Paper Pinball Goblin Circus B W 03
Paper Pinball Goblin Circus B W 03
Paper Pinball Goblin Circus B W 03
Each turn, Roll 2 dice, then write or cross out their total in one of the scoring zones
listed below. Some scoring zone sets will cause an effect if you fill all of them.
x2 mp
ple i
bma ultto
ra
Effects are shown on the board, near the set.
lr
to s
bu M x2
12 Rather than filling a zone, you may lose a ball. (Shown at the bottom of the table). If
you are ever unable to fill a scoring zone or lose a ball, the game ends.
2
Multiball
12
2
Active Lost
If multiball is active, roll 3 dice and pick two each turn.
Instead of losing a ball, you may lose multiball.
Magnets
You may mark one of these to ignore a roll and reroll any or all of the
dice
Bumpers
Write any number in these. You may x2
not write the same number in two
jackpot Bumpers of the same set
Ramps
Fill these starting at the bottom of x2
the set. You must write a higher
number in each ramp in the set.
Targets
11 Cross these out if you roll the
JACKPOT number shown. Worth 5 points each
and 10 points for a complete set.
M
ll
ul
ba
8
6
ti
Jackpot
ti
ba
ul
JACKPOT
When you trigger the Jackpot, roll all
ll
7
Extra Points
Some scoring zones give extra points as an
effect. In addition, if you fill all scoring zones,
Metal Balls Remaining receive 50 bonus points for each remaining ball.
Snail
Idea
Workshop
Initials: Total: