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Koplow, makers of our great BESTSELLING LCR dice game have another great tube dice game called COSMIC WIMPOUT! Here's the basic story of the game:
Cosmic Wimpout originated in the forests of the Pacific Northwest. Two travellers came upon the game and liked it so much they shared it with people everywhere they went. Many of these people liked it, played it, and wondered where on earth they could find it!
These small cubes will bring you and your friends hours of fun once you know how to use them. Cosmic Wimpout is like life - the interaction of chance and strategy is contained in the play of the game. The more you play the game, the more you?ll see that Cosmic Wimpout is indeed like life - sometimes you?re in the Cosmos, and sometimes you Wimp Out! So have fun.
Have fun with these variations ? originally published on www.elsewhere.org/cw
OBJECTIVES
The object of the Game is to be the player with the highest total score at the end of the Game. Thus, the object of each turn is to accumulate as many points as you dare without Wimping Out.
SETTING UP
Any number of people can play. First, decide on a playing surface. You can use any flat surface. You?ll need pencil and paper, and a scorekeeper.
Next, decide who will go first. Each player rolls a "Common Cube? and the player with the highest roll starts the play. Of course, if there is a tie for highest roll, those player(s) must reroll. Once a starter is determined, play goes in a counter-clockwise direction.
Each turn begins by rolling all five Cubes.
THE CUBES
Cosmic Wimpout is played with five Cubes - four Common Cubes and one Cube of another color with the wild "Flaming Sun? face on one of its sides (the 3 side). The Flaming Sun Face is WILD! It may be scored as 5 or 10 points, or it may be considered non-scoring and rerolled.
OPENING ROLL:
1. You need 35 points to get in the game. Note that once you have gotten in the game, this rule does not apply.
2. YOU MAY NOT WANT TO BUT YOU MUST! If after any series of rolls you have scored with all five Cubes, you must continue your turn, rolling all five Cubes and accumulating points.
3. FUTTLESS RULE After a Flash, you must continue your turn, rerolling all non-scoring Cubes. Furthermore, the REROLL CLAUSE stipulates that Flashes Must Be Cleared. That is, in order to Bring Home the points from a flash, you must continue to reroll the original non-scoring Cubes until you score without matching the Flash Face, or Wimp Out. Anytime one of these three situations do not apply, then you have the Option to Stop and take your points. Unless, of course, you have Wimped Out.
END GAME / LAST LICKS Once a player?s score has passed the previously agreed upon winning total (500 is recommended), then LAST LICKS begin. Each of the other players gets one last chance to try and pass the leader?s score. Any player who fails to take over the lead is out of the game. Anytime a leader is passed, the old leader gets a Last Lick to try to pass the new leader. This continues until everyone has Wimped Out, leaving the player with the highest total score as the Winner.
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