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Sixto

Reference: 114629

Sixto is a roll-and-write game created by the designers of Qwixx, in which players must mark off as many numbers as possible to win.
  • French
  • From 8 years old
  • less than 30mn
  • 1 to 6 players

13,50€

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  • Description
  • Technical sheet

Sixto

Description

Make marks up and down the rainbow to score points.

Your goal in Sixto is to mark off as many numbers as you can...although a lone mark counts against you, so don't mark carelessly. Each player gets their own player sheet, which features six rows of numbers, each in a different color. The row contains the digits 1-6 in a random order, and each player should have a different sheet from among the twelve designs in the box.

On a turn, the active player rolls the six colored dice, one for each of the colored rows. If they don't like the results, they can re-roll all six dice once. After the final die roll, for each die, each player can choose to mark off the leftmost available number matching the die result, skipping over any intervening numbers. Skipped numbers cannot be marked in the future. Thus, on each turn, each player makes 0-6 marks on their player sheet. The active player then passes the dice left.

The final three columns on a player sheet are designated the "target area". If any player marks two spaces in a single row in the target area, that die is removed from the game at the end of that turn. When the third die is removed from play, the game ends. Each player then scores each row and each column on their player sheet, losing 5 points if only one mark is present, scoring 0 points for zero or two marks, and score 5+ points for 3+ marks. The player with the highest score wins.

Technical sheet

Description

Make marks up and down the rainbow to score points.

Your goal in Sixto is to mark off as many numbers as you can...although a lone mark counts against you, so don't mark carelessly. Each player gets their own player sheet, which features six rows of numbers, each in a different color. The row contains the digits 1-6 in a random order, and each player should have a different sheet from among the twelve designs in the box.

On a turn, the active player rolls the six colored dice, one for each of the colored rows. If they don't like the results, they can re-roll all six dice once. After the final die roll, for each die, each player can choose to mark off the leftmost available number matching the die result, skipping over any intervening numbers. Skipped numbers cannot be marked in the future. Thus, on each turn, each player makes 0-6 marks on their player sheet. The active player then passes the dice left.

The final three columns on a player sheet are designated the "target area". If any player marks two spaces in a single row in the target area, that die is removed from the game at the end of that turn. When the third die is removed from play, the game ends. Each player then scores each row and each column on their player sheet, losing 5 points if only one mark is present, scoring 0 points for zero or two marks, and score 5+ points for 3+ marks. The player with the highest score wins.

Technical sheet

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