
Spots turns a pack of spotted dogs into a race to complete a collection. Every unfinished dog gives you a reason to want another roll, while dice you cannot use make that temptation more dangerous.
How it plays
Each player starts with two dog cards showing spaces for particular die results. On your turn, choose a faceup trick tile from the shared six, turn it facedown and follow its instructions. Most tricks involve rolling dice and placing them on matching dog spaces. Used tricks become unavailable until the tiles are reset when just one remains faceup.
Dice you leave unplaced go into your yard. If their combined value exceeds seven, your turn ends and you lose every die from your yard and unscored dogs. Treat tokens offer another chance: spend one before placing or burying a roll to reroll all its dice, including results you wanted to keep.
Instead of taking a trick, you can spend a turn scoring your fully filled dogs: remove their dice, flip the cards over and draw replacements, up to six dog cards in total. Scored dogs stay safe when you bust. You can keep taking tricks to finish more dogs, but their placed dice remain at risk. Completing all your faceup dogs during a trick scores them immediately without spending a separate turn, provided the whole roll is resolved without busting. The first player to score six dogs wins.
Solo play uses a dice-controlled opponent that takes trick tiles and scores dogs. You race it to six scored dogs.
Learning the game
Begin with the six recommended trick tiles. The main distinctions to explain are completed versus scored dogs, when a whole roll must be resolved, and why spending a treat rerolls every die in that roll.
