a 3 and a 5. The active player announces “8.” Sarah crosses off the 8 in her red row. Bob crosses off the 8 in his blue row. Emily decides to skip this number.
- Action 2: Colored Dice Combination (Active Player Only): The active player now chooses one white die and one colored die. They add these two dice together. The resulting sum must be crossed off in the matching colored row on the active player’s scoresheet, again following the left-to-right rule.
- Example: The active player rolled a 3 and a 5 on the white dice. They also rolled a blue 4. They choose the blue 4 and the white 5, for a total of 9. This 9 must be crossed off in their blue row.
C. Penalties: The Cost of Missed Opportunities
If the active player, after both Action 1 and Action 2, has not crossed off at least one number, they must mark a penalty box (-5 points) on their scoresheet. Non-active players are not penalized for skipping numbers.
D. End of a Round
The active player’s turn ends after completing Action 1, Action 2, and marking a penalty (if necessary). The dice are then passed to the next player to the left, who becomes the new active player.
Locking Rows in Qwixx: A Strategic Advantage
Locking a row is a key strategic element in Qwixx. It provides a bonus point and restricts your opponents’ options, but also limits your own future moves. Understanding the benefits and risks is crucial for maximizing your score.
How to Lock a Row:
You can lock a colored row only after you have already crossed off at least five numbers in that row. If you roll a dice combination (during Action 1 or Action 2) that would allow you to cross off the last number in that row (12 for red and yellow, 2 for green and blue), you can lock the row by:
- Crossing off the final number in the row.
- Crossing off the adjacent lock symbol. The lock symbol counts as an additional crossed-off number when calculating your final score.
- Removing the corresponding colored die. Once a row is locked, no player can use that color die in Action 2 for the rest of the game.
Example: Locking the Red Row
You have already crossed off five numbers in your red row. The white dice roll a combined total of 12. You cross off the 12 in your red row, cross off the lock symbol, and remove the red die from play. No player can use the red die in Action 2 for the rest of the game.
Simultaneous Locking
During Action 1 (the white dice sum), multiple players might be able to lock the same row at the same time. They may all do so. Locking two rows simultaneously will immediately trigger the end of the game.
Strategic Implications
Locking a row provides a bonus point and reduces your opponents’ scoring potential. However, it also limits your own future scoring opportunities in that color. A locked row cannot be used in Action 2. Carefully consider the risk of locking a row too early, especially if you are likely to roll combinations for that color in later turns.
Ending a Game of Qwixx: Two Triggers
A game of Qwixx ends immediately when one of the following two conditions is met:
- Penalty Limit Reached: A player accumulates four penalty marks on their scoresheet. These penalties will deduct points from their final score.
- Two Rows Locked: Two colored rows are locked. This can happen over several turns, or even within a single player’s turn if they lock two rows simultaneously during Action 1 (the white dice sum).
Example: A Swift Conclusion
The red row is already locked. On the active player’s turn, they roll a combination that allows them to lock the yellow row. The game ends instantly when the second row is locked. No other players get to take additional turns.
Simultaneous Locking and Immediate Game End:
It’s crucial to understand that a game of Qwixx can end during a player’s turn. If two rows are locked simultaneously during Action 1 (the white dice sum), the game ends immediately. Even if a third row could be locked on that same turn, the game concludes as soon as two rows are locked. No further actions are taken. No one gets another roll, it’s all over!
Qwixx Scoring: How Points are Awarded
After the game ends, players calculate their scores using the scoring table located at the bottom of each scoresheet. The scoring table shows how many points are awarded for each crossed-off number in the four colored rows (red, yellow, green, blue). The more numbers crossed off in a row, the more points you earn. The lock symbol, when achieved, also counts as a crossed-off number.
Calculating Your Qwixx Score:
- Count Your Crosses: In each colored row, count the total number of crossed-off numbers, including the lock symbol if the row is locked.
- Progressive Scoring: Qwixx uses a progressive scoring system. The first number crossed off is worth 1 point, the second is worth 2, the third is worth 3, and so on. This means longer runs of consecutive numbers are worth significantly more.
- Use the Scoring Table: Use the table at the bottom of the scoresheet to determine the points for each row based on your total number of crosses.
- Total Your Score: Add the point values for all four rows.
- Penalty Deduction: Subtract 5 points for each marked penalty box on your scoresheet. Penalties can significantly impact your final score, so try to avoid them!
Example:
- Red Row: 4 crosses = 10 points
- Yellow Row: 3 crosses = 6 points
- Green Row: 8 crosses (including the lock symbol) = 36 points
- Blue Row: 7 crosses (including the lock symbol) = 28 points
- Penalties: 2 marked boxes = -10 points
Total Score: 10 + 6 + 36 + 28 – 10 = 70 points
Strategic Implications of Qwixx Scoring:
The progressive scoring system encourages strategic gameplay. It’s generally more beneficial to focus on building longer runs within a single color rather than spreading your crosses across multiple colors. Weigh the potential benefits of crossing off a number against the risk of incurring a penalty for not being able to cross off numbers later in the game.
Qwixx Variations: Adding Spice to Your Dice Game
Ready to shake things up? Once you’ve mastered the standard Qwixx rules, try these exciting variations to introduce new strategic dimensions and challenges.
Blackout
In the Blackout variation, the colored dice are not removed from the game when a row is locked. This key change allows players to continue crossing off numbers in a locked color row, even after another player has locked it. The objective shifts from strategically locking rows to maximizing your score by completely filling a single colored row. This variation leads to intense focus on specific colors and allows for dramatic comebacks even late in the game.
Doubles
The Doubles variation adds an element of speed and chance. If the active player rolls doubles on the white dice (e.g., two 3s, two 5s), they immediately get an extra turn! This variation creates opportunities for rapid point gains and exciting swings in score. Be prepared for fast-paced action and unpredictable outcomes!
These are just two of many possible ways to modify Qwixx. Get creative and experiment with your own house rules!
FAQs
Q: Can I cross off numbers out of order?
A: No. Numbers must be crossed off from left to right within each colored row. You can skip numbers, but you cannot go back and cross them off later.
Q: What happens if two players can lock the same row simultaneously?
A: Both players can lock the row at the same time. If this occurs during Action 1 (the white dice sum) and results in two rows being locked simultaneously, the game ends immediately.
Q: Can I choose not to cross off a number, even if I’m able to?
A: Yes, you can always choose to skip a number, even if it’s available to be crossed off. This can be a useful strategy to avoid closing off options in a colored row later in the game.
Q: Is the active player required to use a colored dice combination in Action 2?
A: No. Using a colored die in Action 2 is optional. The active player may choose to only cross off a number based on the sum of the white dice (Action 1).
Q: If a number is rolled that corresponds to a locked row, can I use that number in a different row?
A: Yes. If a number is rolled that matches a locked colored row, you can still cross that number off in any other unlocked row, as long as that number is available (i.e., hasn’t already been crossed off or skipped) and you haven’t used a colored die combo already. You can only lock one row per turn.