I recently went through some old printouts, and found an e-mail from a friend detailing the rules of the game “You Blew It,” which I had requested because I first played it when visiting her family way back when. The e-mail’s dated 2005, so here’s to recycling paper and posting the rules online instead. Here are the rules:
a) Play with two teams, six dice, a legal pad, and a pen.
b) The goal is to make points with every roll of the dice.
c) The player rolling must save at least one point-worthy die of every roll. If he rolls a combo, he must save all of the dice that are part of the combo.
d) Ones are worth 100 points per die, fives 50 points per die.
e) Three of a kind are worth 100 points multiplied with the number of eyes on the die (equaling 200, 300, 400, 500, or 600), except for three ones, which are worth 1’000 points. Four ones are worth 1’100 points, four fives 550.
f) Rolling 1-2-3-4-5-6 in one roll is worth 1’500 points.
g) Failure to roll any points results in the loss of all the player’s points of his turn and those of his teammates who rolled before him in that round. You Blew It! The player passes the dice to the person to his left.
h) If the player has rolled points, he must decide which point-worthy dice to keep from the roll, and then must decide whether (i) to roll again and risk blowing it or (ii) to end his turn, take the points he has, and pass all dice to the person to his left. (As a rule of thumb, an average turn is 350 points.)
i) If a player makes points with all six dice, whether in one roll (see f)) or sequentially, he must gather up all six and roll again.
j) Play is in rounds, with every player taking turns. Teams can sit together or, to add to the complexity, alternating around the table.
k) A round is completed when the dice have passed around the table once, that is, all players have taken one turn. (Optional: The following round begins with the player who went second in the previous round.)
l) Points the team gained in a round cannot be lost, even when a team member blows it in the following round.
m) Play continues until a team reaches a predefined score at the end of a round. 5’000 points is considered a short game; 10’000 points a normal game.
n) Pick a responsible scorekeeper with a solid understanding of the rules and little fear of chaos. Ideally, he will have two sheets: one for a tally of the final sum of points accumulated by teams in their respective rounds, and one scratch sheet to keep track of the points players gain or lose in their turns.
Have fun playing, and if you have questions, ask me, and I’ll ask the expert!
A further variation of the game is here.