You are on page 1of 1

HOW TO PLAY

Each turn, roll 2 dice. You may use each die as its own value, or
combine them into a single value. Each value must be used to
hit a target.
TARGETS
Targets are hit by either crossing them out if they have a
value written in them, or writing in a value if they are blank.
Each type of target has unique rules, listed in the Scoring
section.
Targets are worth more points the higher the value used to hit
them: 1-4: 1 Points, 5-9: 2 Points, 10-14: 3 Points, 15+: 4 Points.
Optionally, you may fill in the dots around the edge of a target
to keep track of its points.
SETS
Targets with the same icon are considered a set. Each target
in a set is worth 1 more point if the set is completely filled.
TRIGGERS
Text with an icon is a Trigger. Triggers are activated when a
set with the same icon is completed. Some triggers may have
a condition, such as the set being over a certain total, or all
values being odd numbers.
MULTIBALL
When you trigger multiball, fill in one circle on the multiball
8 9 track. If you would drain while multiball is active, cross out a
7 filled circle instead.
10
6 The number of uncrossed, filled circles in the track is your
multiball level. At level 1, roll 3 dice each turn, picking 2 to keep.
At level 2 and above, use all three dice to make 1 to 3 values.
5 BONUSES
When you trigger a bonus for a target type, fill in the lowest
multiplier in that target's bonus section. During scoring, use
the multiplier to modify the points for that type.
SPECIAL MODE: BUMPY LANDING
Roll 2 Die. You may cross out 1 fuel to EXTRA BALL
reroll a die. Once you're satisfied, If you trigger an extra ball, you may add a circle to the Current
write the result below, then roll again. Ball track.
If the second roll is lower than the SPECIAL MODE
first, gain 10 points per fuel remaining. Special Modes include their own instructions.
DRAINING
FUEL: If you ever have values you cannot use to hit a target, you
drain a ball, crossing out a circle on the Current Ball track.
When you drain your last ball, the game ends. Add up your
points for each target type to find your score.
MULTI
BALL WALLS
At the start of the game you may hit all targets in the area
that connects to the bottom of the table. Walls may block you
from hitting targets in other parts of the table.
OPEN When you activate a trigger that says "Open Gate"
GATE you may choose any GATE to cross out, ignoring the
connected wall for the rest of the game.
EXTRA
BALL

EXTRA RULE: MAGNA SAVE


You may reroll one of your dice each turn

MULTIBALL: CURRENT BALL:


1 2 3

SCORING
TARGETS: (1-4: 1 Pts, 5-9: 2 Pts, 10-14: 3 Pts, 15+: 4 Pts)
BUMPER: Value must be
unique in the set

MULTI ROLLOVER: Value must


BALL match all Rollovers in set
RAMP: Value must be higher
than all Ramps in set
TUNNEL: Value must use at
least 2 dice, all matching
DROP: Value must match
22
number shown
BUMPY LANDING: 10 Points per
remaining fuel
INITIALS: SCORE:
High Scores: RMG 51, JJ 96, AJP 111, MAX 164
Find more Paper Pinball at www.metalsnail.net

You might also like