0% found this document useful (0 votes)
54 views10 pages

Blueprints: Anatomy of The Board

This document provides rules for playing a solo or multiplayer magic square game. The objective is to fill a grid with numbers so that each row, column and diagonal adds up to the same total. For solo play, the game consists of 10 rounds with 4 turns each. On each turn, dice are rolled and used to select a value to place on the grid. Additional placement bonuses apply. For multiplayer, turns involve all players selecting values from rolled dice to fill their individual grids. The goal is to create magic squares or come closest to the target totals.

Uploaded by

coco toro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
54 views10 pages

Blueprints: Anatomy of The Board

This document provides rules for playing a solo or multiplayer magic square game. The objective is to fill a grid with numbers so that each row, column and diagonal adds up to the same total. For solo play, the game consists of 10 rounds with 4 turns each. On each turn, dice are rolled and used to select a value to place on the grid. Additional placement bonuses apply. For multiplayer, turns involve all players selecting values from rolled dice to fill their individual grids. The goal is to create magic squares or come closest to the target totals.

Uploaded by

coco toro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

Blueprints

Objective:

Get as close to a magic square as possible by placing numbers into each grid to so
that each row, column and diagonal adds up to the same value.

Components:

1 die each in colors red, orange, green, yellow, white and black

1 score sheet and something to write with per player

Anatomy of the Board

Grids Player Aid


Scoring
Anatomy of a Grid

Required Combining Method


Optional
Score Chart
Write Values Here
Write Sums Here

Carrot

Black Outline Colored Outline


Solid Color

Solo Rules
Overview
The solo game consists of 10 rounds. Each round consists of 4 turns. Each turn
consists of rolling dice, selecting a value to place on the grid and removing the dice
used for that value from the available dice pool.
Turn Structure
Follow these steps in order each turn. Steps are either required (you must do at least
1 action), optional (you are not required to do these actions, but probably should) or
conditional (you must do all actions for which you meet the listed condition).

• Roll the Dice (required)


o Roll all available dice
o If there are no available dice, skip to the “Mark the Grid” step
• Select a Value (optional)
o From the dice rolled, select a value to place on the grid. This can be
the value of a single die or the combined values of any number of dice.
o How the value can be chosen is based the place where it will be marked,
taking into account all placement rules.
• Mark the Grid (required)
o If you’ve chosen a valid value, mark it in the chosen empty space on the
grid.
o If the chosen value incurs a penalty due to the dice colors used, circle
the value.
o If you were unable to roll, or you are unable to (or choose not to) mark
a value in a grid, cross out an empty space in any one of the grids by
marking a line through it.
• Remove Dice (conditional)
o If you marked a value in a space, move all dice used to create that value
to the side without changing the displayed value on those dice. You
may not roll those dice or use them when selecting a value again this
round.
o The removed dice should be organized in such a way that it is clear how
many turns there have been this round.
• Bonus Placement (conditional)
o If you marked a value in a black space, you may choose a second value
to place on any grid. This value may come from the available dice or
the removed dice or any combination of dice from the 2 sets.
o Other than the ability to use removed dice for the value selection, you
must follow standard rules for selecting the value and marking the grid.
This includes the requirement to mark a line through a space if you
cannot (or choose not to) mark a value.
o If you crossed out a black space, you must choose another space in any
grid to cross out. You may not choose a value in this instance.
o If, during this step, you mark another black space, repeat this step.
o Do not remove dice used in this step.
Placement Rules
The rules for placement vary in each space based on a number of factors – Color,
Minimum Number of Dice, Value, and Combining Method

Color

Every space has a rule about which colors can be, should be, or can’t be used to
create the value for those spaces. White can always be used in place of any color
except black. When a penalty is incurred based on color placement, circle the value
after writing it in the space.

Spaces with a colored outline (not black) have no requirement for what dice
can be used to create the value, but a penalty will be incurred if you don’t use
the die which matches the color of the outline (or white).

Spaces with a solid color require that only the die with the matching color
and/or white be used to create the value.

Spaces with a black outline require that the white die not be used to create
the value. A penalty will be incurred if you don’t use the black die.

Minimum Number of Dice

The maximum number of dice that can be used for a value is always equal
to the number of dice there are to choose from, and most grids allow the
creation of values based on a single die. The middle 3x3 grid, though,
requires that a minimum of 2 dice be used for every value. An important
thing to keep in mind here is that there are 2 solid-colored squares, which
can only be filled in with the given color and/or white. This means that
those squares must be filled in by combining the given color with white.

