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let’s play!
let’s play!
Whoever rolls the highest number begins and play then
continues clockwise.
The player rolls all the dice. (When there are only two players,
put away one numbered die). The overview to the right
shows all the moves you are able to do.
Your roll is successful when you: either ...
A) are able to jump on a pad or,
B) are able to use the symbol die.
If neither A nor B is possible, then you fall (C)!
A)
At the start of the game, all the pads on the bottom level are reachable. Later, only the
neighboring pads directly near the Doodler are reachable (see illustration on
the right). The Doodler never jumps down or remains in place …
After rolling the dice, combine and count the dice as needed to match a number on the
reachable pads (see illustration below).
Once your Doodler reaches a new pad, put aside the dice you used for that jump.
Note: Never make more than one jump with the same roll. The remaining dice can be rolled again to extend your turn!
B)
The symbol die shows various options. Put it aside once you have used it.
Example:
The player is able to jump on pad 6 with
a 6, with 4+1 on pad 5 or with 1+4+4 on
pad 9.
Example:
Example:
Black arrows = reachable.
Red crosses = not reachable.
1
or
2
dots
:
Use like regular dice.
Try again: Roll all the dice that
have not been used.
Note: Don‘t like your fi rst roll? Use
this special symbol to re-roll and
give your luck another try!
Shift to one side: Slide any level exactly one
space to the left or right. (Be sure to keep the
levels above and below it in place.) It can only
extend over the left or right edge by one space.
Note: Shifting allows you to make a pad
reachable to your Doodler, or out of reach
for your opponent!
Remove:
Take out any Game Board Level on
which there is no Doodler and move it to the
top of the Game Ramp. All other levels slide
down.
Note: Removal can sabotage your opponents
or ease your way to the top. Keep an eye on
the Power Tiles.
Allowed!
Not Allowed!
Remove ... ... and place on top!
Reachable pads
14


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