COSMIC WIMPOUT RULES PDF

This list is the result of many revisions, extensions, and expansions of the very first version of the Nairinthus Cosmic Wimpout Rules FAQ and House Rules Set created for easy access of people who participated in some rather fun mini-competitions I organized in a VERY loose sense of the word in Winter of I thought that competition participants would like to have easy access to the House Rules which would be used at all the Nairinthus-organized competitions! And since most of the CW players were of the tech savvy sort with plenty of access, it seemed good to plop it on my FTP at the time. It worked well. Hopefully these variations will give you more enjoyment of the game BUMP Whenever you land on the score of another player, you send them back to the score you started at on that turn.

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Gameplay[ edit ] The five Cosmic Wimpout dice are referred to as "cubes". Four of the cubes have face values of "two swirls", "three triangular glyphs", "four lightning bolts", "the number 5", "six stars", and "the number 10" - the fifth cube, often a different colour, has a single "flaming sun" icon in place of the triangular glyphs.

Any fives or tens rolled are worth that amount. Rolling three of a kind of any number, or a pair and a "flaming sun", is a "flash" - the swirls are twos, the triangular glyphs are threes, the lightning bolts are fours, and the stars are sixes. A flash scores ten times the number of one of the dice in the flash.

For example, rolling three twos is worth 20 points, and rolling three fives is worth fifty. When a player rolls scoring dice, they must set them aside, and may choose to either keep the points they have, or to roll the non scoring dice and try for more points. There are three exceptions to this general guideline, which force rolls in certain cases: Whenever all five have been set aside as scoring, a player must reroll all of them. When a player rolls a flash, to keep the points, they must then "clear the flash" by rolling all remaining non-scoring dice the "futtless rule" , until none of the dice match the Flash the "Re-Roll Clause".

If a player rolls 5 of a kind in a single roll, this is called a "freight train" and is worth times the number on the dice.

Rolling a freight train of stars is an instant win for that player. Game play continues for the remaining players, if any. If a player rolls the dice and no points at all are scored, that player has "wimped out".

If the player rolled all five cubes and scores no points, this is a "train wreck". In any case, the player loses all points gained in that round. For example, some players use the Full House rule, [8] which states that if a player rolls a flash, and rolls a pair with your remaining two die, they must roll again. Another variation is the Cosmic Sampler variation, which was featured in an electronic version for the Palm.

A Sampler is when none of the dice on any roll match, similar to a large straight in Yahtzee. Scoring for a Sampler is 25 points.

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Cosmic Wimpout

The game is played with five custom dice, and may use a combination score board and rolling surface, in the form of a piece of cloth or felt available in various colors and designs. Players supply their own game piece for score keeping. The game of Cosmic Wimpout has often been associated with the Berkeley area, the Grateful Dead, and other free-form subcultures. Gameplay The five Cosmic Wimpout dice are referred to as "cubes". Four of the cubes have face values of "two swirls", "three triangular glyphs", "four lightning bolts", "the number 5", "six stars" and "the number 10" - the fifth cube, often a different colour, has a single "flaming sun" icon in place of the triangular glyphs. The general rules for the game have evolved since its inception and there have been various minor modifications made to the colors and patterns of the face designs on the cubes.

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Gameplay[ edit ] The five Cosmic Wimpout dice are referred to as "cubes". Four of the cubes have face values of "two swirls", "three triangular glyphs", "four lightning bolts", "the number 5", "six stars", and "the number 10" - the fifth cube, often a different colour, has a single "flaming sun" icon in place of the triangular glyphs. Any fives or tens rolled are worth that amount. Rolling three of a kind of any number, or a pair and a "flaming sun", is a "flash" - the swirls are twos, the triangular glyphs are threes, the lightning bolts are fours, and the stars are sixes.

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