## ---------------------------

### The Story

Cosmic Wimpout originated in the forests of the Pacific Northwest. Two travellers came upon the game and liked it so much that they shared it with people everywhere they went. Many of these people liked it, played it, and wondered where on earth they could find it!

This is a Guide to the Cosmic Wimpout Experience. These small cubes will bring you and your friends hours of fun once you know how to use them. So pick them up and hold them while you read on.

Cosmic Wimpout is like life - the interaction of chance and strategy is contained in the play of the game. The more you play the game, the more you'll see that Cosmic Wimpout is indeed like life - sometimes you're in the Cosmos, and sometimes you Wimp Out! So have fun.

And remember...

Cosmic Wimpout is more than an Experience.....it's a Game!

### OBJECTIVES

The object of the Game is to be the player with the highest total score at the end of the Game. Thus, the object of each turn is to accumulate as many points as you dare without Wimping Out.

### SETTING UP

Any number of people can play. First, decide on a playing surface. (Cosmic Wimpout makes scoreboards for this purpose, but you can use any flat surface.) If you are playing with a scoreboard, each player needs a marker to designate their score. If you are just playing with the Cubes, you'll need pencil and paper, and a scorekeeper.

Next, decide who will go first. Each player rolls a "Common Cube" and the player with the highest roll starts the play. Of course, if there is a tie for highest roll, those player(s) must reroll. Once a starter is determined, play goes in a counter-clockwise direction. Each turn begins by rolling all five Cubes.

### THE CUBES

Cosmic Wimpout is played with five Cubes - four Common Cubes and one Cube of another color with the wild "Flaming Sun" face on one of its sides (the 3 side). When the Cubes are cast, they score in the following ways:

```
.-------. .-------.
| .---- | | . .-. | These score 5 and 10 points respectively unless three
| `---. | | | | | | or five of them are rolled at once (see below).
| ----' | | ' `-' |
`-------' `-------'

Three matching faces rolled all at once scores a Flash, which is worth:

.-------. .-------. .-------.    .-------. .-------. .-------.
| @     | | @     | | @     |    | .---- | | .---- | | .---- |
|       | |       | |       |    | `---. | | `---. | | `---. |
|     @ | |     @ | |     @ |    | ----' | | ----' | | ----' |
`-------' `-------' `-------'    `-------' `-------' `-------'
20 points                        50 points

.-------. .-------. .-------.    .-------. .-------. .-------.
|   ^   | |   ^   | |   ^   |    | *   * | | *   * | | *   * |
|       | |       | |       |    | *   * | | *   * | | *   * |
| ^   ^ | | ^   ^ | | ^   ^ |    | *   * | | *   * | | *   * |
`-------' `-------' `-------'    `-------' `-------' `-------'
30 points                        60 points

.-------. .-------. .-------.    .-------. .-------. .-------.
| \   / | | \   / | | \   / |    | . .-. | | . .-. | | . .-. |
|       | |       | |       |    | | | | | | | | | | | | | | |
| /   \ | | /   \ | | /   \ |    | ' `-' | | ' `-' | | ' `-' |
`-------' `-------' `-------'    `-------' `-------' `-------'
40 points                       100 points

.-------.
| /.+.\ | The Flaming Sun Face is WILD!  It may be scored as 5 or 10
| +|*|+ | points, or it may be considered non-scoring and rerolled --
| \`+'/ | except in the following two situations:
`-------'
```
• The FLAMING SUN RULE says that if the SUN is thrown in the same roll as a pair, those three Cubes must be scored as a Flash.
• If the Sun is the only non-scoring Cube in a roll, it must be counted as a 5 or a 10 and set aside, to avoid Wimping Out.
```
Five matching faces rolled all at once score a Freight Train worth:

.-------. .-------. .-------. .-------. .-------.
| @     | | @     | | @     | | @     | | @     |
|       | |       | |       | |       | |       | = 200 points
|     @ | |     @ | |     @ | |     @ | |     @ |
`-------' `-------' `-------' `-------' `-------'

.-------. .-------. .-------. .-------. .-------.
| \   / | | \   / | | \   / | | \   / | | \   / |
|       | |       | |       | |       | |       | = 400 points
| /   \ | | /   \ | | /   \ | | /   \ | | /   \ |
`-------' `-------' `-------' `-------' `-------'

.-------. .-------. .-------. .-------. .-------.
| .---- | | .---- | | .---- | | .---- | | .---- |
| `---. | | `---. | | `---. | | `---. | | `---. | = 500 points
| ----' | | ----' | | ----' | | ----' | | ----' |
`-------' `-------' `-------' `-------' `-------'

.-------. .-------. .-------. .-------. .-------.
| *   * | | *   * | | *   * | | *   * | | *   * |
| *   * | | *   * | | *   * | | *   * | | *   * | = Instant Winner!
| *   * | | *   * | | *   * | | *   * | | *   * |
`-------' `-------' `-------' `-------' `-------'

.-------.
| . .-. |
| | | | |
A Freight Train of | ' `-' |'s is just too many points.  This is called a
`-------'
SUPERNOVA and if you roll this you are automatically out of the game.

