You play by rolling the five Cosmic Wimpout cubes and get points for each 5, 10, Numerous variants and house rules exist, and players are encouraged to. This list is the result of many revisions, extensions, and expansions of the very first version of the Nairinthus Cosmic Wimpout Rules FAQ and House Rules Set. Buy Cosmic Wimpout Dice Game, [Package may vary]: Game Accessories – ✓ FREE Sounds simple, until you add or make up more rules.

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We also play that you only re-roll the offending cube. The Futtless Rule – States that all flashes must be cleared. What is the Winning Total? Most players agree that hesitation is a bad idea Usually, wimpouut will see a special symbol on a scoreboard at the 35 point space. Black and Blue Dice.

Cosmic Wimpout

There are only two ways out: Four are white with a “5,” “10,” or one of the symbolic symbols on dosmic of the sides. How about the “42” rule in honor of Mr. If at any time a player has 4 unfilled circles, or has received 7 wrecks altogether, wijpout circles total, counting the original one starting the game the player is considered terminally wrecked, and ejected from the game.

With Bump, this provides a bizarre twist: If when rolling all 5 dice a player gets a flash of symbols and has to clear it, and on the subsequent roll, after the flash is cleared both dice come up with the flash face, the player gets a bonus of 10 times the flash face and continues by rolling all 5 dice. If the Eclipse Rule is in effect, and a player lands on the spot above Zero Position e. You win by reaching the point total goal before your opponent.

I believe a ‘thank you’ is definitely in order?

Do I have to take scoring dice? He doesn’t get in many games, but when he does, he usually wins. Five matching faces rolled at once are a Freight Train: However, if you roll five 10’s in one throw, this is called a “supernova.


Any time you roll the dice, you must get a “5,” a “10,” a Flash, or wimpout, which means you forfeit all the points obtained on that turn. And we love it when you let us know about your new rules, sayings, stories, or tournaments! Sun, Nov 8, This can be near impossible. Many of these people liked it, played it, and wondered where on earth they could find it!

The game is played with five custom diceand may use a combination score board and rolling surface, in the form of a piece of cloth or felt available in various colors and designs.

How to Play Cosmic Wimpout – Cosmic Wimpout

Before a game begins, the players select the Winning Total, and the rules for various rolls. He looked up and said, “That’s Futtless,” and it has been so ever since.

We play you do, and call it the Flaming Sun Rule. All you really need are the five magical Cosmic Wimpout dice cubes. Cosmic Wimpout offers a refreshing twist on traditional dice games.

The Flaming Sun Rule says that you must make a flash with the sun if you roll it with a pair. Something between 3 and 5 turns is recommended.

Plus, if a player eclipses you from up the beam by stopping on a score that puts them between you and the center e. Three of a kind with several rolls during the same turn does not a Flash make. Whenever you get a 5 or 10, and one of each of the non-scoring faces on the other ruels cubes, on the same roll, you have achieved a Cosmic Sampler derived from the Whitman’s Sampler candy assortment which is worth 50 points, and using all 5 dice which brings the YMNWTBYM rule in.

This signifies being subject the 35 point requirement of the Opening Roll rule. Fast forward 10 years, and it’s still here!

It may be good to set a minimum number of turns all players are guaranteed before rules such as this are enforced. If clearing a trivially small amount, this can be a very helpful option. Again, CS cannot be used as an easy way out. If you are into game theory, this is a very unique rule, as sometimes it helps you and sometimes it hurts Common values of n are between 5 and The sun is the only potential scorer, and the 10’s and 5’s are, by the full house, forbidden.


The Futtless Rule and the “re-roll rule” force players to keep rolling when they’d rather stop.

Ru,es take care, if you roll again, if you don’t roll a “5,” a “10,” or a flash, you will Wimpout, and lose all your points for the turn. This is identical to the Porcupine rule in the Bear Creek List.

Sometimes you spend the IP’s and you wimpout again. Eventually, one of us got the bright idea to create a scoreboard, which also serves as a convenient rolling surface. If you are not using a scoreboard, it’s up to you, as we can’t remember how we used to do it.

When a player cossmic scoring dice, they must set them aside, and may choose to either keep the points they have, or to roll the non scoring dice and try for more points. Two travellers came upon the game and liked it so much they shared it with people everywhere they went. You have to keep and score any “5” or “10” that was rolled with the Flash.

This rule allows the Flaming Sun to count as the 5’th three, scoring a point Freight Train of 3’s. For your enjoyment, we have added More Rules, many of which have been sent to us by Cosmic Wimpout players.

New players need to remember that if any one of the dice thrown matches the Flash, you must re-roll all of the dice just rolled and not only the one that matched the Flash. Click here to read our privacy policy. You have the option to stop, accumulate points and end your turn anytime you roll and don’t wimp out except in the following wimmpout