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Printable Qwixx score sheets

Ran through the pad? Two full replacement boards per page — red and yellow climbing, green and blue falling, locks, penalties and the points table — with the rules underneath.

Qwinto score sheet → Prints on one page — US Letter or A4. Save as PDF from the print dialog.

Qwixx

2–5 players · 6 dice · ~15 min
Two boards per page — one per player
23456789101112🔒
23456789101112🔒
12111098765432🔒
12111098765432🔒
Penalties (−5 each):
crosses1x2x3x4x5x6x7x8x9x10x11x12x
points136101521283645556678
23456789101112🔒
23456789101112🔒
12111098765432🔒
12111098765432🔒
Penalties (−5 each):
crosses1x2x3x4x5x6x7x8x9x10x11x12x
points136101521283645556678

How to score

  • Cross out left to right; skipped numbers are dead
  • White dice sum — anyone may cross it, any one row
  • White + one colour — roller only, that colour's row
  • Rightmost number needs 5 crosses in the row first; crossing it locks the row (lock counts as a cross)
  • Roller marks nothing — penalty, −5
  • Ends on the 4th penalty or 2 locked rows; row points per the table
Qwixx® is a registered trademark of its respective owner (published in the US by Gamewright, originally by Nürnberger-Spielkarten-Verlag). These are independent replacement sheets created by Limestone Games for owners of the game — not affiliated with, endorsed by, or sponsored by either publisher, and reproducing no part of the rulebook or artwork.
Limestone Games Qwixx score sheet · free printable · limestonegames.com/printables/

How to play Qwixx

Qwixx is the fast roll-and-write that made the genre a household thing. Each turn, the active player rolls two white dice and four coloured ones, and everyone gets a chance to score off the roll — nobody waits long, which is why it works with kids and at speed.

The two actions, in order

First, the active player announces the sum of the two white dice. Every player — not just the roller — may cross that number out in any one colour row. Second, the active player only may add one white die to one coloured die and cross out that sum in the matching colour's row.

The one iron rule: within each row you cross out left to right. You can skip numbers freely, but anything you skip is gone for good. Red and yellow run 2 up to 12; green and blue run 12 down to 2 — so cheap numbers in one colour are expensive in another.

Locks and penalties

To take the rightmost number of a row (red 12, yellow 12, green 2, blue 2) you need at least five crosses in that row already. Crossing it locks the row for everyone and removes that die from the game — and the lock symbol counts as an extra cross for scoring. If the active player ends a turn without crossing anything at all, they take a penalty box: −5, and the fourth one ends the game (as does a second locked row).

Scoring

Each row pays by its cross count — 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78 for one through twelve. The triangle numbers mean each extra cross is worth more than the last, which is the whole tension: stretch a row and risk penalties, or lock early and cut everyone else off.

Frequently asked

Do other players take penalties? No — only the active player, and only for marking nothing on their own turn.

Can two players lock the same row at once? Yes, on the same white-dice action, provided each already had five crosses in the row.

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