```

Any time the Cubes are cast, and no Numbers, Flashes, or Freight Trains come up, you've Wimped Out, losing all points accumulated during that turn. (There is one exception....see Reroll Clause) The turn passes to the next player. If this happens when rolling all five Cubes, it is called a Train Wreck.

### THE PLAY

You begin each turn by casting all five Cubes. Scoring Cubes must be counted and set aside. The remaining non-scoring Cubes can then be rerolled. You continue to accumulate points until either Opting to Stop and taking those points, or Wimping Out and losing all points from that turn. You have the Option to Stop and take all points after any roll except in three situations:

OPENING ROLL:
You need 35 points to get in the game. Note that once you have gotten in the game, this rule does not apply (i.e. you don't need to get 35 points each and every turn...unless you want to, of course).
YOU MAY NOT WANT TO BUT YOU MUST
If after any series of rolls you have scored with all five Cubes, you must continue your turn, rolling all five Cubes and accumulating points.
FUTTLESS RULE
After a Flash, you must continue your turn, rerolling all non-scoring Cubes. Furthermore, the REROLL CLAUSE stipulates that Flashes Must Be Cleared. That is, in order to Bring Home the points from a flash, you must continue to reroll the original non-scoring Cubes until you score without matching the Flash Face, or Wimp Out.

Anytime one of these three situations do not apply, then you have the Option to Stop and take your points. Unless, of course, you have Wimped Out.

### ENDING THE GAME / LAST LICKS

Once a player's score has passed the previously agreed upon winning total (500 is recommended), then LAST LICKS begin. Each of the other players gets one last chance to try and pass the leader's score. Any player who fails to take over the lead is out of the game. Anytime a leader is passed, the old leader gets a Last Lick to try to pass the new leader. This continues until everyone has Wimped Out, leaving the player with the highest total score as the Winner.

```Ed. Note: This seems to state a different method than just about everyone I
know plays with.  So I guess it is time for the Alternate Last
Licks Interpretation section.  For the record, the ones I use
and everyone I know uses, are Variant B and C here.
Variant A is what I THINK the above is actually saying.  Other
variants are totally made up for use by House Rule Proposal or
whatever...
```

When a player passes the target score (if target score is 500, 505 is required), the following procedure occurs:

VARIANT A:
Any player now tries to beat the leader's score in one turn. The person challenging the leader may be determined any way desired, either by continuing the counter clockwise order, going by score in ascending or descending order, or alphabetically by name, or whatever you like. If the player fails, the player is removed from the game. If the player succeeds, then a one-on-one battle occurs, where the old leader tries to regain his post. These two players continue until one fails and is removed. Then the next player tries to pass whoever is the leader....and so on, until only one remains.
VARIANT B:
In continuing clockwise order, the next player up tries to beat the leader. If the player fails, the player is removed. If the player succeeds, the next person, counterclockwise, must now beat THIS new leader's score. The old leader is not immediately affected in any way.
VARIANT C:
All players try to beat the leader's score. Any who fail are removed. Any who succeed stay in. The player with the highest successful score is now the leader, and the rest of the players who are still in the game (including the old leader) must try to beat THAT score. When all players fail to beat a leader, that leader is the winner.
VARIANT D:
Same as variant B, mostly...but the old leader is removed from the game - no second chance! (This makes it VERY bad to create a Last Licks situation in a close game!)

