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SIBERIAN DICE 12 +

2 players 15 minutes adults


an ancient game of the indigenous people of Siberia

Being invented in a remote place and A die is perfect when the number of Initially the board is empty. Each

SETUP
CORE DEFINITION
evolved for centuries in complete pips on the face of the die equals the player holds 12 cubical dice of a
cultural isolation this game has no number of dice neighboring it, distinctive colour (first player owns
analogues in the western world of regardless of those dice ownership blue dice, second player owns red
board gaming. A handful of regular and pips on them. dice).
cubical dice and a few clear sentences The example figure shows a part of a
of rules apprehensible for a kid create Players take alternating turns. Each

MOVEMENT
board with 6 dice. The dice five and
an absolutely alien game that turn you must roll one of your own
three are perfect, other dice are not.
compares in strategic depth with the dice and then place it in any vacant
The dice one and two are not perfect,
best classical western games. hex on the board rolled face up. You
because they have more neighbors
may choose either to take the moving
Countless generations of Siberian than needed for perfection.
die from the hand or from the board.
people were considering this game a Perfection status is not permanent. If Thus, the board is getting filled, and
lesson how to overcome Luck with now we move the die one to the some dice become perfect.
Skill; and referred to it as “infinite position “X”, then the die five goes
source of wisdom”. regular, while the dice two, four and Get six or more of your dice perfect

OBJECTIVE
one itself (at its destination) become before your opponent does the same.
TRIGGER-WARNING perfect. A game may end in a draw and not necessarily
ends by the winner's move.
The game presents an intellectual challenge
and elements of utter mathematical elegance,
Manipulating their own dice only,
which may be triggering to some players or
spectators. Also it may encourage a
players affect the perfection of
competition, which may appear offensive to opponent's dice as well, that creates a
easily offendable audience. collision.
It is practically impossible to achieve
your goal without exploiting the
http://siberiandice.com
Artem Borovkov, Eugene Panferov © 2015 opponent's dice, this inconvenient fact
Revision: 2.0 intensifies the collision further still.
SIBERIAN DICE 12 +
2-3 players 35 minutes adults
advanced game variants

Although the original game is very Each player holds 13 dice, and the This variant gives you plenty of

GROSSMEISTER
PRIMES
sophisticated and guarantees you objective is to achieve perfection of 7 information to make well crafted
many years of learning, some or more dice. moves. It is played with PRIMES.
improvements are possible still. This variant makes a game slightly less Before the first move, you must roll all
PRIMES makes the game more serious. luck dependent, significantly longer your dice one-by-one, thus creating
STRATEGIC and GROSSMEISTER and more fulfilling. the sequence of dice, and display it on
reduce the luck factor and emphasize the table. During the main phase of
the strategic depth of the core game. the game, if you decide to remove a
PURITY is designed for purists who just Players observe the next dice-roll one die from the board, you must roll it

STRATEGIC
hate any amount of luck in a game. turn ahead. and put it to the tail of your sequence,
All the presented variants are built Before the game starts you must roll otherwise you do not roll anything and
upon the BASIC game (which is one of your dice, and put it onto the proceed to the dice placement phase
described on the first page) – each table rolled face up -- this is your of your move. For dice placement you
variant consists of a slight indicator. On each subsequent move a take a die from the head of your
modification to the rules the rest of die chosen for rolling becomes the sequence without rolling it.
the game mechanics remains intact. indicator, and the indicator moves on
Some of these variants can be the board. The sequence of actions
All die rolls are determined in advance.

PURITY
combined. within a move is unchanged: first you
decide which die to roll, then roll it, Before the first move, players
see the outcome, and then you take negotiate the length of the game and
3-Players the indicator and put it on the board. then write down a sufficiently long
All variants of the game can be played The newly rolled die becomes the sequence of dice rolls. The game
with 3 players, in this case each player indicator. proceeds normally, but instead of
owns 9 dice for all game variants STRATEGIC can be played with the rolling a die each player uses the first
except for STRATEGIC which requires PRIMES and BASIC objectives as well, number from the written sequence
10 dice (because one die always stuck and you need one extra die to play it and strikes it out. If the sequence is
off board). either way. exhausted it is a draw.
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41 52 63 74

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31 42 53 64 75
2

21 32 43 54 65 76
1

11 22 33 44 55 66 77
1

12 23 34 45 56 67
2

13 24 35 46 57
3

14 25 36 47

http://siberiandice.com
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http://siberiandice.com
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