TEXT: Power-Ups 
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Start Level 
  # Re-rolls 
  1 
  2 
  2 
  3 
  1 
  Flip Die 
  1 
  1 
  2 
  2 
  0 
  Free Unlock 
  0 
  1 
  1 
  2 
  0 
  Ignore Die 
  1 
  1 
  2 
  2 
  3 
   
   
   
   
  One-time Actions  
  Portal 
  Jump 
  Unlock 
   
   
   
  The following actions only become 
  available using the special bonus: 
  START 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  Scoring 
  Count 
  Multiplier 
  Total 
  # of Power-ups eaten 
  ? 
  ×     5 
  =         ? 
  # Unused one-time actions 
  ? 
  ×     3 
  =         ? 
  # Power-ups tracks at Level 4 
  ? 
  ×     5 
  =         ? 
  # Blockades 
  ? 
  ×     1 
  =         ? 
  # Empty squares 
  ? 
   ×     -2 
  =         ? 
  =         ? 
  # Squares jumped over 
  ? 
   ×     -1 
  Grand Total  
  ∑       ? 
  (including enabled & unused Special Bonuses) 
  2 SNAKE DICE 
  3 SNAKE DICE 
  4 SNAKE DICE 
  5 SNAKE DICE 
  6 SNAKE DICE 
  Designed by: Nick Shaw (BGG user: njshaw2) 
  Released under licence: Attribution - Non Commercial - ShareAlike 4.0 International  
  
  Overview: 
  Play the classic mobile game “Snake” using dice & a pencil!  No old mobile phone or battery-life required!  Make 
  the longest snake you can, picking up power-ups along the way to supercharge your snake. 
   
  Components: 
   
  A printout of the first page of this document; 
   
  A pencil; 
   
  6 × 6-sided snake dice (either stickered with custom-dice faces, or used along with the conversion chart  
  on the game sheet or on page 2 of these rules); 
   
  2 × standard 6-sided dice (with face values 1 through 6). 
   
  Setup: 
   Create an initial 6 blockades.  Blockades are created like this: 
   Roll the 2 standard dice, sum the result.  This is the column index. 
   Roll the 2 standard dice again, sum the result.  This is the row index. 
   Cross off the square at the column & row rolled.  If the square referenced is already blockaded, is a      
   
   (power-up) location, or is the Start square, re-roll for a new location. 
   Take 2 of the snake dice; this is your starting number of snake dice to roll. 
   Your snake starts at square [2,2], and starts moving either to the square below it, or to the right of it. 
   
  Game Play: 
  Roll 
  Each turn, roll as many snake dice as noted on the highest power-up level you have reached.  You can 
  then manipulate the dice in various ways (and in any order) before continuing: 
   
  You may Re-roll as many unlocked dice as you like (all at once), up to the number of re-rolls allowed; 
   
  You may Flip (to their opposite side) a  number of unlocked dice equal to your Flip Die power-up value; 
   
  If you roll any      (locked) faces, those dice cannot be manipulated with re-roll or flip, unless you have a 
  Free Unlock power-up, or choose to tick off one of the one-time Unlock actions, to unlock a locked die. 
   
  Move/Write 
  You must then use all these snake dice to move your snake, or add a blockade if a die is locked, optionally 
  ignoring as many dice as your current Ignore Die power-up value (which starts at 1). 
   
  You can use your chosen dice in any order.  For each chosen die with a direction shown (either straight, left, 
  right, or left/right), draw the snake’s movement in the square in front of your snake’s head, as a line in the direc-
  tion shown on the die (from the perspective of the snake’s head!).  If a die face is      (locked), instead of any 
  movement, that die creates a new Blockade (see Blockades section below). 
   
  Colliding (with wall/blockade/yourself) 
  If your snake ends up right next to a wall, a blockade, or part of your own trail, you will die unless you have 
  some spare Portal or Jump actions left.  If you do have some left, you can tick one off to: 
   Wall: Portal out through one wall and come in through the opposite wall in the same column/row number;  
   Blockade/Your own trail: Jump across one or more blocked/trail-containing squares (in a straight line, al-
  ways landing ready to enter the next empty square, and not using up a die for such movement). 
  Note: You cannot use  more than the available number of one-time actions - once they’re gone, they’re gone! 
  You can, however, use more than one — even for the same movement — in a turn, if you have enough! 
   
  Power-ups 
  If you land on or pass over a power-up square, you must first create 2 new blockades (see below), then 
  choose one power-up track to level up: either Re-roll, Flip Die, Free Unlock, or Ignore Die.  Whichever you 
  choose, cross off the next Level box along that power-up’s track.  Newly gained power-ups become active on 
  your next turn.  Whenever a track is the first track to reach a new level, you gain an extra snake die to roll each 
  turn [note: this is not optional, you must now roll that many dice each turn]. 
   