Any other ideas on how to vary the endgame specifics?

### THE GUIDING LIGHT - Rules for creating House Rules

In order for a Rules Change (adding or deleting rules, House Rules) to be valid in a game:

1. All players must agree - Unanimous Approval. Any player declining a new rule prevents the change.
2. If put into effect in the middle of a game, the new rule must go into effect the -next- time the relevant situation arises, -not- affecting the current situation if it was the cause for the new rule.

```Popular House Rules...

BUMP              Whenever you land on the score of another player,
you send them back to the score you started at on that
turn.  Example:  You have 40, your opponent has 115.  On
your turn, you get 75 points.  This lands you on your
opponent at 115, and on arrival, you send that opponent
back to 40.  Potentially nasty!  This can be also used in
Last Licks to make your job easier (by 5 points, and a
whole lot more. :) )  This also has a flip-side if used in
conjunction with the 1/3/5 and related rules.  (See 1/3/5

Insurance Points  The Insurance Point is an interesting little thing.
Whenever you roll all 5 dice, and everything works, in
addition to the points, you also get an Insurance Point
[hereafter called an IP].  At any time later in the game,
2 IP's may be traded in to nullify your own roll (for
example, you have 280 points, 3 cubes left.  You roll,
and get a 3 4 3.  This would be a wimpout.  However, you
trade 2 IP's in, and that wimpout roll is instantly erased,
and you roll those 3 cubes again.  You get a 5 2 3, score
the 5 and take the 285 points!  Sometimes you spend the
IP's and you wimpout again.  Oh well....Such is life...
But that's not all!  You can also trade in 4 IP's to
nullify an opponent's roll!  Truly nasty if your opponent
has 380 points, one common cube to clear a flash 10, and a
5 is rolled.  That would save to 385 and YMNWTBYM...but
you plunk the 4 IP's down and say, "That didn't happen.
Try again. :)"  Rolls a 3 and wimps out HARD.  NASTY!

NOTES: 1) IP's cannot be redeemed on the same turn they
were issued.

2) If you earn an IP in a turn, but wimp out, the
points are gone, but you get to keep the IP.

3) IP's cannot be earned in conjunction with
another House Rule (e.g. Cosmic Sampler).

4) IP's may not be redeemed during Last Licks.

Cosmic Sampler    Whenever you get a 5 or 10, and one of each of the
non-scoring faces on the other 4 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.  Note that this does NOT qualify for an Insurance
Point (See IP), under the NBSAOOBS Rule (No Beneficial
Specials Allowed On Other Beneficial Specials)...unless of
course you invoke a house rule that allows this.

1/3/5             (Inspired by the Oakland Scoreboard)  This makes the 100,
300, and 500 spaces the same space, with regards to any
rule involving interaction of two or more player scores.
(e.g. Bump, Eclipse1&2.  NOTE: With Bump, this provides a
bizarre twist:  You have 260, your opponent has 100.  You
get 40 points, and hit 300.  However your opponent has 100,
which is on the same space as 300.  Your opponent is bumped
from 100 'back' to 260.  I believe a 'thank you' is
definitely in order? :) )

(n)TW             Train Wrecks are tallied.  If any player gets (n) Train
Wrecks in the game, the player is immediately ejected!
Three is a very common value (Three Strikes, yer out), but
playing with 1TW makes for a very tense game!  Note that
if all players trainwreck themselves out of the game, the
remaining player must get to the agreed number of points
without getting ejected too!  It is possible that there is
no winner, especially with 1TW.

Recovery          At the beginning of the game, everybody is given a small
circle above their scoresheet column (or if playing on a
scoreboard, have a bunch of tokens/counters handy).  This
signifies being subject the 35 point requirement of the
Opening Roll rule.  When 35+ points is scored, the circle
is filled in (or the counter is turned in).  However, if a
player Train Wrecks, a circle is added.  This circle MUST
be cleared by a roll of 35+ points.  Note that if a player
wrecks while subject to a circle, the player now has TWO
circles to clear, individually.  Only when the player has
no unfilled circles are they exempt from the 35 point
