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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
SPECIAL SPECIAL
BONUS BONUS track. If you would drain while multiball is active, cross out a
filled circle instead.
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.
BONUSES
When you trigger a bonus for a target type, fill in the lowest
multiplier in that target's bonus section. During scoring, use
SPECIAL MODE: the multiplier to modify the points for that type.
COUNTDOWN
Write the number of unhit EXTRA BALL
targets in the box to the left If you trigger an extra ball, you may add a circle to the Current
Ball track.
SPECIAL MODE
Special Modes include their own instructions.
DRAINING
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.
9 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.
You may ignore a value that matches the number or
TRICKY TRICKY range on a JUMP to use it. You may then hit targets
+

BONUS BONUS
10

within the connected wall until you don't.

EXTRA RULE: INITIAL MULTIBALL


MULTI Gain multiball immediately at the start of the game
BALL
EXTRA RULE: BALL SAVE
You may ignore and reroll any dice making a value of 7

MULTIBALL: CURRENT BALL:


1 2 3

5 SCORING
TARGETS: (1-4: 1 Pts, 5-9: 2 Pts, 10-14: 3 Pts, 15+: 4 Pts)
TRICKY: Value must use x2
exact dice shown. x3
BUMPER: Value must be
unique in the set
MULTI TUNNEL
BALL BONUS ROLLOVER: Value must
match all Rollovers in set
TUNNEL: Value must use at
least 2 dice, all matching x2
COUNTDOWN: Copy number from x2
special mode section x3
INITIALS: SCORE:
High Scores: ZLG 51, RMG 65, JJ 75, AG 82, MAX 233
Find more Paper Pinball at www.metalsnail.net

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