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Goblin Circus How to Play (FOR AMUSEMENT USE ONLY)

Each turn, Roll 2 dice, then write or cross out their total in one of the scoring zones
listed below. Some scoring zone sets will cause an effect if you fill all of them.

x2 mp
ple i
bma ultto

ra
Effects are shown on the board, near the set.
lr

to s
bu M x2

12 Rather than filling a zone, you may lose a ball. (Shown at the bottom of the table). If
you are ever unable to fill a scoring zone or lose a ball, the game ends.

2
Multiball

12
2

Active Lost
If multiball is active, roll 3 dice and pick two each turn.
Instead of losing a ball, you may lose multiball.

Super Multiball Active Lost


If you activate multiball while multiball is already active,
you may choose to use the sum of all three dice on a turn.

Magnets
You may mark one of these to ignore a roll and reroll any or all of the
dice

Bumpers
Write any number in these. You may x2
not write the same number in two
jackpot Bumpers of the same set

Ramps
Fill these starting at the bottom of x2
the set. You must write a higher
number in each ramp in the set.

Targets
11 Cross these out if you roll the
JACKPOT number shown. Worth 5 points each
and 10 points for a complete set.
M

ll
ul

ba

8
6

ti

Jackpot
ti
ba

ul

JACKPOT
When you trigger the Jackpot, roll all
ll
7

three dice, add their totals. If two of


the dice match, x2, If all three do, x5
10

Extra Points
Some scoring zones give extra points as an
effect. In addition, if you fill all scoring zones,

Metal Balls Remaining receive 50 bonus points for each remaining ball.

Snail
Idea
Workshop
Initials: Total:

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