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You're out of the game!5x10's is just too many points! Supernova! will score the flaming sun as a 10 's turn is over!Trainwreck! !Your turn is overTrainwreck! 's turn is over!Cosmic Wimpout! Your turn is over!Cosmic Wimpout! is out of the game!Too many Trainwrecks! You're out of the game!Too many Trainwrecks! is out of the game! is terminally trainwrwecked and You're out of the game!You are terminally trainwrecked! 's turn is over!Wimpout! !Your turn is overWimpout! Score: %d (%d)H8O&o$k/ N6JXOg/ NP/ NPO`*gp*? k h/NO\(H+LHo/ k /(Nxjjp*//j/-Ho k /(N<p*? k h/NO^p*?AnHPHmNOAdHPHmAbHP?<NOO>`:*g2p*?AXHPHmNOANHPHmAXHP?<NOOOLNu%d rolls!Unable to clear flash in %d rolls! 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C0(@f`/( NO!(H &@Bg/?<$/ NΎp*?AHPHoNNO<?<HoV?<%/ Nbp@*??</ NϚp *??</ Nφp*??<!/ Nrp*??</ N^p*??<"/ NJp*??<#/ N6p*??</ N$p*??</ Np@*??< / N| pO$_&_Nu%d%d%d%d/ $oJ* g0?</ NL?</ NB?<$/ N8?<%/ N.B* Op$_Nu/ / &o $k0/@g S@gf`r?</ N*\O/NO5@?</ N\O/NO@?<$/ N\O/NO@?<%/ N\O/NO@?</ N@**?</ N **?<!/ N**?</ NͰ**?<"/ N͖**?<#/ N|**?</ Nb**?</ NJ**?< / N0@***OFg*f *|  j,?NOpTO`p$_&_Nu/ //NO!$HHx //B/ NOv o /( Hx / NOw/ NO5O$$_Nu/ / &o//NO!$HHj Hm&NO6*++p@*@++p * ++p*++p*++jjjp*++jjjA&'H / NO5O$_&_NuH:O$oHBg//BNO&&C?/J/+NO6? k/NO[(Ho//+N?/d/+NO860+O$J@g$S@g`GGg?*??<NOP\OII ?*<Bg?/*NO??/*NO<?/*NO<?/*NORCO"Dl4Em`.<Bg?/*NOB'?/*NOB'?/*NORCODm/*NO/*NO?Bg??/,/ N JOL 8NuCWOTPlayers/ / $o %j j1|Hx Nͬ&H XOgBg/</ N&HO %K<?<PA HP?</ Nn| pO$_&_NuH8$o&j g* g"(k gBg/ NZ/ NNO / NDXOBJ* g?</ NB* \OpLNuH8O$o6(o:/ NOJ@XOf"AHPAHPAHP?<NOO `BoGG/>@/LB/B/B/ B/ B/ B/ >/ NOHr Ё&/Ho j h/NOU&H/ Ho j/(N<?/ j h/NO^ j/(NO6: j h/NOO>?G.0E5@JjO,lBjv`V<Bg8? j/(NO0j?? j/(NO<? j/(NO<? j/(NORCO"EdL<0joe`<<Bg8? j/(NOB'? j/(NOB'? j/(NORCOEe j/(NO j/(NO<?<PA^HP?</ N/</ NP5|??*??</*NO: j h/NOO6860*GDOo0C5@JjlBjv`T<Bg? j/(NO0j?? j/(NO<? j/(NO<? j/(NORCO"ElH<0jDm`:<Bg? j/(NOB'? j/(NOB'? j/(NORCOEm j/(NO j/(NO<?<PAvHP?</ N/</ N5|??*??</*NPO*LNu Please select someone to delete! Are you sure?/ $o0/ @gW@gS@gDS@gn`| j h,?NOpTO`j?</ NH\O?</ N\O// NpO `@?*?</ N\O?</ N\O// NpO `?*/ Np\O`p$_NuH $o$0/$@ gS@g` j/(NO6< j h/NOO8:Bg j/(NO> o Of 8CSDl x`?C8CSD0CS@Em8Clxv>`(0G?? j/(NO? j/(NORCOFlEm5D??</ N5|pO `pXOLNu/ / O$o0/ j5@?* j h/NO[&HHo/ j/(N<?<P// ?</ Np@/"??</ N&pO6$_&_NuCosmic Wimpout is the ultimate blend of possibilities and mystique. These dancing cubes will bring you and your friends hours of fun. Here is how to play: Agree on a game goal (usually 300 or 500 points). The first player starts by rolling all five cubes. Next, count the points rolled on that first throw. 5 and10 count as five and ten points unless three or five of the same face are rolled at once. Three matching faces on the same throw is known as a flash: 2 2 2 =20 3 3 3 = 30 4 4 4 = 40 5 5 5 = 50 6 6 6 = 60 10 10 10 = 100 The Flaming Sun is WILD. It can be used to score 5 or 10 points (you must if its the only scoring cube), as part of a flash or as a non-scoring cube and be re-rolled. The Flaming Sun Rule says that you must make a flash with the sun if you roll it with at pair. Five matching faces are a Freight Train: 5x2 = 200 points 5x4 = 400 points 5x5 = 500 points 5x6 = Instant Winner! If you roll five10's, that is just Too Many Points. This is a Supernova. You are instantly out of the game. Any time you roll something other than numbers, Flashes or Freight Trains, that's a Wimpout. Your turn is over and youve lost all points accumulated in that turn. Wimping out with five cubes is called a Train Wreck. You have the option to stop, accumulate points and end your turn anytime you roll and don't Wimp out except in the following situations: Opening