PLAYED FOR YOU
Whacky Roll
Eat points, avoid monsters
Once there was PacMan versus Ghosts, today there is Whacky versus Monsters - One player is Whacky and wants to collect all points and survive, the other player wants to use his four monsters to divest Whacky of all three lives.
Monsters start in the middle, Whacky on this starting points. Players alternate to roll their respective dice and move: At the start of the game and at the start of a new live Whacky has two rolls, otherwise only one. Points collected by Whacky by moving over them are marked. When a monster moves on a spot with Whacky, Whacky loses a life and starts afresh at his starting points. If a monster sits there, it goes back to the middle cage. Monsters can only leave the cage with a dice result lower than seven. When Whacky collects one of the power pints he has three turns to send monsters pack to their cage when he joins them on a spot, of course he can collect points on those moves, too. Monsters must pass their turn for that period. Monsters can jump over each other, but cannot be stacked. Whacky can use the middle corridors, while Monsters cannot, they also must always move in one direction only, unless repelled, while Whacky can change direction and can move backwards. When Whacky sits between two monsters when he begins a new life, he has lost instantly. Whacky can commit suicide to get at a point underneath a monster, if he collects a power point this way it does not count for a new life.
Nostalgia pure, and very chance-driven but fun - if you like dice games without much tactic! Whacky Roll is quickly explained and quickly played and is good fun, especially for families and beginners.
Players: 2
Age: 8+
Time: 30+
Designer: Norman Sommer
Artist: Norman Sommer
Price: ca. 25 Euro
Publisher: CMO Spielquader 2013
Web: www.spielquader.de
Genre: Roll & move, collect
Users: For families
Special: 2 players
Version: de
Rules: de en es fr
In-game text: no
Comments:
Good family game
Very chance-driven
Simple rules
Boards available for download
App available for dice rolling
Compares to:
PacMan, other roll & move games with differing goals for participants
Other editions:
Board game version Whacky Wit, Whacky Roll without magnets
Chance (pink): 3
Tactic (turquoise): 1
Strategy (blue): 0
Creativity (dark blue): 0
Knowledge (yellow): 0
Memory (orange): 0
Communication (red): 0
Interaction (brown): 3
Dexterity (green): 0
Action (dark green): 0