Cover
title
drawing of board circles with lines

Page 1
Introduction
Before the Game

Page 2
Components and Setup

Page 3
Rules

Page 4
Star circles
Find the Ring
Sweets

Page 5
Daring Dice and Death Dice
Dice Duel

Page 6
Dice statistics


 
 

Cover

G A M A R O O
an image of the board, likely with lines


 
 

Page 1

Introduction

Gamaroo is a family game where you have the classic roll dice and move your piece down a path. Some of the spaces have challenges on them, often questions.
The game can really be played only once.
 
 

Before the game


In a perfect world players would not consume sweets before the game. Sweets are defined as candy, baked sweets and favoured drinks.
Get a letter opener. Get a ring. Get a device that functions as a timer.
Decide if you will have four players, three players or two teams of two (or three).
 
 

Page 2

Components and Setup


 
 


 

The image above shows the concept, but the image below shows how you would just use circles with no board. The number of colours you use for circles depends on how many players or teams you have.
 


 
 


 
 

This has four branches: words, social, intellectual and trick or treat.

 
 


 
 
                3. Silly Riddle 4. Star 5. Word               10. Trivia 11. Star 12. Riddle        
        1. Daring Dice 2. Star 17. Star
        1. Daring Dice 2. Star 17. Star
        6. Find the Ring 7. Neighbour 8. ? 9. Star 13. Body 14. Fear 15. Death Dice / Dice Duel 16. Sweets


 
 

You are encouraged to position these challenges on white circles randomly/as you see fit within their branch.

"?" is a mystery challenge.


 
 

The dice are four one or zero dice. You would roll between zero and four, but some numbers are more likely than others.
There are classic 1-6 dice, but these are for specialised tasks.
There are four or three players, or two teams of two players. Each player or team has glass pieces of a specific colour.
The circles are positions. Death Dice is on top at the start.
Sealed envelopes contain secret challenges. Most are questions, which have answers in the envelope. The envelopes have two purposes: to keep challenges secret, and to control the number of times they are done.
 
 

Page 3

Rules

There are four or three players, or two teams of two (or three) players. Individual players have five glass pieces of a particular colour, while teams have ten pieces.
The goal is to move your pieces from off the track (not on the coloured circles) to down the track and off the end of the track. The first player who moves all his pieces off the track wins.

Players take turns, going clockwise around the table. A player rolls the dice, then moves any one of his pieces that number of spaces (0-4). No two pieces on any team can be on the same position. The coloured parts of the track can only be traversed by the player who has that colour pieces. You need to roll the exact amount, not more, to successfully get a piece off the track.
 

Green must roll exactly three to get the piece all the way off the track, although rolling one or two will move you to the green circles.


 

If you complete a challenge you roll again and move any one of your pieces.

When you land on a position that has a challenge, the relevant envelope is opened, except for stars, Sweets, Daring Dice, Death Dice and Dice Duel. Challenges, or at least the questions, are read out by someone who is not on the same team. There might be something secret.
When the challenges on them have been done, i.e. when you run out of envelopes for a challenge, the circle is flipped over and becomes a plain, vanilla position.
Sometimes you get two questions for one challenge. You roll dice for each question answered correctly. If you roll twice you do not move twice; you choose the best roll and move that amount.

Sweets can not be consumed during the game, unless you land on the Sweets circle.
 
 

Page 4

Stars


If you land on a circle marked with a star you roll the dice again and move any one of your pieces.

Find the Ring


When a player lands on Find the Ring, a ring will be secretly held by one of the other players (not on the player's team). The player must guess who has the ring. All the players can say whatever they want, ask questions, tell lies, make accusations about who has the ring, but the players can not show who has the ring. When the player is asked what his "official" answer is regarding who has the ring, the player must give one name and the ring is revealed by whoever has it.
The content of the envelopes just say "See the book".

Sweets


Sweets are defined as candies, baked sweets, favoured drinks, and even a kiss. Sweets can not be consumed during the game. In a perfect world sweets would not be consumed before the game. If you land on the sweets circle you can snack on sweets. This has nothing to do with getting ahead in the game.
 
 

Page 5

Daring Dice and Death Dice

With Daring Dice you roll a classic 1-6 die as many times as you want, and add up the numbers, e.g. 5 + 1 + 4 = 10, and once you're done rolling you can move any one of your pieces that amount. However, if you roll a six the total is zero and your turn ends.
Don't forget that you need an exact number to be able to move a piece off the board, so make sure the total isn't too high.
Daring Dice is done once for a player, then the circle is flipped over for that colour. For teams, it is flipped over when each player on a team has done it once.

Death Dice is a variation of Daring Dice. It is exactly the same as Daring Dice, but if you roll a six, the piece that landed on Death Dice is kicked off the board and has to start over.
Death Dice is done once, then the circle is flipped over to be Dice Duel.

Dice Duel

When a player, Player A, lands on Dice Duel the player chooses an opponent, Player B. The two players simultaneously spend 60 seconds each building their tower of dice, one die on top of another. The player who has the tallest standing tower specifically at the end of the time period wins the duel, and the loser's piece is sent off the board where it will have to start all over again. If Player A loses, the piece on the Dice Duel circle is kicked off the board. If Player B loses, Player A chooses any of Player B's pieces to kick off the board, as long as the piece is on a white circle.
 
 

Page 6

Odds of rolling numbers:

0 - 1 in 16
1 - 1 in 4
3 - 3 in 8
3 - 1 in 4
4 - 1 in 16