Roll - You need at least 35 points to get in the game. You May Not Want To But You Must - If after any series of rolls you score with all 5 dice, you must continue your turn, rolling all five cubes. The Futtless Rule - States that All Flashes Must Be Cleared. To clear a flash, you must score additional points by continuing to roll the non-scoring cubes (or all 5 if you've scored with five cubes) or you wimp out. The reroll clause states that you cannot match any one of the flash faces when clearing. If you match a flash face when clearing, you must reroll all those cubes just rolled until you can keep 'em or Wimp out. Ending the Game/Last Licks - When the player reaches the Game Goal, all other players get one last chance to catch up and pass the leader. Imaginary Roll 4 4 4 4 5 ... ...thats 45 points - the fourth matching face is non-scoring. According to the Futtless Rule you must roll the non-scoring cube. If you roll a three, the Reroll Clause says you must reroll that cube. Say you roll a ten, that would give you 55 points. The You May Not Want To But You Must rule comes into effect now and you must roll all five dice. You roll 6 6 * 3 2 - The Flaming Sun Rule says you have to make this a 60 point flash and The Futtless Rule says you have to clear it by rolling the two and three (without rolling a six - reroll clause). Say you roll a five and a ten - that would give you 75 points - but you must roll them all again (Y.M.N.W.T.B.Y.M). So you roll 3 2 3 6 4. This Cosmic Wimpout is a classic Train Wreck and you lose all your points for the turn. Sometimes you're in the Cosmos; sometimes you Wimp out ! For many this is just the beginning. The game is ever changing and open to new rules and interpretations so the Guiding Light was developed. The Guiding Light says any new rule may be added at any time provided all players agree. The proposed new rule may go into effect the next time the situation occurs. Some players practice Cosmic Cube Control. Energizing your cubes contributes to the fun; some say its a necessary ritual to ensure unfailing tesseract compliance. Most players agree that hesitation is a bad idea... so roll, already! House Rules: BUMP Whenever you land on the score of another player, you send them back to the score you started at on that turn. Example: You have 40, your opponent has 115. On your turn, you get 75 points. This lands you on your opponent at 115, and on arrival, you send that opponent back to 40. Potentially nasty! This can be also used in Last Licks to make your job easier (by 5 points, and a whole lot more). This also has a flip-side if used in conjunction with the 1/3/5 and related rules. (See 1/3/5 for more info). Cosmic Sampler Whenever you get a 5 or 10, and one of each of the non-scoring faces on the other 4 cubes, on the same roll, you have achieved a Cosmic Sampler (derived from the Whitman's Sampler candy assortment) which is worth 50 points, and using all 5 dice (which brings the YMNWTBYM rule in. Note that this does NOT qualify for an Insurance Point (See IP), under the NBSAOOBS Rule (No Beneficial Specials Allowed On Other Beneficial Specials)...unless of course you invoke a house rule that allows this. 1/3/5 (Inspired by the Oakland Scoreboard) This makes the 100, 300, and 500 spaces the same space, with regards to any rule involving interaction of two or more player scores. (e.g. Bump, Eclipse1&2. NOTE: With Bump, this provides a bizarre twist: You have 260, your opponent has 100. You get 40 points, and hit 300. However your opponent has 100, which is on the same space as 300. Your opponent is bumped from 100 'back' to 260. I believe a 'thank you' is definitely in order? (n)TW