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SPECTRA - A classic dice game [one-page rules]

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JewellGames
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SPECTRA

Rules v2.0 | Score Sheet | Custom Dice


On each turn, continually draw and roll two dice to add to your resource row. The goal is to form numbered pairs in the row and “bank” one of the paired dice which is scored at the end of your turn. After each roll, decide whether to stop and score banked dice or continue rolling. Beware, if you push your luck too far and form a three of a kind you bust and score nothing! Once you decide to stop rolling, record each banked die’s value in a box, matching its color, on your score sheet. Play until someone has recorded at least one value for all six colors. Then finish the round. Whoever has the highest total score at the end of that round is the winner!

JewellGames
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I added one clarification to

I added one clarification to version 1.1 of the rules because although I had been playing it this way with the FLGS, it wasn't clear from the rules. "You can change which of the two is “marked” any time before scoring."

This is for the scenario such as: you roll a blue 3 and red 3 and "mark" the red 3. But later in your turn you roll two 6s, one of them also red. You now can "mark" the red 6 and then change the 3s by sliding the red 3 back down and the blue 3 up so the red 6 and blue 3 are marked.

Also, I officially added the "combust" variant that we have recently been playing with at my FLGS. If you bust from rolling doubles, instantly erase one recorded score (of any color) from an opponent’s score card.

RyanRay
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What's the incentive for the

What's the incentive for the player to go for the Bonus Points when I could just go for 4's, 5's, and 6's the whole time to rack up points?

Since there are no re-roll methods of mitigating your outcomes, how often does a player actually get a Straight or Three Pairs without busting? If I'm doing my math correctly, the odds of rolling 3 of a Kind and going out are much higher than a Straight or Three Pairs under these circumstances. Why not just roll until I get a single pair of 4's, 5's, or 6's?

JewellGames
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Bonus

The bonus points are exactly that, a bonus. You get them passively by pushing your turn for more pairs. You can't control WHEN you'll roll the 4/5/6 pairs. If you plan to just try for a pair, maybe 2 per turn hoping its a 4/5/6 AND the remaining colors you need, you may get passed by pretty quick.

Also, not sure if you realize that only the highest value of each color is scored for the final total. If I rolled a red 3 and next turn roll a red 6, the 6 replaces the 3. If I then rolled a red 5 on the following turn that 5 isn't scored because its lower than the 6.

3 pairs is fairly common and a straight is less common but depending on your playstyle (going for 6-10 dice often) it obviously increases.

The game ends when someone scores all six colors so if you're only at 2 scored colors with no bonus points when that happens that probably wont be enough to win.

RyanRay
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Thank you for some

Thank you for some clarification there.

Another question - do I only get one single score per color (like Yahtzee's score options), or do they stack up? If I roll a Red 3 on one turn, then roll a Red 4 on the next turn, do they stack up to score me 7 points over two separate turns, or do I just get the 4 points?

Do Bonus Points stack up?

JewellGames
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One score

Correct, one single value per color. If a die's value is higher than current score for that color it replaces (not adds to) the old lower value.

Bonus points are added to the bonus score.

Hopefully these are noted from the replace (for colors) and add (for bonus points) verbiage in the rules.

JewellGames
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Is this game better served as

Is this game better served as a classic game with standard dice or themed such as mining for gems?

If themed, a potential theme would: the row would become a tunnel and the 6 colors would become 6 gem types required to collect. Too many mined (3 of same gem) and there is a cave-in.

Thoughts?

RyanRay
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There's certainly some

There's certainly some opportunity for a theme here.

Perhaps thematically you have one Red truck, Blue truck, etc. and they can each only hold one load of Red gems, Blue gems, etc. which is why you only get one scoring per color.*

Bonus points can be viewed as having found a vein of precious minerals, or tunnel building as you mentioned.

I've had a mining game in the works for about 4 months myself so this is an easy theme for me to latch onto :)

*On that note, what if there were a limit/cap per color that would entice players to try to reach that exact limit, but can't go over? For example, the limit on Blue is 7. I have a 5 in there already from a previous turn. If I roll a Blue 2 then I can simply add it to my Blues and reach my Blue cap.

