Instrukcja obsługi Gamewright Qwixx
                    Gamewright
                    
                    gra planszowa
                    
                    Qwixx
                
                                
    Przeczytaj poniżej 📖 instrukcję obsługi w języku polskim dla Gamewright Qwixx (2 stron) w kategorii gra planszowa. Ta instrukcja była pomocna dla 23 osób i została oceniona przez 12 użytkowników na średnio 4.8 gwiazdek
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WIXX
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IXXQWIXX
THE CARD GAME
RULES OF PLAY
2-5 PLAYERS
AGES 8
+
ENDING THE GAME & SCORING
The game ends   after the immediately active player
has crossed out their fourth penalty box (at the 
end of the third action)   after   has or any player
locked a second row on their own sheet (at the 
end of the second or third action).
Beneath the four color-rows is a table indicating 
how many points are awarded for the total 
number of crosses within each row (including 
any locks with a cross). Each crossed out penalty 
box scores -5 points. Enter your points for 
each color-row and the negative points for any 
penalties in the appropriate fi elds at the bottom 
of your score sheet. The player with the highest 
total score is the winner!
JOKER GAME VARIANT
Shuffl  e the 11 Joker cards together 
with the other 44 cards (forming a 
new deck of all 55 cards). When a 
player plays a Joker card, they get 
to choose its color. All other setup 
and rules remain the same.
A WORD FROM GAMEWRIGHT
When p1-we fi rst released  , p1-we were very Qwixx
excited to share a hidden gem that had 
been tucked away at the Essen game fair in 
Germany. Flash forward fi ve years later and 
Qwixx has rapidly become one of our best-
selling games! Highly-portable and easy to 
teach, p1-we fi gured it was time to give fans a little 
something new. Inventors Steff en Benndorf 
and Reinhard Staupe  created this card-based 
version, which features simultaneous play, and 
only partial information.
Want more score pads? Visit Gamewright.com
A FAST FAMILY CARD GAME
CONTENTS
♦44 double-sided Qwixx cards (1 of each 
number, 2-12, in each color)
♦11 multicolored Joker cards (1 of each 
number, 2-12)
♦Score pads
OBJECT
Score the most points by crossing out as many 
numbers as possible in the four color-rows while 
avoiding pen alty points.
SETUP
1.  Give each player a score sheet and 
something to write with.
2.  Remove the 11 multicolored Joker cards 
from the deck and put them back in the box. 
These cards are only used in the ‘Joker’ 
variant (see: “Joker Game Variant”).
3.  Shuffl  e the remaining 44 cards. Deal each 
player a hand of 4 cards, face-down (i.e. 
orange-side up). All players will know the 
numbers in each others’ hands, but only you 
can see the colors of the cards you hold.
4.  Deal an additional 4 cards orange-side up 
to the center of the table, to form a tableau, 
then stack the remaining cards next to the 
tableau as a draw pile.
Before starting the game, it’s important to 
understand the one basic rule of Qwixx: 
numbers may only be crossed out from left to 
right in each of the four color-rows. You do not 
have to begin with the numbers furthest to the 
left, but if you skip any numbers they cannot be 
crossed out afterward.
1x
 1
2x
3
3x
 6
4x
 10
5x
 15
6x
21
7x
28
8x
36
9x
45
10x
55
11x
 66
12x
78
2
3
4
6 8 9
10
11
12
2
5
6
9
11
12
11 9 8 7
5
4
3
2
12
11
9
8 7 6
5
4
3
2
At least 5 X’s
totals
= 
−
5
+ + + =
x
points
–
Example: In the red row, fi rst the 5 and then the 7 were 
crossed out. Therefore, the red 2, 3, 4, and 6 may not 
be crossed out later in the game. In the yellow row only 
the 11 and 12 may still be crossed out. In the green row 
you can only cross out numbers to the right of the 6. 
In the blue row you can only cross out right of the 10.
If you’ve played   before, a key diff erence in Qwixx
this version is that when a player locks a row, it 
is  locked for the player who crossed it out. only 
Other players may continue to cross out numbers 
in this row. ( )See: “Locking a Row” for more.
