2 players, 5-15 minutes.
Heavily inspired by Shoot Out (Reiner Knizia).
- A 6-faced die
- Two tracks numbered 1 to 6, joined so that 6 on one track is next to 1 on the other
- Two pieces that represent the two players on the tracks
Decide if you want to play the Charmer trying to win over the other player, or the Skeptic trying to push the Charmer back.
Place your player piece at number 5 on your numbered track.
- Charmer wins if Skeptic is pulled over to Charmer's side (ie if Skeptic moves beyond 6 on their track).
- Skeptic wins if they reach beyond 1 on their track or if they push Charmer beyond 6 on Charmer's track.
Decide who will go first.
On your turn, you can either:
- Move down one step on your track (eg: from 5 to 4) and end your turn.
- Roll the die. If you roll a number equal to or smaller than the position you're currently on, then your turn is over. Otherwise, move the other player's piece up one on their track (eg: from 2 to 3). After a successful roll, you also get an extra turn and you can keep going until you either move or roll unsuccessfully.
In the full version of Dating Dices you play several games.
The first game is worth 1 point, the second 2 points etc. The first player to reach 7 points wins!
Just like in real life, you don't get infinite chances to charm / repel someone. So you each start with a dating budget:
- 6 text messages
- 3 face2face meetings
When you roll the die, you either spend 1 text message or 1 meeting. Meetings are more effective, so when you use them you can add +1 to your die roll.
At the end of a game, the winning player receives 1 meeting and 2 text messages. The losing player receives 2 meetings, 3 texts, and the right to go first in the next game.