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How to Play

Sorcery School Sleuths (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.
Effects are shown on the board, near the set.
Open Tunnel 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.

You may cross out any number in the Tilt zone to add it to any
-1 1 Tilt of the dice in your most recent roll.

X2 to Rollovers
x2 x2 to Rollovers
Targets
Cross these out if you roll the
3 4 5 9 10 11 11
number shown. Worth 5 points each
and 10 points for a complete set.

Open Open
Bumpers
Tunnel Tunnel Write any number in these. You may
not write the same number in two
Bumpers of the same set
Timer
x2 to x2 to
timers timers Tunnels
Must be opened before they can be x2
used. You may only write a number
in here if all dice used are the same.
Worth twice the value shown.

Timers
When activated, fill with the x2 x4
number of already filled scoring
zones.

Rollovers
The Rollovers in a set must all show x2 x4
matching numbers, or an ascending
or decending set.
Tilt
-3 -2 -1 +1 +2 +3 Extra Points
Some scoring zones give extra points as an
effect. In addition, if you fill all scoring zones,
receive 50 bonus points for each remaining ball.
Metal Balls Remaining
Snail
Idea
Workshop
Initials: Total:

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