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Rolling Bones box art
2011 Ranked #20,604

Rolling Bones

This push-your-luck dice game has players assemble skeletons, score complete body sections, and reach one hundred points first. More rerolls can improve a skeleton, but setting aside more dice and misplaced bones can ruin a turn.

Dice Push Your Luck Re-rolling and Locking

Players

2-99

Play time

Not listed

Age

10+

Complexity

1/5

Rating

5.62

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In Rolling Bones players use 18 special dice – six showing parts from the left side of the body, six showing parts from the right, and six showing parts from the middle (skull, ribcage, spine, pelvis) plus a hat and a gravestone – to build a skeleton, adding to it roll by roll, in order to score points. The better the skeleton buried, the more you score!

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In Rolling Bones players use 18 special dice – six showing parts from the left side of the body, six showing parts from the right, and six showing parts from the middle (skull, ribcage, spine, pelvis) plus a hat and a gravestone – to build a skeleton, adding to it roll by roll, in order to score points. The better the skeleton buried, the more you score! The first roll of a player's turn is the "pre-op" roll, with the player launching all 18 dice onto the table. The player then builds as complete a skeleton as he can with no gaps. For each subsequent "post-op" roll – if a player chooses to roll or is forced to roll – the player must first set aside a number of dice equal to the number of rolls already made: one die for the first post-op roll, two more dice for the second post-op roll, and so on. The player must add at least one die to the skeleton after each roll. If a player can't place a bone correctly, he must add an incorrect bone in the wrong location, e.g., a foot on the end of the spine. Whenever a player has a gravestone showing, the player can choose to end his turn, scoring for his skeleton. Each complete section (arm, leg or thorax) is worth five points, with each incomplete section worth one point per die in it. Each incorrectly placed die costs the player five points. If a player's skeleton wears a hat (which naturally goes only on top of the skull), double the score for that round. If a player has no gravestone and cannot pay for another reroll, he ends his turn scoring nothing. The first player to reach 100 points (or some other agreed upon total) wins Rolling Bones.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–99
Best with
2–3
Play time
30 min
Age
10+
Complexity
1.0/5
Credits and catalog connections

Credits

Designers

1
Henning Poehl

Artists

1
Michael Holtschulte

Publishers

2
SimplyFun Sphinx Spieleverlag

Linked items

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