Gig'l
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Gig'l® Rules & Instructions

For 2 or more players, ages 10 to adult.

Playing Rounds

1.   Roll the dice up to three times to get the highest total of points possible.  (You may elect not to roll all of  the Gig’l cubes at once during your play.  Select the Gigl’ cube you wish to use for points and roll the rest.)

2.   At the end of three rolls, count the number of the faces showing on top of the cubes that are the same and place that amount in the # (number) column next to the Gig’l cube face listed on your score sheet.  Multiply the number times the face value and put the answer in the Pts (points) column.  Subtotal A and then subtract the total amount of points lost due to blank faces of the dice showing on top after the final role of the dice and subtotal for B.

3.   Pick an Action Bonus card from the top of the pile.

4.   The player to your LEFT arranges the 6 Gig’l cubes in the order they want you to read from left to right.  (See Options below for playing the game.)

5.   You must read the Gig’l cubes while performing the action the card specifies.  (Note:  If you choose not to do the action, you must place -20 in the Bonus space.)  After you complete the Action Bonus, place the amount of bonus points awarded in a block provided and add up your total for the round.  If another player is requested to participate as stated on the card, they place the point value listed next to the P (P=Participant and Y=You) at the bottom of the Action Bonus in one of the Bonus spaces for that round on their own score sheet.  (Note: If the participant requested in your Action Bonus card refuses to participate, they must place a -10 in one of their Bonus spaces.)

6.   After the Action Bonus card has been used, place it at the bottom of the deck or upside-down in another pile.

7.   Pass the dice to your LEFT for the next participant to play their round.

8.   After each player has completed their three rounds, write the amount in the Total 3 Rounds space.

9.   The person with the highest Grand Total wins the game.

 

Bonus Bet

This is not a required play.   After completing the three rounds, a player may choose to try "one last time" to win the game!  Each player has the opportunity to go for extra points.  (Please be aware, you may lose points here!)   In order to take advantage of the Bonus Bet, draw the top card.   If it requires an action, role all six dice only ONCE and pass the dice to your left for that person to arrange for you to read.   The Bonus Bet amount you place in the block is the total of all six Gig’l cubes and the Bonus Action card value!  Remember, you must perform the action while reading in order to get the points.  Any person who participates in the Bonus Action as requested by the card will also get the bonus points stated on the card for the participant.  Add the total of the three rounds and the Bonus Bet score to place in the Grand Total box.

6 of a Kind

If all six dice show the same face at the end of the player's turn, add the additional points to the total six face values as specified in the following:  HO=5; HA=10; TE=15; HE=20; Dot=25; Blank= +150  and do not subtract any points.   (i.e., HO values are 20 each, so 6 X 20=120.  Then add the extra 5 pts.  Therefore, the total amount to place in the Pts column is 125.)


Game Options

If an option is to be done, all the participants must agree to the option in order to play the game!

1.   Make up a sound (or word) for the non-letter faces of the dice: i.e., pst, sh, sss, pft, chi, orf, or no.

(This has been the most popular option!)

2.   The dice rolled with a blank face or dot showing on top can not be picked up and rolled again.

3.   Action Bonus cards are not used.

5.   Dice falling off of the playing surface may not be rolled again.

6.   Make up your own option.

7.   Combinations of the above.

 

 Score Sheet

 

 

Action Bonus Cards

The title, action, quantity, and point values for each Action Bonus card is listed below.  Unless noted, all point values are given to the person who drew the card.  If another individual is requested by the card to participate in the action bonus, that person is also awarded points.  Their point value is shown with a P (Participant) and your points awarded are listed next to the Y (You).  Note:  All Participants are designated as the person to your right.

If an Action Bonus card does not have the word Double or Triple at the top of the card, the face of the dice are read only once from left to right.  The word Double means the cubes are read two times in succession and Triple means the cubes are to be read three times.  Note:  ">R" signifies the person to your right.

 

Action Bonus Cards

Qty        Title                Pts               Action

2      Crazy Moose           19                 Double:  Place thumbs in ears and wiggle fingers.

1      Ear>R                  Y=17, P=3        Triple:  Whisper in opponent's ear.

1      Flamingo                  11                Stand on one foot.

2      Flamingo                  17                Triple:  Hold your nose while standing on one foot.

1      Foot                         17                Double:  Scratch the bottom of your foot.

1      Foot>R                Y=19, P=7        Double:  Scratch the bottom opponent's foot to your right.

1      Funky Chicken         19                Double:  You interpret how a "Funky Chicken" acts and looks.

1      Funky Chicken         23                Double:  Interpret a "Funky Chicken" while you hold your nose.

2      Monkey                   17                Triple:  Scratch under your arms.

1      Monkey                   23                Triple:  Scratch under arm and hold nose.

2      Music Note/             19                 Triple:  Sing.

1      Music Note/             23                 Triple:  Sing while holding nose.

2      Question Mark         29                 Triple:  You make up an action.

2      Santa                      13                 Triple:  Hold stomach with both hands.

1      Santa Under            19                 Double:  Hold stomach with one hand and hold nose.

1      Santa's Helper>R   Y=17, P=3       Double:  Place one hand on opponent's stomach.

1      Teddy Bear          Y=41, P=19       Double:  Hug your opponent.

1      Telephone                13                Double:  Pretend to talk on the telephone.

1      Telephone                17                 Double:  Hold nose while talking on the telephone.

1      Under Water            11                 Hold your nose.

2      No Action                 0                  No Action

1      No Action                11                 No Action

1      No Action               -11                 No Action

1      No Action                19                 No Action

1      No Action               -19                 No Action

Copyright Robert E. Bear 1996     Gig’l and Gig’l Cubes are Registered Trademarks of Robert E. Bear

 

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