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Tunnel sherwood 2146 SE


How to Play (FOR AMUSEMENT USE ONLY)
Each turn, Roll 2 dice, then write or cross out their total in one of the scoring zones
listed below. Some scoring zone sets will cause an effect if you fill all of them.
Effects are shown on the board, near the set.

Rather than filling a zone, you may lose a ball. (Shown at the bottom of the table). If
you are ever unable to fill a scoring zone or lose a ball, the game ends.

Multiball Active Lost


If multiball is active, roll 3 dice and pick two each turn.
Open Instead of losing a ball, you may lose multiball.
Tunnel
Multi x2 to You may cross out any number in the Tilt zone to add it to any
ball Ramps
-1 1 Tilt of the dice in your most recent roll.
Open Tunnel

2 Bumpers
x2
Write any number in these. You may
not write the same number in two
12 Bumpers of the same set

Ramps
Fill these starting at the bottom of x2
the set. You must write a higher
9 x2 to x2 to number in each ramp in the set.
Open Tunnel

Bumpers Targets
8 Targets
x2
11 Cross these out if you roll the
number shown. Worth 5 points each
6 and 10 points for a complete set.

Tunnels
5 Must be opened before they can be x2
Tilt used. You may only write a number
in here if all dice used are the same.
Worth twice the value shown.
-3 -2 -1 -1
1 1 2 3 Extra Points
Some scoring zones give extra points as an
effect. In addition, if you fill all scoring zones,
receive 50 bonus points for each remaining ball.
Metal Balls Remaining
Snail
Idea
Workshop
Initials: Total:

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