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COLUMNS
©2004-2010 Stephen Tallevi.
All rights reserved. No part of this document may be reproduced in any form or by any means without the prior permission of the copyright owner.
Contact: dicegames@nzp.ca


Number of Players: 2
Equipment: One die and a score sheet

View Scoresheet

The Object: To complete a scoring sequence within individual columns. Players compete on a joint score sheet, and points are awarded for each column a player completes. The player with the most points at the end of the game wins.

The Play: Players alternate tossing the die and entering the number rolled on the score sheet. Players can only enter a number within a column if it forms part of an ascending sequence, from top to bottom. The numbers within the column do not need to be in exact numerical order, but any number within the sequence must be EQUAL TO OR GREATER than the number preceding it. For example, here are 3 columns (labeled A, B and C) illustrating valid sequences:

A B C
1 5 2
5 5 3
6 5 4
6 5 6


Example Play: If there are no numbers present within a column, the player may enter the value of the rolled die anywhere within the column. For example, Player 1 rolls a 5 and enters it in column C at position C-2. Player 2 rolls a 1 and enters it at position F-3 (Figure 1).


Figure 1


When adding to a column that has 1 or more numbers already present, the number added must be part of a valid ascending sequence. The number added does not have to be placed adjacent to the existing number, but can be played in any of the empty column squares. For example, in column C, a player can only place a 5 or 6 below position C-2, and any number 1 through 5 above position C-2. So, a player who rolls a 6 is free to enter it in position C-3 (x-5-6-x) or C-4 (x-5-x-6). In Figure 2, Player 1 has decided to enter the value in position C-3.


Figure 2


Scoring: A player is awarded points for completing a valid numerical sequence within a column. The points awarded are equal to the sum of the four digits within the column. For example, Figure 3a illustrates a game in progress. It is Player's 2 turn, who rolls a 1. There are two places Player 2 can enter this value; at position D-1 or F-2. Player 2 chooses position D-1 as this will award the player a higher score than completing column F. Player 2 completes his turn by entering the total of the column at its base (1+2+2+3 = 8) and then initialing the total (Figure 3b).


Figure 3


Had Player 2 chosen position F-2 instead, he would have scored only 5 points (1+1+1+2 = 5).

"Wild" numbers: During play, there will likely come a time when a player is unable to enter the number rolled within a column. The number rolled simply does not form part of a valid numeric sequence within any of the columns. Referring back to Figure 3, we can see that a player who roles a 2 will be unable to enter the number anywhere on the scoring sheet. When such an event occurs, the player enters the value within one of the vacant "WILD" squares instead. This then completes the player's turn (Figure 4).


Figure 4


Any number within the "WILD" row is wild - equivalent to a Joker in a card game. A player who rolls a wild value can use it to complete and score a column. "WILD" numbers increase the chance that a player can enter a value within a column and complete the sequence within that column, but they do not add to the total (score) of the sequence. This is best explained by example (Figure 5).

Player 2 rolls a two. This number cannot be played on any of the columns A through F. However, the number is wild, so Player 2 can add an "X" in place of a numeric value in any of the vacant spaces within the score sheet. In this example, Player 2 enters an "X" at position C-4. This completes the column so Player 2 is awarded its total. Note that the "X" does not contribute to the value of the column (the player scores 16 points: 5+5+6 = 16).


Figure 5


Winning: The game ends when all six columns have been completed and scored. Players then add-up their totals at the base of the columns - player with the most points wins. Figure 6 illustrates a completed game. Note that Player 1 wins the game with 39 points (columns A, C and F) versus Player's 2 score of 28 points (columns B, D and E).


Figure 6


Note: On very rare occasions, a player may toss a number that cannot be added to the score card - it is not part of a valid sequence within a column nor does it match any of the four numbers within the "WILD" row. Under such circumstances, the player simply forfeits his turn (play proceeds to the next player).

Variation: The numerical sequence within a column can be ascending or descending. When a player first enters a value within a column, the sequence direction within that column is not yet determined. It is not until 2 or more values are played within a column that the direction (ascending vs. descending) is determined.

For example, Player 1 rolls a 4 and places it within column A-2. Player 2 then rolls a 5. If he were to play the number in position A-1, the sequence in column A would become a descending one (5-4-x-x). Only numbers equal to or less than 4 could be added to the column. However, should Player 2 play the 5 in position A-3 or A-4, then the sequence in column A would become an ascending one (x-4-5-x) or (x-4-x-5).

©2004-2010 Stephen Tallevi.
All rights reserved. No part of this document may be reproduced in any form or by any means without the prior permission of the copyright owner.
Contact: dicegames@nzp.ca
www.newdicegames.com