The aim of this game is to achieve as many points as possible through the skillful use of the different cubes.

This is just a brief summary of the rules and a guide to operation.

The player tries to achieve as many points as possible by skillful use of the cubes in the five color areas. In this case, the cubes should be selected in a clever manner in order to still have sufficient choices for the subsequent litters. Bonus features and promotions offer players various possibilities to improve their result through skillful use.

The game runs over 6 rounds. Each round is divided into a main and a passive phase.

In each main phase, the player dice three times and uses one of the active cubes. A further throw is then executed with all 6 cubes, of which it can then use one from the 3 cubes with the smallest number of eyes.

The player dice with all 6 cubes at the beginning of a round and searches for a cube he uses. Depending on the color of the cube, the player must now select a valid field in the matching color from the still available fields in this color. The white cube is a color joker and can be used for any color.

All the cubes, which show a lower value than the currently selected cube, are placed on the silver tray and can no longer be thrown and used again (exception: see the return action and additional cube).

With the remaining dice, the player now dice for a second time. It selects a cube again, and likewise all cubes that show a lower value than the currently taken are placed on the silver tray again. The player then dice with the other dice for a third time and performs the actions described above for a last time. Then all remaining cubes are placed on the silver tray.

If the player has inserted 3 cubes or can no longer cube because all the remaining cubes lie on the silver tray, the second phase of a round follows.

All the cubes are diceed again and the 3 cubes are placed with the lowest value on the silver tray. If there is a balance, it will be decided by chance.

From these 3 cubes, the player may select and enter a cube. After that he can also use +1 actions here.

Special case: If the player has no possibility to use a cube from the silver platter, he can use any cube.

If he can't even use a cube from the litter, he has unfortunately had bad luck.

For each of the 5 colors, other rules apply for entry and points. You always only use the cube of the corresponding color (or the white joker) to enter something into the area.

If you choose the yellow cube, one of the 3 fields must be crossed with the cube number in this area.

In the active phase after the first throw, only in the top row may be crossed, in the 2nd throw only in the middle row and in the 3rd throw only in the bottom row.

To illustrate this, the cube fields and the lines in the yellow area are marked with Roman numerals of I-III.

In the passive phase, only one of the 6 grey fields may be crossed. The number of cubes must, of course, continue to match the number in the field.

If you choose the turquoise cube, you have to cross one of the 5 fields with the cube number in this area. If other cubes with the same number are already present in the active phase on the cube fields, a further field in the same column may be crossed for each of these cubes.

In the passive phase, an additional field may be crossed for each other cube with the same number on the silver tray.

If the player decides for the blue cube, he adds the current value of the white cube to the blue cube (no matter where the cube is located, on the silver platter, already used or still available for further dice). The same is true: if the player decides to use the white cube for the blue area, he adds the current value of the blue cube to the white cube!

The number is entered in the next free field left or right from the middle. Only numbers that are exactly 1 lower than in the previous field, to the right only numbers that are exactly 1 higher than in the previous field, may be entered on the left. The number 7 on the middle field represents the starting point.

A 7 may also be entered after any other number in order to reset the number series. After the 7, exactly one higher or one lower is entered again as before.

Here a field with the cube number must be crossed. Only one field may be crossed, which lies further to the right than the last crossed field.

It does not have to be crossed field for field, but fields may also be omitted.

Here you fill the row from left to right. You can't skip fields here. If you choose the pink cube, you have to decide whether you want the presented bonus or more points. If you decide for the bonus, click the white field and the number shown by the dice will be entered (rounded). You will then immediately receive the bonus specified under this field. If you want more points, click the star field. Then the number of cubes is multiplied by the number specified in the star above the field and you will not get the specified bonus.

After each throw of the main phase, the cubes that have just been cubed can be reciprocated by means of the "after cube action".

With this "number-joker" action, any colored cube that has already been cubed can be set to another value. This action is allowed at any time before inserting a cube, so that you temporarily change the value of the cube for inserting this cube to the value of the selected number joker. The selection of the selectable number-jokers is determined from the collected bonuses and is visible on the bonus bar of the number-joker.

In addition, it is possible to use the "additional cube action" both before the main phase is terminated and before the passive phase of each round is terminated. With this, it is possible to use any other cube, it can come from both the silver tray and the area of the already used. However, each cube can only be selected once as an additional cube.

Some fields (or rows and columns) have a bonus. This is obtained when marking the field (or when all fields of a row/column are marked). In addition, you will receive a bonus if you have collected all 6 of the 3 different promotions (research, number-joker and additional cubes). The bonus allows an entry in the corresponding color, or it grants a "dropper, number joker or additional cube action". The colour bonuses must always be used immediately. If one obtains a fox, it brings additional points in the final settlement.

If the player receives a ? bonus, it must immediately tick a field in the color range corresponding to the bonus.

In the bonus at the beginning of round 4, the player can freely choose in which color he uses a bonus according to the above rules.

For foxes, the player gets extra points at the gaming end. You can play like bonuses by filling the corresponding field or closing a corresponding column.

Each fox brings as many points as the color range with the least overall points.

The score of the individual color ranges is as follows:

In yellow, one counts how many fields are crossed in each of the 3 lines of this range. Each line brings as many points as indicated in the table in the yellow range.

When playing, it counts how many fields are crossed in each of the 5 lines of this range. For each line you get as many points as are shown in the table in the turquoise area.

In gamers, what is considered is the two outermost fields, into which a number was entered. The points that are mapped over these two fields count. In addition, you get 4 bonus points for each number less than or equal to 4 and for each number greater than or equal to 10.

The number of your crossed fields in this area, as shown in the table in the brown area, indicates how much points you get.

All numbers entered there are added and thus yield the total value.

The game ends after the player's last round as a passive player has taken the dice from the silver platter and possibly has set up existing +1 actions.

The scored points of all color ranges are added together with the points for the foxes.

And it's up to CLEVER HOCH DREI.