Qwixx (Gamewright / Nürnberger-Spielkarten-Verlag) is a “roll-and-write”: dice are rolled, and every player marks their own scoresheet, so nobody sits idle waiting for their turn. A game lasts fifteen minutes and the rules take two. The depth is in a single recurring choice — because numbers must be crossed off left to right, taking one now means giving up every lower number you skipped.
The dice and how you roll
Qwixx uses six dice: two white and four coloured (red, yellow, green, blue). Each player has a scoresheet with four coloured rows. The red and yellow rows run 2 → 12 left to right; the green and blue rows run 12 → 2. The active player rolls all six dice, and the turn has two steps:
- White dice (everyone). Every player may cross off the sum of the two white dice in any one of their rows.
- Colour combination (active player only). The active player may then combine one white die with one coloured die and cross that number off in the matching colour’s row.
The iron rule: within a row you can only ever cross left to right. Any numbers to the left of your mark are gone for good — you may never fill them in later.
Scoring, locking and penalties
Each row scores by how many boxes you crossed, and the values climb faster than the count — they are triangular numbers, so volume matters enormously:
| Crosses in a row | Row score |
|---|---|
| 1 | 1 |
| 2 | 3 |
| 3 | 6 |
| 4 | 10 |
| 5 | 15 |
| 6 | 21 |
| 7 | 28 |
To lock a row you must cross its rightmost number (the 12 for red/yellow, the 2 for green/blue), and you may only do so once you already have at least five crosses in that row. Locking marks the final box and the padlock, both counting toward your total, and removes that colour’s die from play for everyone.
If, on your own turn, you cannot or choose not to mark anything at all, you must take a penalty worth −5 points. The game ends the instant either two rows are locked or any one player takes their fourth penalty. Final score = the four row totals minus five for each penalty.
Strategy & the odds
The scoring table is the whole strategy. Because the jump from five crosses (15) to six (21) is worth far more than the first cross (1), the number of marks you accumulate dominates their position. That drives a few clear principles:
- Don’t skip too many numbers. Grabbing a high number early feels productive, but if it skips four boxes you have permanently capped that row’s length — and length is where the points are. Early on, prefer numbers near the start of a row.
- Be choosy with the white sum. The two white dice total most often lands on 7 (and 6 or 8), so those middle values come up turn after turn — you can afford to wait for them rather than skipping ahead. The extremes (2, 3, 11, 12) are rare, so if you need a row’s end number, take chances to reach it early.
- Use your colour mark on your active turn. Only the active player gets the white-plus-colour combination, and it is a “free” second mark. Wasting your own turn without using it is a quiet, steady loss.
- Watch the locks. Two locked rows ends the game. If opponents are close to filling a row, either race to benefit from it yourself or hold back on feeding that colour.
- A penalty is only −5. Late in the game, taking a penalty can beat marking a bad number that skips half a row. Weigh the five points against the gaps you would burn.
Common mistakes
- Chasing early high numbers. Crossing a 10 in the first few turns to “get ahead” usually strands the row short and costs more than it gains.
- Skipping to fill gaps. There are no gaps to fill — skipped boxes are dead forever. Count what you are giving up before you mark.
- Locking too eagerly. Locking a row can hand the game its ending before you have finished your other rows. Lock on your terms.
- Passing on your own turn. Marking nothing when active is a −5 penalty — take even a modest colour mark rather than eat the loss without cause.
- Ignoring what opponents feed. The white dice are shared; anticipate which numbers everyone can take and plan your rows around the common middle totals.
Curious how often that white-dice 7 really shows up? Roll two physics dice in your browser a few times and watch the middle totals dominate.
Need dice right now? Dice Drop rolls real physics dice in your browser — free, no app.
🎲 Roll dice freeKeep reading: for more press-your-luck column play, try Can’t Stop.