Game Guide Rules checked October 11, 2026

Qwixx: Rules, Scoring, Row Locks & Strategy

Use the white dice on every turn, add a colored die when you’re the roller, and score more by filling numbers without skipping too far ahead.

♟2–5 Players◷15 Minutes⚅6 Dice▣4 Color Rows★Highest Score Wins

Qwixx is a fast roll-and-write dice game designed by Steffen Benndorf. Every dice roll involves all players, but the active player also gets a second opportunity to make a mark—and risks a penalty if neither opportunity produces a cross.

This guide explains the two-action turn, why skipped numbers cannot be revisited, exactly when a row can be locked, the full scoring chart and the conditions that end the game.

The decision that defines Qwixx

Every new cross is valuable, but passing over numbers is permanent. Choose whether the immediate reward of advancing a row outweighs the scoring opportunities left behind.

Game at a Glance

1

Roll

Active player rolls two white and four colored dice.

2

Share

All players may use the combined white-dice total.

3

Act

Roller may also combine one white die with one color die.

★

Score

Row crosses give growing rewards, minus missed-turn penalties.

Qwixx setup and components

Qwixx is a roll-and-write dice game by Steffen Benndorf. The Gamewright edition includes six dice—two white and one each red, yellow, green and blue—plus a scorepad. Give each player a scoresheet and pen, and choose a starting player.

The Gamewright edition lists 2–5 players, ages 8+ and around 15 minutes. No personal boards or character powers are involved in the base game.

Each sheet has four color rows. Red and yellow run from 2 at the left to 12 at the right. Green and blue run from 12 at the left to 2 at the right. All rows are filled strictly left to right, regardless of whether the numbers increase or decrease.

The two actions in every dice roll

The active player rolls all six available dice and announces the sum of the two white dice. Every player—including the active player—may cross out that number in one colored row if it is still legally available there. Players may decline.

After everyone decides, the active player only may combine one white die with one colored die and cross out the resulting sum in the row matching the colored die. This second action is also optional.

Example: both white dice show 3 and 4. Everyone may cross out a 7 in one legal color row. The active player may also combine the white 3 with the blue 6 to cross out blue 9, provided that space has not been skipped.

The active player may make up to two marks, potentially in the same row if both obey its left-to-right direction. Other players may mark at most once during the white-dice action.

The most important Qwixx rule: always move right

Within a color row, you can only cross out a number to the right of your rightmost previous cross. You may skip spaces, but a skipped number is permanently unavailable for the rest of the game.

Suppose you mark red 5 and later red 8. The red 2, 3, 4, 6 and 7 can no longer be marked on that sheet. Although red 9 through 12 remain available, the row now has fewer possible total crosses.

That trade-off explains the game: early marks toward the right can produce immediate points, but they sacrifice future scoring potential. To avoid mistakes, lightly strike through skipped values when you advance past them.

How do you lock a row?

To cross out the rightmost number in a row, you must already have at least five other numbers crossed out in that row. For red and yellow, the final number is 12; for green and blue, it is 2.

If eligible, mark the final number and also mark the lock symbol to its right. That lock counts as an additional cross for scoring. The corresponding colored die is removed from the game, and nobody may mark that row again.

For example, having five red numbers already crossed lets you mark red 12 when the dice permit it, followed by the red lock symbol: you will then have seven crosses for red scoring (five previous, the 12 and the lock).

During the white-dice action, more than one player may lock the same row simultaneously, if each meets the five-prior-crosses condition. A row can only be locked with a legal rightmost-number mark; reaching five crosses alone does not lock it.

When do you take a −5 penalty?

If the active player makes no cross in either the shared white-dice action or their optional white-plus-color action, they must mark one penalty box. Each penalty costs five points at game end.

Players who are not active never take a penalty merely for skipping the shared white-dice result. This difference means it is sometimes wise to decline an early cross during another player’s turn while reserving better future numbers.

When a player marks their fourth penalty box, the game ends immediately.

Qwixx scoring chart: 1 through 12 crosses

Each row scores based on the number of crosses, not the values printed on those spaces. Use the table printed at the bottom of the sheet:

Crosses in one rowPointsCrossesPoints
11728
23836
36945
4101055
5151166
6211278

The mathematical pattern is n × (n + 1) ÷ 2, where n is the number of crosses in that row. Add the four row scores and subtract 5 per penalty.

Worked example: red has 4 crosses = 10 points; yellow has 6 = 21; green has 8 = 36; blue has 5 = 15. With two penalties (−10), the final score is 72 points.

The two ways Qwixx ends

The game ends immediately when any one player marks their fourth penalty, or when two colored dice have been removed after their rows are locked. There is no fixed number of turns.

The second lock can occur while several players resolve the shared white-dice action. The official rules note that multiple rows can even be locked simultaneously during that phase. Resolve valid simultaneous marks before comparing scores.

After the end trigger, each player calculates their four row totals minus penalties. The player with the highest total wins.

Eight useful Qwixx strategy principles

  • Protect low-number opportunities. Marking a far-right number too early forfeits many future crosses.
  • Consider all four rows. Focusing exclusively on one can leave easy marks unused elsewhere.
  • Use others’ white-dice results. Since everyone can mark in every turn, remaining engaged increases your potential score.
  • Balance number versus position. A mark farther left generally preserves more options, but delaying every decision can leave you behind.
  • Count toward the lock threshold. You need five prior marks before the final number can legally close a row.
  • Anticipate the end trigger. If an opponent is near a second lock, prioritize realizable points now rather than distant possibilities.
  • Watch penalties on your own turns. Once your rows are advanced, you may have fewer legal combinations and become more likely to take −5.
  • Don’t lock reflexively. Closing a row also removes its colored die and ends further opportunities for everyone, including you.

These are original editorial deductions from the rules, not claims of a personal playtest.

Qwixx variants and editions

The standard six-dice version is the starting point. Qwixx Mixed changes the arrangement of colors or numbers on special scorepads while retaining the basic dice mechanics. Qwixx X-Change introduces a limited-use row that can modify the shared white-dice sum before you cross it out.

Other editions include alternate score sheets and related standalone designs. Check whether a product contains the required dice or only replacement pads. Do not automatically apply special-pad rules to the original four monotonic color rows.

Qwixx FAQ

Can everybody mark a number each roll?

Yes, everybody may use the two-white-dice total once if legal.

Can non-active players combine colored dice?

No. Only the roller may take the optional white-plus-colored-die action.

Can you skip numbers in a row?

Yes, but you cannot later return to skipped numbers to the left.

Do green and blue increase or decrease?

They decrease numerically from 12 to 2, but you still mark from left to right.

How many numbers must be crossed before you can lock?

At least five previous numbers in that row, then the far-right number and lock.

Does the lock symbol count for scoring?

Yes, it adds one cross.

Can two players lock the same row at the same time?

Yes, during the shared white-dice action if both independently qualify.

When do you take a penalty?

Only as active player when you cross out nothing during your turn.

How many penalties end the game?

Four on any one player’s sheet.

Can the game end through row locks?

Yes. The second locked row ends the game.

How many players?

The Gamewright edition is for two to five players.

Sources and editorial scope

Reviewed October 11, 2026. The examples and strategy are original editorial analysis, not a claim of firsthand playtesting. Standard rules are distinguished from optional variants. Editorial policy and corrections.

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