# Choice by Sid Sackson

Choice is a dice game that seems quite simple at first, but it soon becomes apparent that many tricky decisions are required, hence the name. Any number can play.

1. Each turn the GM rolls 5 D6 to generate 5 numbers, e.g. 1,3,3,4,5.

2. Each player will choose one of the numbers as a "Wurfel" putting it into his Wurfel Storage area. The other four dice are used to make two numbers between 2 and 12 (two dice being used to make each number). So in the example above the player could choose 3 as his Wurfel and and make 1 + 5 = 6 and 3 + 4 = 7 as his numbers.

3. A player may store 3 different values of Wurfel in his storage area, and a player's participation in the game ends when he has 8 Wurfels of the same number in his storage area. It may be that a player cannot choose a Wurfel on a given turn as none of the numbers rolled match any of the 3 numbers he has already used for his Wurfels. In this case he simply discards one die and uses the remaining four to make 2 numbers.

4. When a player's participation ends (i.e. they have 8 Wurfels of the same value) their score is calculated as follows:

Each scoring number (2-12) will have been selected a certain number of times by the player.

• If a number has never been chosen, score 0 points.
• If a number has been chosen 1-4 times, score -200 points.
• If a number has been chosen 5 times, score 0 points.
• If a number has been chosen 6-10 times, it scores (no. of times - 5) * multiplier.
• The multipliers are 2 = 100, 3 = 70, 4 = 60, 5 = 50, 6 = 40, 7 = 30, 8 = 40, 9 = 50, 10 = 60, 11 = 70, 12 = 100.
• Eleven or more occurrences score the same as 10.

E.g. 7 4s scores 2 x 40, 9 7s scores 4 x 30 and 12 9s scores 5 x 50.

5. The game is usually played 2 turns at a time - i.e. in each postal round 2 rolls are given at the same time. Another option is to reduce the mumber of turns per postal round as the game progresses, e.g. 4, 4, 4, 3, 3, 3, 2, 2, 2, and then 1 thereafter.

### Suppenkasper Variant      As per the standard game, but each player has 6 special cards that can be played once per game:

• FdH: Remove any two numbers from the five, leaving one pair plus 1 possible wurfel
• Null: Do not take a wurfel this round
• KUR: Take a wurfel but no numbers this round
• -1: Refuse all the numbers this round
• -2: Refuse all the numbers and decrement the count of one of your wurfels
• Suppen-Kasper: Use all the numbers on your leftovers plate

Leftovers Plate:
Any numbers not used as the result of special cards go on the player's leftovers plate. The contents of each plate are given in the turn report. When a player plays the Suppen-Kasper card, the fussy eater has been ordered by their mum to eat up what's on the plate. All the numbers must be paired and if there is one remainder, it may count as a wurfel as per the normal rules (there is no obligation to choose a number that is an existing wurfel, one that isn't will either be discarded or become a new wurfel if the player has 2 or less).

Only one special card can be played per round, except Suppen-Kasper which can be played on its own, before another card, or after another card. Example:

Postal Turn 2:
Round 4: no card
Round 5: play null
Round 6: play -2, then Suppen=Kasper

by Richard Smith 2021