Making your own rules...
You don't get to do that a lot in life. In Zixiz, though, it's all part of the game.
The instruction sheet that comes with Zixiz lists a number of ways to change up the game – make it riskier, faster, longer or just plain different. Here are some more ideas for House Rules. Send us yours via the Contact Us link and we'll add it to this page.
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No name, no game
When there are more than two players, it's essential that you name the recipient of your attack before you roll the dice. If a player fails to do so, he or she loses the turn.
Variations:
• Instead of losing a turn, the roll counts – but it's used against the player who rolled it. The person to the left of the would-be attacker gets to act as if it was his or her roll. That person still gets his or her regular turn.
• The person who failed to name a target loses one of each chip to each player who is still in the game, but then still gets to name a target and complete the attack. This puts a heavy penalty on failing to name a target, but leaves the attacker with an interesting new possibility, because the attack can be directed against the player it will affect the most.
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A day at the races
Zixiz isn't usually about finishing first. Or last. But it can be.
Give bonus points based on finishing order. There are a lot of ways to set this up. You might give the first person to "Zix out" all the bonus points, say 20 points. Or you might divide it up, giving the first person who Zixes out 15 points, the next one 10 points, and the third finisher 5 points.
Or flip that around. Reward people for staying in the game.
It's not just the score that changes. How people play the game will change with these rules. If staying in the game is the objective, players will tend to attack the strongest players. If going out is rewarded, they'll dig into the weak.
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