However, if I roll a Blue 4, I have the option of ignoring it (since it won't fit in the truck) or dumping my Blue 5 and taking the 4 if I think my odds of getting a Blue 2 or 3 later (resulting in a Blue 6 or 7) are greater.

Have you also considered having a point limit be the endgame trigger instead of scoring all colors? In large multiplayer games, it seems like if one player gets even just 3 or 4 lucky rolls she will try to end the game asap by scoring any number she gets for the colors she doesn't have yet.

JewellGames
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Score

Games move pretty fast which is good but another proposed idea that adds a little more strategy is:

You can record 2 scores per color and the game ends when someone "locks" three of the six color with 2 scores.

The caveat is the second score for a color can only be recorded it if same or higher as the first recorded score. So let's say I score a red 2. Now I can score a red 2-6 to lock out red. But if I scored a red 6 first, only another red 6 can be scored to lock out red.

This balances players wanting to take or rolling all 4/5/6s right at the start since it'll be harder to lockout those colors.

What do you think?

P.S. also in larger player games, we use the combust variant which helps keep the leaders in check.

RyanRay
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The "locking" variant adds

The "locking" variant adds some strategy for sure. Might be a fun way to play Yahtzee.

JewellGames
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Updates

I updated the rules (v1.2) with the discussed changes and some new images. I also provided an image of the dice color distribution in the OP. Last, I finally made a prototype score card to use while playtesting:

Zag24
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doubles?

One thing that wasn't clear to me: The optional rule says that if you bust out by rolling doubles ...

I had assumed that rolling doubles was OK, if I don't have any of that number yet. On the other hand, I could bust out when rolling just one of a number that I already have 2 of. Are both of these correct?

An example would help a lot. Something like:

Jim rolls 3 and 5 on his first roll. With no points, of course he continues. (Show a picture.)

Jim rolls 1 and 3, giving him two threes. He chooses to score the red 3, but he might change that later. He decides to press his luck and roll again. (picture)

Jim rolls 4 and 6, so he continues rolling. (picture)

Jim rolls 6 and 3. The 6 would have been great, but a third 3 ends his turn for no points.

JewellGames
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Doubles

Correct on your interpretation from "If you bust from rolling doubles..."

If you roll a 1 and 3, then roll a 5 and 5 you didn't bust so your turn continues as normal.

If you roll a 1 and 3, then roll a 3 and 3 you busted (and got three of a kind) from rolling doubles.

JewellGames
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prototypes

Forgot to post these earlier - prototype v1:

The score card has already undergone very slight updates since this version. For the dice, the purple/blue and red/orange coloring is a little difficult to distinguish under certain lighting so I will fix this in v2.

JewellGames
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Beta Version 2.0

First thing, the game has been renamed from SPEKTRUM to SPECTRA.

Second, I have been working on beta version 2.0 of the game with some changes that are still being playtested. I think the rules are even more streamlined and scoring in particular is easier to understand compared to version 1.2.

Rules (Beta Version 2.0)

Here is the sample score sheet for this version of the game:

JewellGames
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I have updated the rules by

I have updated the rules by adding an opening summary and a further detailed gameplay image.

Also, I am working on version 2 of the dice prototypes to assist color blind players and to make the dice overall more appealing. These new dice have unique symbols in the corners to accompany the different colors. This design wont be reflected in the rules until I get the prototype stickers in the mail.

MicroStack Games
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Dice Contest
japes
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Thanks

JewellGames wrote:

Also, I am working on version 2 of the dice prototypes to assist color blind players and to make the dice overall more appealing. These new dice have unique symbols in the corners to accompany the different colors. This design wont be reflected in the rules until I get the prototype stickers in the mail.

I rediscovered this recently and realized I never thanked you for this. I can usually count on you to be considerate of those of us with color issues. The symbols are a very unique way to help them stand apart.

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