HOW TO PLAY
Whoever’s birthday is furthest from today starts 
as the “active player” and carries out the following 
three actions in order, always one after the other:
Example: Alison crosses out the green 2 and after it, the 
lock symbol. The green row is locked for Alison only.
1.  Draw cards (of your choice) from the 4-card 
tableau until you have a hand of 5. (At the 
start of the game, this will only be one card.)
2.  Replenish the tableau with cards from the 
top of the draw pile so that it has four cards 
again (making sure no one inadvertently gets 
a glimpse of the color side). After replenishing 
the tableau, announce the number on the top 
of the draw pile.   players may then (but All
don’t have to) cross out this number in any 
one color-row of their choice.
Note: If the draw pile runs out of cards, shuffl  e 
the discard pile to form a new draw pile.
3.  Play at least 1 (but no more than 3) of the fi ve 
cards from your hand face-up, revealing the color 
side and (optionally) crossing out none, some, or 
all of the corresponding box(es).   Only Important:
you, as the active player, may do this and you 
must always play at least one card, even if you 
choose not to cross out any boxes.
Note: If you play more than one card, they all 
must be the same color. Additionally, if you 
wish to cross out more than one number in that 
color-row, you   skip more than one box cannot
between the fi rst and last number you cross out.
Example: Carol is the active player and after drawing 
from the card tableau has the following hand of fi ve cards:
PENALTIES
If during your turn as the 
active player you cannot, or 
do not, cross out a number 
during either the second or 
third action, you must cross 
out one of your penalty boxes. Each penalty box is 
worth -5 points at the end of the game. (Non-active 
players do not take a penalty if they choose not to 
cross out a number during the second action.)
Carol may play (and subsequently discard) the green 
11, 9, and 8 cards, and cross out all three boxes on the 
green color-row. Carol could also opt to play the blue 
10 and 3, but would only be able to cross out one or 
the other number on the blue color-row, since crossing 
out both would skip more than one box between the 
fi rst and last number. She could not play the 11, 10, 
and 9 cards because they are not all the same color.
11
11
11
11
11
11
11
11
9.
9
9.
9.
9.
9.
9.
9.
9.
9.
9.
9.
8
8
8
8
88
8
8
10
10
10
10
10
10
10
10
3
3
3
3
3
3
3
3
3
3
3
3
3
= 
−
5
x
Game by: Steff en Benndorf and Reinhard Staupe
Games for the Infi nitely Imaginative
70 Bridge Street, Newton, MA 02458
jester@gamewright.com | 617-924-6006
www.gamewright.com 
©2020 Gamewright, a division of Ceaco Inc.
All rights reserved.
fb.com/gamewright
LOCKING A ROW
If you wish to cross out the number at the 
extreme right end of a color-row (red 12, yellow 
12, green 2, blue 2) you must have fi rst crossed 
out at least fi ve other numbers in that row. If you 
cross out the number on the extreme right of a 
row, then also cross out the lock symbol directly 
next to it. This indicates that the color-row is now 
locked, and you may not cross out numbers 
of this color in future rounds. However, other 
players may still cross 
out numbers in this 
color-row.
The cross on the lock counts towards the total 
number of crosses marked in that color-row at 
the end of the game.
Once you complete your third action, discard 
all the cards you played next to the draw pile, 
thereby ending your turn. The player to the left 
becomes the new active player, and repeats the 
same three actions, as described above.
Note: You may   look through the discard pile not
during the game.
FOLLOW US!
@gamewright
youtube.com/gamewright @gamewright
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
DRAW 
PILE
TABLEAU
7
7
7
77
3
3
3
33
5
5
5
55
11
11
11
1111
8
8
8
88
TM
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Specyfikacje produktu
| Marka: | Gamewright | 
| Kategoria: | gra planszowa | 
| Model: | Qwixx | 
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