JamSumo Rules


Contents 1 board, 1 round marker and 24 dice. Note; to allow for the natural movement of wood over time, the board is supported on a tripod arrangement. The board will be stable at all times provided downward weight is not applied at the unsupported corners.

Jam Object.

Flick all your dice through the hole in of centre of the board.

Set up. Place the board on a table. Take 6 dice of the same colour and place them in front of you so that they all show a face value of 4. Give one player the round marker. Put any unused dice away.

Playing a round. The player with the round marker goes first. Each player has 1 flick attempt per turn. (You may turn the board but do not disturb the dice)

On your turn flick 1 of your own dice. (1 flick per turn). You may either;

1) place a die from your hand onto any of the ‘JAM’ zones (showing a face value of 4) and flick it into play, or,

2) flick a die that is already in play.

The next player on the left then takes their turn.

When a die goes through the hole it is out of play and therefore, has a penalty value of zero.

The round ends as soon as one player gets all their dice through the hole then record the penalty points. (See penalty points). Pass the round marker to the left, retrieve the dice and start a new round.

The game ends when the number of rounds completed is equal to the number of players in the game.

Fair flicking.

1) Your finger should strike the side face of your die, not the top face.

2) Your finger should only strike one die.

D6 off the side.

If your D6 goes over the edge of the board take it back and place it in front of you showing a face value of 4. The D6 is still in the game and you may play it on your next turn.

Penalty points.

At the end of a round each player receives penalty points equal to the total face value of their dice that did not go through the hole. Any dice not lying flat count as 4.

Winning

When all the rounds have been completed the player with the lowest total of penalty points wins.

Sumo Object.

Knock your opponents’ dice off the board.

Set up.

Place the board on a table. Give each player 6 dice of the same colour. Each player chooses a corner of the board and places their dice in the ‘SUMO’ area. Set all the dice to show a face value of 3. Give one player the round marker.

Play.

The player with the round marker goes first. On your turn flick one of your dice so that it strikes an opponents’ dice. (You may turn the board but do not disturb the dice) If your die fails to strike an opponent’s die you must remove your die from the round of play.

End the round as soon as one player has no more dice left on the board and then record the points. (See; Scoring points). Pass the round marker to the left, retrieve the dice and start a new round.

The game ends when the number of rounds completed is equal to the number of players in the game

Fair flicking

1) Your finger should strike the side face of your die, not the top.

2) Your finger should only strike one die.

Dice that go off the side or through the hole. Any dice that go over the edge or through the hole are out of the round.

Dice on the Jam platform.

Any die that ends up on a ‘JAM’ platform is out of the round.

Scoring points.

At the end of each round each player receives points equal to the total face value of all their dice that are still on the board. Any dice not lying flat count as 3.

Winning

When all the rounds have been completed the player with the highest total of points wins.

JamSumo

Play 2 rounds of Jam and 2 rounds ofSumo, the player with the highest aggregate score wins