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a pdf version of these rules |
Note:
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in shades of grey on a black and white printer. |
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| Updated 7/19/04 |
| Note: The rules on this
page reflect the most current version available,
and may differ slightly from previously printed rules. |
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| What's in the Box |
• 12 WILDSIDE®
Dice • 1 Slam Pad • 4 Dice Pads
• Quick Play Rules |
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| The Object of WILDSIDE |
| Collect the most dice by quickly
finding matches with other players' dice. |
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| Setting Up |
| 1. |
Place the Slam Pad of each player. |
| 2. |
Each player takes three dice. |
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| Playing the Game |
| 1. |
Roll |
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At the same time, players roll all of their
dice onto their Dice Pads. |
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Shake, Rattle and Roll:
Players should wait to roll their dice until everyone
has picked up their own dice and are ready to roll. |
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Roll Control:
If a player's die rolls off the Dice Pad, or touches the
table in any way, that player may not hit the Slam Pad
during that round. However, all of that player's dice
are still in play and can be matched and taken by another
player. |
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Lost or Stacked Dice:
If any of a player's dice land on top of another, or roll
off the table, that player may not hit the Slam Pad during
that round. All of that player's dice are out of play
for the round and cannot be matched or taken by another
player. |
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Single Handed:
Players must use the same hand to hit the Slam Pad that
they used to roll the dice. While looking for a match,
players may not block the view of their dice from other
players. |
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| 2. |
Match |
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After rolling, players look to see if their
dice match the dice of any other player. There are four
different ways to match. If no match is made, the players
pick up their dice and roll again. |
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Single Match:
Both players must have rolled at least one wild and one
matching non-wild symbol. If one of these players is the
first to hit the Slam Pad, he or she may collect one die
from the player with the dice that match. |
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This is a single match because both players
have the required wild and they matched with a non-wild
symbol, the green moon. If Player A or Player B is the
first to hit the Slam Pad, then he or she will collect
one die from the other player. |
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Multiple Matches: Both
players must have rolled at least one wild and at least
two matching non-wild symbols. If one of these players
is the first to hit the Slam Pad, he or she may collect
as many dice from the other player as there are matching
non-wild symbols. |
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 |
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This would be a multiple match because
both players have the required wild and they matched with
two non-wild symbols, the yellow star and the green moon.
If Player A or Player B is the first to hit the Slam Pad,
then he or she will collect two dice from the other player.
Similarly, triple and quadruple matches are possible. |
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Last Die Match:
When a player is down to his or her last die, all rules
for making a single match apply, except the player with
only one die is exempt from having to roll a wild. In
order to make a match, the player with only one die must
roll a non-wild symbol. |
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 |
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Player A and Player C are an example of
a last die match because both players match with a non-wild
symbol, the yellow star, and because player C rolled the
required wild. Player A is down to one die and is exempt
from having to roll a wild. Player B does not match Player
A or Player C because he or she did not roll the required
wild. |
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All Wild Match:
If a player with two or more dice rolls all wilds, that
player matches all other players, and all other players
match that player (even players down to their last die).
If the player who rolled all wilds hits the Slam Pad first,
that player selects one of the other players and collects
one die from that player. Otherwise, the first player
to hit the Slam Pad may collect one die from the player
who rolled all wilds. |
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| 3. |
Slam |
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When a player sees that his or her dice
are involved in a match, that player must be the first
to hit the Slam Pad in order to collect a die, or dice,
from another player. |
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One Match per Round:
Even though there could be more than one match after a
roll, only one match is allowed per round. The first player
to hit the Slam Pad determines which match is allowed.
That player's dice must be involved in the match. |
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Penalty Dice:
If the first player to hit the Slam Pad does not have
a match, that player is penalized, and play ends for that
round. One die belonging to the penalized player is placed
on the table near the Slam Pad and is considered a “penalty
die.” In the next round, the first player to hit the Slam
Pad, and have the match confirmed, collects the die or
dice from the player he or she matched, PLUS any penalty
dice. Several penalty dice may accumulate before someone
has a confirmed match. If a player with only one die is
penalized, the game ends. |
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| 4. |
Collect |
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After the match is confirmed, the player who hit the
Slam Pad first, collects the die or dice from the player
he or she matched. This player also collects any available
penalty dice. |
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Players may not roll more than five dice. After a player
has five dice, all additional dice collected are set aside
and will not be included in the roll. If that player loses
dice in subsequent rolls, he or she must add dice from
those set aside — not exceeding five. |
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Play continues following steps 14. The game ends when
one player runs out of dice. |
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| Winning WILDSIDE |
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The player with the most dice wins WILDSIDE. |
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In the case of a tie, the players involved
in the tie continue to play. The first player to hit the
Slam Pad, wins WILDSIDE if the match is confirmed. If
the match is not confirmed, the player who hit the Slam
Pad is penalized and is out of the game. |
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