Gamewright Qwixx Manual
Gamewright
Brætspil
Qwixx
Læs nedenfor 📖 manual på dansk for Gamewright Qwixx (2 sider) i kategorien Brætspil. Denne guide var nyttig for 26 personer og blev bedømt med 4.5 stjerner i gennemsnit af 2 brugere
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WIXX
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QWIXX
THE CARD GAME
RULES OF PLAY
2-5 PLAYERS
AGES 8+
ENDING THE GAME & SCORING
The game ends after the immediately active player
has crossed out their fourth penalty box (at the
end of the third action) after has or any player
locked a second row on their own sheet (at the
end of the second or third action).
Beneath the four color-rows is a table indicating
how many points are awarded for the total
number of crosses within each row (including
any locks with a cross). Each crossed out penalty
box scores -5 points. Enter your points for
each color-row and the negative points for any
penalties in the appropriate fi elds at the bottom
of your score sheet. The player with the highest
total score is the winner!
JOKER GAME VARIANT
Shuffl e the 11 Joker cards together
with the other 44 cards (forming a
new deck of all 55 cards). When a
player plays a Joker card, they get
to choose its color. All other setup
and rules remain the same.
A WORD FROM GAMEWRIGHT
When p1-we fi rst released , p1-we were very Qwixx
excited to share a hidden gem that had
been tucked away at the Essen game fair in
Germany. Flash forward fi ve years later and
Qwixx has rapidly become one of our best-
selling games! Highly-portable and easy to
teach, p1-we fi gured it was time to give fans a little
something new. Inventors Steff en Benndorf
and Reinhard Staupe created this card-based
version, which features simultaneous play, and
only partial information.
Want more score pads? Visit Gamewright.com
A FAST FAMILY CARD GAME
CONTENTS
♦44 double-sided Qwixx cards (1 of each
number, 2-12, in each color)
♦11 multicolored Joker cards (1 of each
number, 2-12)
♦Score pads
OBJECT
Score the most points by crossing out as many
numbers as possible in the four color-rows while
avoiding pen alty points.
SETUP
1. Give each player a score sheet and
something to write with.
2. Remove the 11 multicolored Joker cards
from the deck and put them back in the box.
These cards are only used in the ‘Joker’
variant (see: “Joker Game Variant”).
3. Shuffl e the remaining 44 cards. Deal each
player a hand of 4 cards, face-down (i.e.
orange-side up). All players will know the
numbers in each others’ hands, but only you
can see the colors of the cards you hold.
4. Deal an additional 4 cards orange-side up
to the center of the table, to form a tableau,
then stack the remaining cards next to the
tableau as a draw pile.
Before starting the game, it’s important to
understand the one basic rule of Qwixx:
numbers may only be crossed out from left to
right in each of the four color-rows. You do not
have to begin with the numbers furthest to the
left, but if you skip any numbers they cannot be
crossed out afterward.
x
–
Example: In the red row, fi rst the 5 and then the 7 were
crossed out. Therefore, the red 2, 3, 4, and 6 may not
be crossed out later in the game. In the yellow row only
the 11 and 12 may still be crossed out. In the green row
you can only cross out numbers to the right of the 6.
In the blue row you can only cross out right of the 10.
If you’ve played before, a key diff erence in Qwixx
this version is that when a player locks a row, it
is locked for the player who crossed it out. only
Other players may continue to cross out numbers
in this row. ( )See: “Locking a Row” for more.
HOW TO PLAY
Whoever’s birthday is furthest from today starts
as the “active player” and carries out the following
three actions in order, always one after the other:
Example: Alison crosses out the green 2 and after it, the
lock symbol. The green row is locked for Alison only.
1. Draw cards (of your choice) from the 4-card
tableau until you have a hand of 5. (At the
start of the game, this will only be one card.)
2. Replenish the tableau with cards from the
top of the draw pile so that it has four cards
again (making sure no one inadvertently gets
a glimpse of the color side). After replenishing
the tableau, announce the number on the top
of the draw pile. players may then (but All
don’t have to) cross out this number in any
one color-row of their choice.
Note: If the draw pile runs out of cards, shuffl e
the discard pile to form a new draw pile.
3. Play at least 1 (but no more than 3) of the fi ve
cards from your hand face-up, revealing the color
side and (optionally) crossing out none, some, or
all of the corresponding box(es). Only Important:
you, as the active player, may do this and you
must always play at least one card, even if you
choose not to cross out any boxes.
Note: If you play more than one card, they all
must be the same color. Additionally, if you
wish to cross out more than one number in that
color-row, you skip more than one box cannot
between the fi rst and last number you cross out.
Example: Carol is the active player and after drawing
from the card tableau has the following hand of fi ve cards:
PENALTIES
If during your turn as the
active player you cannot, or
do not, cross out a number
during either the second or
third action, you must cross
out one of your penalty boxes. Each penalty box is
worth -5 points at the end of the game. (Non-active
players do not take a penalty if they choose not to
cross out a number during the second action.)
Carol may play (and subsequently discard) the green
11, 9, and 8 cards, and cross out all three boxes on the
green color-row. Carol could also opt to play the blue
10 and 3, but would only be able to cross out one or
the other number on the blue color-row, since crossing
out both would skip more than one box between the
fi rst and last number. She could not play the 11, 10,
and 9 cards because they are not all the same color.
x
Game by: Steff en Benndorf and Reinhard Staupe
Games for the Infi nitely Imaginative
70 Bridge Street, Newton, MA 02458
jester@gamewright.com | 617-924-6006
www.gamewright.com
©2020 Gamewright, a division of Ceaco Inc.
All rights reserved.
fb.com/gamewright
LOCKING A ROW
If you wish to cross out the number at the
extreme right end of a color-row (red 12, yellow
12, green 2, blue 2) you must have fi rst crossed
out at least fi ve other numbers in that row. If you
cross out the number on the extreme right of a
row, then also cross out the lock symbol directly
next to it. This indicates that the color-row is now
locked, and you may not cross out numbers
of this color in future rounds. However, other
players may still cross
out numbers in this
color-row.
The cross on the lock counts towards the total
number of crosses marked in that color-row at
the end of the game.
Once you complete your third action, discard
all the cards you played next to the draw pile,
thereby ending your turn. The player to the left
becomes the new active player, and repeats the
same three actions, as described above.
Note: You may look through the discard pile not
during the game.
FOLLOW US!
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youtube.com/gamewright @gamewright
DRAW
PILE TABLEAU
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Produkt Specifikationer
Mærke: | Gamewright |
Kategori: | Brætspil |
Model: | Qwixx |
Produkttype: | Kortspil |
Emballageindhold: | 55 cards\n100 score sheets\nRules in Spanish\nRules of Play |
Anbefalet alder (min.): | 8 År |
Legetid (maks.): | 15 min. |
Maksimalt antal spillere: | 5 |
Minimum antal spillere: | 2 |
Genre: | Indlæring |
Foreslået køn: | Ethvert køn |
Anbefalet alder: | Voksen & barn |
Spil navn: | Qwixx |
Familiespil: | Ja |
Antal kort: | 55 stk |
Spilleregler inkluderet: | Ja |
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