Value

In the left and right 3x3 grids, there are squares with a carrot (>) between
them. In these squares, the value on the closed end must be smaller than
the value on the open end (just like a standard greater/less than sign).

In the 4x4 grid each row and column must follow a sequence
(ascending or descending). Once a second value has been placed
in a row or column, all additional values must follow that sequence. Feel free to draw
similar carrots between the squares once an order has been determined.
Combining Method

For most grids, when combining the values of 2 or more dice, you must
add the values together. In the right-most 3x3 grid, you must multiply
those values together instead.

Duplicate Values

Each grid cannot contain more than 2 instances of any number. A second instance of
a number will incur a penalty at the end of the game, but it should not be circled.
Rather, write the value next to the grid to note A) values that cannot be used again
and B) the number of duplicate number penalties to calculate at the end of the game.

At any point, when you’ve completed a row, column or diagonal, you can
immediately fill in the summed value. This will need to be done at the end
anyway, and it can help you better keep track of the values you’re trying
to get.
End of Round
After every 4 turns, if you haven’t filled every space on the grids yet, pick up all of the
dice and begin a new round.

End of Game
At the end of your 10th turn, you should have filled or crossed out every space in the
grid. Calculate the sums of any rows, columns and diagonals that haven’t yet been
calculated (crossed out squares are calculated as 0), then calculate your final score.

Magic Squares (all sums for a grid are the same) are worth 24 (3x3) or 40 (4x4).

For each grid that isn’t a perfect magic square, determine which sum value to base
your score on (should be the one that appears most in the sums for that grid). Use
the score chart above the grid to determine your score for that grid.

1 2 3 4 5 6 7 8 9 10

Write the score of each grid in the score area.

Add the scores of the grids together for the Grid Total.

Count the total number of circled values in your grids for the Color
Penalty.

Count the total number of duplicate numbers marked for the Duplicate
Penalty.

Multiply the number of squares crossed out times 2 for the Cross Out
Penalty.

Add the Penalty numbers together for the Penalty Total.

Subtract your Penalty Total from your Grid Total to get your Final Score.
Multiplayer Rules
Overview
The multiplayer game consists of about 5 rounds. Unlike the solo game, players will
usually pick more than 1 number per turn. Before reading the multiplayer rules, make
sure you have read the solo rules as this will only cover the few differences.

Setup
Every player gets a score sheet and something to write with. Only 1 set of dice will be
used. Whoever most recently built something electronic is the first roller.

Turn Structure
• Roll the Dice
o The available dice are rolled by the current roller.
• Select a Value and mark the grid
o Players may use the same or different dice to determine the values
placed on the grid
o All rules for placement are the same as in Solo
o No dice are removed based on the values chosen.
• Choose a second value and mark the grid (current roller)
o The roller chooses a second value to place on their grid. This can be
chosen from the same or different dice as the first value chosen.
• Choose additional values and mark the grid (all other players)
o Using only the dice chosen for the roller’s second value, all other players
may (but are not required to) choose to write 1 or more additional values
on their board. If, for instance, the roller chose 2 dice for their value,
other players may do either of the following
Not write any value
Write a single value using both dice selected
Write a single value using one of the dice selected
Write multiple values, each using different dice

All players must either mark a value or cross out a space on the first selection. The
roller must mark a value or cross out a space on the second selection. If the roller
crosses out a space on the second selection, no other players may mark a value, and
no dice are removed. If the roller has filled all of the spaces on their grids after the
first selection, the second selection is skipped.

If a player marks in a black space, they may immediately take the Bonus Placement
step (detailed in Solo) using any combination of dice, regardless of which step they’re
currently on.
End of Turn
After everyone has finished recording values for the turn, check to see if anyone has
filled all of their grids yet. If not, remove the dice chosen by the roller. The next
player clockwise becomes the new roller and a new turn begins.

End of Round
After every 4 turns, the new roller will pick up all of the dice and begin a new round.

End of Game
Whenever a player has filled every space on their grid, the game is over. All players
who have not filled their grids must mark out any spaces that are still empty. Scoring
is the same as in Solo. The player with the highest Final Score wins. If there is a tie,
the player with the fewest crossed out spaces wins. If there is still a tie, the player
with the fewest duplicate numbers wins. If there is still a tie, the player with the
fewest color penalties wins. If there is still a tie…Seriously? Did you just copy off of
each other? What is this, High school?

You might also like