Sixto FR
Each player gets their own player sheet, which features six rows of numbers, each in a different color. The row contains the digits 1-6 in a random order, and each player should have a different sheet from among the twelve designs in the box.
On a turn, the active player rolls the six colored dice, one for each of the colored rows. If they don't like the results, they can re-roll all six dice once. After the final die roll, for each die, each player can choose to mark off the leftmost available number matching the die result, skipping over any intervening numbers. Skipped numbers cannot be marked in the future. Thus, on each turn, each player makes 0-6 marks on their player sheet. The active player then passes the dice left.
The final three columns on a player sheet are designated the "target area". If any player marks two spaces in a single row in the target area, that die is removed from the game at the end of that turn. When the third die is removed from play, the game ends.
Each player then scores each row and each column on their player sheet, losing 5 points if only one mark is present, scoring 0 points for zero or two marks, and score 5+ points for 3+ marks. The player with the highest score wins.
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Your goal in Sixto is to mark off as many numbers as you can...although a lone mark counts against you, so don't mark carelessly.
Each player gets their own player sheet, which features six rows of numbers, each in a different color. The row contains the digits 1-6 in a random order, and each player should have a different sheet from among the twelve designs in the box.
On a turn, the active player rolls the six colored dice, one for each of the colored rows. If they don't like the results, they can re-roll all six dice once. After the final die roll, for each die, each player can choose to mark off the leftmost available number matching the die result, skipping over any intervening numbers. Skipped numbers cannot be marked in the future. Thus, on each turn, each player makes 0-6 marks on their player sheet. The active player then passes the dice left.
The final three columns on a player sheet are designated the "target area". If any player marks two spaces in a single row in the target area, that die is removed from the game at the end of that turn. When the third die is removed from play, the game ends.
Each player then scores each row and each column on their player sheet, losing 5 points if only one mark is present, scoring 0 points for zero or two marks, and score 5+ points for 3+ marks. The player with the highest score wins.
Dans le jeu Sixto, chaque joueur reçoit sa propre feuille de jeu, qui comporte six rangées de chiffres, chacune d'une couleur différente. La rangée contient les chiffres 1 à 6 dans un ordre aléatoire, et chaque joueur doit avoir une feuille différente parmi les douze modèles de la boîte.
Sixto est un jeu de dés à cocher classique. Les dés indiquent ce qui peut être coché. Les joueurs décident des dés qu'ils souhaitent utiliser. Par principe, il est judicieux d'utiliser chaque dé si possible, car un nombre de coches élevé dans une ligne rapportes beaucoup de points. Mais attention ! N'oubliez pas les colonnes. Elles rapportent également beaucoup de points si leurs cases sont cochées.
Mais, si à la fin de la partie, une seule case est cochée, cette case rapporte des points de pénalité. Pour obtenir le plus de points et décrocher la victoire, il faut progresser rapidement dans les lignes et éviter de n'avoir qu'une seule coche dans les colonnes.
Make marks up and down the rainbow to score points.
Product Details
Data sheet
- AUTHOR(S)
- Florian Benndorf
Steffen Benndorf - ARTIST(S)
- Christian Opperer
- PLAYERS COUNT
- 1
2
3
4
5
6 - FROM AGE
- 8+
- LANGUAGES
- FR
- DURATION IN MINUTES
- 15 min.
- BARCODE / ISBN
- 3760372235581
- PUBLISHER
- Kendi
- COLLECTION
- Sixto
- SIZE OF THE GAME BOX
- 135 x 100 x 25 mm
- WEIGHT OF THE GAME BOX
- 0.168 kg
- PCB
- 6.0
- GAME MECHANICS
- Roll & Write
- THEME
- Abstract