The latest publisher to pick Qwixx is Gamewright, which specializes in releasing family-friendly games in the U.S. Qwixx is a perfect fit for its line-up, with rules that you can learn in minutes and gameplay that has everyone competing at the same time. A summary of the game:
On a turn, the active player rolls six dice: two white and one of each of the four colors listed above. Each player can choose to mark off the sum of the two white dice on one of their four rows, then the active player can choose to mark off the sum of one colored die and one white die in the row that's the same color as the die. The more marks you can make in a row, the higher your score for that row. Fail to cross off a number when you're the active player, however, and you must mark one of four penalty boxes on your scoresheet. If you mark off the 2 or 12 in a row and have at least five numbers marked in that row, you get to also mark off the padlock symbol in that row, locking everyone else out of this color.
When either a player has four penalty boxes marked or a second color is locked, the game ends immediately. Players then tally their points for each color, sum these values, then subtract five points for each marked penalty box. Whoever has the highest score wins.
Sushi Go! takes the card-drafting mechanism of Fairy Tale and 7 Wonders and distills it into a twenty-minute game that anyone can play. The dynamics of "draft and pass" are brought to the fore, while keeping the rules to a minimum. As you see the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you'll go for. Then, each turn you'll need to weigh which cards to keep and which to pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game!
• If the flipped card is identical to the card directly underneath it — a "double decker" — slap the pile.
• If two identical cards have exactly one card in between them — a "slamwich" — slap the pile.
• If a thief is placed on top of the cards, slap the pile.
• If a muncher is revealed, the next player flips as many cards as the number on the muncher card. If she fails to turn over a muncher card, the previous player claims all of the cards; if she creates a slamwich or double decker, or she plays a thief, then everyone races to slap the pile.
If a player runs out of cards, she's out of the game. Whoever collects all of the cards wins.