  Blockades 
  If you ever have to add one or more blockades: Roll the 2 standard dice, as during setup, to select each 
  new square to blockade.  If the rolled square is already occupied by an existing blockade, an unclaimed power-
  up or your snake’s own trail, you ignore that blockade’s creation — move on to the next blockade, if you have 
  more you need to create still. 
  A dice game of snaking around 
  1 Player | 20 minutes | Ages 8+ 
  Page 1 
   
   
   
   
   
   
   
   
   
   
   
   
  Rules version: 1.1 
   
   
  Designed by: Nick Shaw (BGG user: njshaw2) 
  Released under licence: Attribution - Non Commercial - ShareAlike 4.0 International  
  
  Special Bonus: Rolling 3+ Locked Dice Faces 
  If you roll & keep      dice faces on 3 or more of your dice on a turn, you activate a special bonus: You may 
  gain an extra one-time action of your choice (limited to 2 per type) — draw a solid line around the greyed-
  out circle (    ) of your choice in the One-Time Actions box.  This new one-time action is now available to use 
  at any point on this or future turns, and is eligible for the 3VP bonus if not used by game end.  Note: These 
  locked dice still cause new Blockades to be created!  
   
  Game End & Scoring: 
  When you crash into yourself or a blockade and have no Jumps left, or crash into a wall and have no Portals left, 
  the game is over!  Calculate your score using the scoring table on the game sheet.  Your score is a combination 
  of: # power-up squares passed through × 5, + # unused one-time actions × 3, + # blockades, + # power-up tracks 
  that reached Level-4 × 5, - # squares jumped-over using Jump actions, - # unvisited squares (including unvisited 
  power-up squares!) left on the board × 2. 
   
  Score Ratings: 
   
  <50 
  : Pathetic Worm 
   
  50-74 : Average Snake-in-the-grass 
   
  75-99 : Pretty Super Serpent! 
   
  100+ : Supreme Master of Slithering! 
   
  Portal Example: 
  After 6 turns (with 3 dice, having activated the Level 1 re-roll power-up after mov-
  ing through their first power-up square), the player was a bit stuck, at square [5,2].  
  They couldn’t get out!  They rolled a ‘forward’, a ‘left turn’ and a ‘locked’ face. 
  Hoping for a ‘right-turn’ or ‘left or right’ to start going towards the right, they re-
  rolled just the left-turn die and got a ‘right turn’.  They had no choice but to Portal 
  through the wall, which they did at square [4,2] and started their next turn’s move-
  ment on the opposite wall, at [4,12].  On their next turn, they crossed off one Portal 
  checkbox then rolled their 3 snake dice and got a ‘left turn’ and 2 ‘locked’ faces.  
  They use the left turn movement in [4,12], and must now roll for a new blockade. 
   
   
   
  Jump Example: 
  The player reached square [5,8] and couldn’t avoid the blockade.  They had no 
  choice but to use a Jump action; crossing off a Jump checkbox, they ‘jumped’ 
  over squares [5,9] and [5,10] (showed by dashed lines), landing in square [5,11] 
  to continue the path. 
   
  Note that you can also jump over your own trail.  
  This happens in exactly the same way as jumping 
  over a blockade. 
   
   
  Jump AND Portal Example: 
  You can, if required, use a Jump and a Portal power in one turn...  A little later on 
  in the above game, the player got a bit stuck when some bad rolls meant they 
  were heading into a blockade or a wall.  They decide to portal across the board, 
  using a Portal action out of square [10,12] and into square [10,2], but square [10,2] 
  was blockaded — so they also used a Jump action to jump over that square and 
  [10,3] (landing right onto a power-up square in [10,4]), to then continue moving. 
  Page 2 
   
   
   
   
   
   
   
   
   
   
   
   
  Rules version: 1.1 
  Dice Face Converter 
   
   
   
   
   
   
   
   
   
   
   
   
  Forward 
  Forward 
  Left 
  Right 
  Left or 
  Right 
  LOCKED! 
  + 
  + 
  Designed by: Nick Shaw (BGG user: njshaw2) 
  Released under licence: Attribution - Non Commercial - ShareAlike 4.0 International  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dice Faces Sticker Sheet 
   
   
   
   
   
   
   
   
   
  Rules version: 1.1 
  Designed by: Nick Shaw (BGG user: njshaw2) 
  Released under licence: Attribution - Non Commercial - ShareAlike 4.0 International  
  
SOURCE: textdata/thevault/Kid Friendly/4. Roll & Write Collection/Snakey Dice.pdf