minimum.

[NEW!] Extension1: If at any time a player has 4 unfilled
circles, or has received 7 wrecks altogether,
(8 circles total, counting the original one
starting the game) the player is considered
terminally wrecked, and ejected from the game.

[NEW!] Extension2: Any player with any unfilled circles when Last
Licks occurs cannot participate, and is
ejected.

NOTE: Having (n)TW and Recovery in the same game is NOT
recommended.

Eclipse           Variant 1: A score that is occupied by another player is
OFF LIMITS to any other player.  The player
MUST keep going to not land on that score.

Variant 2: (Recommended only with scoreboard (except
Oakland) based games, highly recommended on the
Berkeley Board)  A score that is occupied by a
player, and all scores radiating out from it
are OFF LIMITS to any other player.  The
player MUST keep going to not land on that
score.  Plus, if a player eclipses you from up
the beam (by stopping on a score that puts them
between you and the center (e.g., you have 220
on the Boston board and someone stops on 420),
you must immediately lose 5 points (result 215)
in order to escape the eclipse!  If the score
you escape to is also eclipsed by someone else
- you guessed it - go back again.  Of course,
if someone is now eclipsed by you in your
current position, they lose 5 points as well (a
custom high-endscore board could have this
happen quite a bit with many players in the
game...)

NOTE: This rule is INCOMPATIBLE with the Bump rule!!

Full House        This is a VERY wicked rule.  Whenever 2 pairs and a sun
are rolled (e.g. 2 2 4 4 *), the Sun matches BOTH pairs
and BOTH Flashes are scored, PLUS you get an IP (see
Insurance Point).  That's the good news.  The	bad news is
that BOTH Flashes MUST be cleared at the SAME TIME!  This
can be near impossible.  Further, the Suspend(n) rule
(below) is automatically added to the game with n=10.

Particularly nasty is [10 10 5 5 *]... No 10's or 5's can
be used, nor can suns be 10's or 5's.  There are only two
ways out:  triples without 5's/10's, or a Freight Train,
both of which still require you to keep rolling.

Note that in this case, [2 3 4 6 *] is VERY interesting.
There are two ways this can be interpreted:

1: DEATH!

The sun is the only potential scorer, and the 10's and
5's are, by the full house, forbidden.  Usind the
interpretation that the sun must be used in whatever way
works, this means it must be scored as a zero,
non-scoring.  Nothing scores, therefore it is a Wimpout.
Also, since the Flashes Must Be Cleared rule overrides
all others that do not specifically state that they have
precedence, a Cosmic Sampler CANNOT be used as an easy
way out.

2: Reroll from Sun Match

The sun is the only potential scorer, and must be
called as either a 10 or a 5 due to no other scoring
opportunities.  Since 10 and 5 are taboo due to the
double-flash, either way, it's reroll time.  CS still
cannot be used as an easy way out, of course.

Suspend (n)       This rule states that if you are trying to clear a flash,
you are granted (n) rolls to do it.  if you have not
cleared the flash after (n) rolls, your turn is suspended
and play continues with the next player.  When play
returns to you, you continue where you left off, clearing
the flash (or flashes, if the Full House rule was
responsible)...or trying.  The usual value of (n) is 10.

Kill (n)          Same idea as Suspend, but instead of suspending turn, the
player simply automatically wimps out after n tries.  Most
common value of (n) is 5.

Have fun with these variations!

```

To get a catalog from the manufacturer, write to:

```
Cosmic Wimpout
P.O. Box 3199
Greenfield, MA  01302
```

Also, if you are interested...

This game is available on at least 2 different MUCKs, for those wanting to play online! All you need is telnet access (though anyone who is serious about MUCKing should have a M* client like TinyFugue, but one isn't absolutely necessary...), and the following addresses:

```
MUCK Name:                             Address & Port No.
----------------------------------------------------------------------------
SocioPolitical Ramifications (SPR)     svansmoj.ctrl-c.liu.se 23
(Note: NEW Address!  LAG FREE!!)       130.236.252.42 23

FurryMUCK                              199.201.68.101 8888