Train Wrecks are tallied. If any player gets (n) Train Wrecks in the game, the player is immediately ejected! Three is a very common value (Three Strikes, yer out), but playing with 1TW makes for a very tense game! Note that if all players trainwreck themselves out of the game, the remaining player must get to the agreed number of points without getting ejected too! It is possible that there is no winner, especially with 1TW. Recovery At the beginning of the game, everybody is given a small circle above their scoresheet column (or if playing on a scoreboard, have a bunch of tokens/counters handy). This signifies being subject the 35 point requirement of the Opening Roll rule. When 35+ points is scored, the circle is filled in (or the counter is turned in). However, if a player Train Wrecks, a circle is added. This circle MUST be cleared by a roll of 35+ points. Note that if a player wrecks while subject to a circle, the player now has TWO circles to clear, individually. Only when the player has no unfilled circles are they exempt from the 35 point minimum. If at any time a player has 4 unfilled circles, or has received 7 wrecks altogether, (8 circles total, counting the original one starting the game) the player is considered terminally wrecked, and ejected from the game. Any player with any unfilled circles when Last Licks occurs cannot participate, and is ejected. NOTE: Having (n)TW and Recovery in the same game is NOT recommended. Eclipse A score that is occupied by another player is OFF LIMITS to any other player. The player MUST keep going to not land on that score. Full House Whenever 2 pairs and a sun are rolled (e.g. 2 2 4 4 *), the Sun matches BOTH pairs and BOTH Flashes are scored, PLUS you get an IP (see Insurance Point). That's the good news. The bad news is that BOTH Flashes MUST be cleared at the SAME TIME! This can be near impossible. Further, the Suspend(n) rule (below) is automatically added to the game with n=10. Particularly nasty is [10 10 5 5 *]... No 10's or 5's can be used, nor can suns be 10's or 5's. There are only two ways out: triples without 5's/10's, or a Freight Train, both of which still require you to keep rolling. Note that in this case, [2 3 4 6 *] is VERY interesting. The sun is the only potential scorer, and must be called as either a 10 or a 5 due to no other scoring opportunities. Since 10 and 5 are taboo due to the double-flash, either way, it's reroll time. CS still cannot be used as an easy way out, of course. Suspend (n) This rule states that if you are trying to clear a flash, you are granted (n) rolls to do it. if you have not cleared the flash after (n) rolls, your turn is suspended and play continues with the next player. When play returns to you, you continue where you left off, clearing the flash (or flashes, if the Full House rule was responsible)...or trying. The usual value of (n) is 10. Kill (n) Same idea as Suspend, but instead of suspending turn, the player simply automatically wimps out after n tries. 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(@@@@PP@(`H?HXP00-- B?U[ Po[@6@$ $/$,(/ѿ(@o0@/ 0@ 0B@@ @@/@@61~A; @P q!10~`b5gvUBm Mr8dGS3Ex--.$ 22         2      2             22222 2 --%    0 ?00@Pp@H@H8`H߀>  ** >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>System IncompatibleSystem Version 2.0 or greater is required to run this application.OKRoll the Dice!Ok, ^1^2 Tap 'Roll' to begin!RollFlaming SunScore the Flaming Sun as?510Don'tFlaming SunScore the Flaming Sun as?510Bumped!^1 has been bumped back to ^2!OKEnd of the Game^1 has won the game!OKRobot's Turn^1 will now play. ^2OKQuestion ...^1^2^3YesNoMessage^1^2^3OKError!^1^2^3OKh ?<Cosmic Wimpout1.0