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~ 1 dice depicts the tetromino shape that you will draw on your canvas.
~ 1 dice depicts the tetromino shape that you will draw on your canvas.
~ 4 dice give you numbers. You must assign them to your tetromino.
~ 4 dice give you numbers. You must assign them to your tetromino.
~ 1 dice can may give you inspiration points, create a mistake on your canvas....or have no effect at all.
~ 1 dice can may give you inspiration points, create a mistake on your canvas....or have no effect at all.


You have 14 turns to roll and write, using inspiration to modify tetromino shape or size, change a number rolled, correct a mistake or dab an additional number onto your canvas.
You have 14 turns to roll and write, using inspiration to modify tetromino shape or size, change a number rolled, correct a mistake or dab an additional number onto your canvas.


== ROLL & WRITE SHEETS ==
== ROLL & WRITE SHEETS ==
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TOP: tracks what was rolled every turn and counts down 14 rounds of the game.
TOP: tracks what was rolled every turn and counts down 14 rounds of the game.
LEFT: your canvas where you will place tetrominos and assign numbers to them.
LEFT: your canvas where you will place tetrominos and assign numbers to them.
RIGHT: Here your available inspiration points appear as a yellow dot. Spent points are crossed off with an X.
RIGHT: Here your available inspiration points appear as a yellow dot. Spent points are crossed off with an X.


== TURN STRUCTURE ==
== TURN STRUCTURE ==

Latest revision as of 18:59, 3 November 2026

OVERVIEW

Fill your canvas with coloful tetrominos and assign numbers to them. Score points by grouping the numbers (two 2's, three 3's, four 4's, etc.) artfully. Use inspiration to create a masterpiece!

Each turn, roll 6 dice:

~ 1 dice depicts the tetromino shape that you will draw on your canvas.

~ 4 dice give you numbers. You must assign them to your tetromino.

~ 1 dice can may give you inspiration points, create a mistake on your canvas....or have no effect at all.

You have 14 turns to roll and write, using inspiration to modify tetromino shape or size, change a number rolled, correct a mistake or dab an additional number onto your canvas.

ROLL & WRITE SHEETS

Each player receives an identical roll & write sheet.

TOP: tracks what was rolled every turn and counts down 14 rounds of the game.

LEFT: your canvas where you will place tetrominos and assign numbers to them.

RIGHT: Here your available inspiration points appear as a yellow dot. Spent points are crossed off with an X.

TURN STRUCTURE

Turns are simultaneous.

1. ROLL:

The 6 dice are rolled once per turn. This dice roll is used by all players.

If a lightbulb symbol appears on one of the dice, a yellow inspiration point will be added to your tally.

3. MAKE A MISTAKE:

If a scribble appears on one of the dice, you must first scribble out a square on your canvas. It can be placed in any blank square.

4. DRAW THE TETROMINO:

Players draw the shape rolled for this turn onto their canvas, obeying the following placement rules:

~ FIRST SHAPE OF THe GAME: At least 1 segment it must be placed in the bottom row.

~ Subsequently, tetrominos must be placed orthogonally adjacent to an existing shape on your canvas - a tetromino or a scribble.

NOTE 1: Tetrominos can be rotated and flipped.

NOTE 2: You can spend 1 inspiration point to change the tetromino shape, even reducing its size.

NOTE 3: If you can't place the entire shape onto your canvas, you must instead place a mistake.

5. ASSIGN NUMBERS:

Once the shape is in place, you must assign the numbers rolled for this turn to the squares that make up the tetromino. In BGA, you do so by clicking a square and selecting the number from the pop-up menu.

~ You can spend inspiration points to change the number. In BGA, first assign the number, then click the number and choose the desired number.

6. EARN INSPIRATION FOR COMPLETED ROWS & COLUMNS

Earn 1 inspiration point for all rows and columns you completely filled in this turn. This includes rows and columns with mistakes in them.

7. OPTIONAL ACTIONS (correct mistakes and clone numbers)

You have one last chance to work on your masterpiece by correcting mistakes and cloning numbers to fill in more space - if you have the inspiration!

~ Mistakes can be erased and turned into numbers.

~ You can fill in an empty square with an adjacent number.

NOTE: If you don't want to take any optional actions, select "Skip" at the top of the screen.

8. 1's BECOME MISTAKES

Lastly, if you completely surround a 1 on your canvas, it turns into a mistake.


SCORING