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Doubles Wild is a game of luck and strategy where the object is to make as many 3-in-a-rows as possible in any direction. Your roll determines where your marker may go. If you don't like your first roll, try again, rolling the blue dice, the red dice, or both. If you roll a double on red or blue, that's WILD, and you may place your marker anywhere in the row or column. If you land on your opponent's marker, you battle for control of the square. Play offense to make your own 3-in-a-rows, defense to block your opponent. Doubles Wild takes just 5 minutes to learn.
This is one of those games that some will criticize because it uses dice - a lot, in fact every roll. And yes, if you consistently roll poor dice, you will lose. However, I have found most of the time, the dice seem fairly even. Further, I have come to realize that even games that have dice or cards, there are some people that still consistently win. It's usually because good dice alone don't win a game. You do need strategy and that is true of this game as well. Not a lot, but some. Every dice roll you make a decision - do I keep this one or risk another. Sometimes it's a no-brainer, but other times it's a tougher decision.
This definitely is not in my 'must have' category. In fact I would rate it average at just 3 stars. The only reason I give it 4 is because for some reason my kids and I keep coming back to it. This game is probably one of the most played games in my closet. Probably because it's very easy, kids can play, very little setup, and it's a quick game.
Again, not a great game, but if you want to relax and play a game with limited decision making, and a lot of luck, this might be for you.
Board has 81 squares, numbered 3 to 11 on one edge (red) and the same for blue edge. Roll two dice of each color and place your color chip on intersecting square. Get 3 or more in a row and score. Roll doubles on red or blue dice and pick which number you want in that row or column. Battles take place when you land on a space which is owned by another player. Winner of battle takes control of space. Game ends when the turn passes to a player who has no more chips.
My girlfriend bought this game from Funagain as a Christmas gift for me, and we've played it a number of times in the last few weeks.
Game play is very easy to learn and can be briefly described as follows:
Two to four players select different colors for their plastic markers. When each player's turn occurs, they roll 4 dice, 2 red and 2 blue. One set of dice determines the row, and another the column for placing a piece, with the object being to make lines of 3 or more pieces in a horizontal, vertical or diagonal direction. (The longer the lines, the more points you get.)
The strategy elements occur when you get doubles on the row or column dice, allowing you to choose any position along a the column or row. For example, if you roll a pair of 4s on the row dice, and a total of 10 on the column dice, you can choose any cell in column 10.
If you don't like your first roll, you can roll one or both dice sets again, but you are forced to accept the second roll, which could put you in an unfavorable part of the board, such as out on the corners.
You can also battle another player for an already occupied cell that is not part of a line formation, but you should be careful doing this, since the battle rules favor the defender, and you risk losing a piece if you lose the battle. Another thing that complicates the game is that you can't break up a line, but instead can be forced to watch it go longer, and extend in other directions, putting you at a big disadvantage as far as scoring goes.
No 2 nor 3 and no, of course, 4 player standard game have the most fun that you can get when you play a team 'doubles wild' play. I make accidentally this decision to play it this way, with three other friends last night, and I hit the spot! Suspence, team discussion and argument, teasing, celebrations (when the right roll comes) are elements that pop out from a game that when you play it any other way seems only just ok. One last point I want to mention for this game is the very good 3 round dice battle. It reminds me the decisions you have to make in weight lifting sports. Stay where you are or go for a better roll? Make a second re-roll or go straight to the 3rd round and give your opponent only one chance? You need strategy, you need luck (don't forget, it is a dice game). Maybe it is not 'Call my bluff' but it is a good one.
Mensa gave this game some kind of recognition but I can't understand why. Doubles Wild is about as intellectually stimulating as a game of Cootie but not half as fun.
I tried 2-player and 3-player sessions and both turned out the same way. One player got good rolls, clustered his pieces, and took a huge lead early on. The other players could not catch up at all by game's end--and how could they? They knew where they had to put their pieces, but the dice just would not let them. Battles for squares were seldom and did little to turn the tide of the game.
Doubles Wild is like trying to play chess with a pop-o-matic or Go with a spinner. There is really no strategy involved in deciding to roll a pair of dice again or not; not much excitement or player interaction either. The game just kind of plays itself and reduced our players to bored onlookers.
Not only is the game dull and stupid, it's overpriced, too. For $15 you get some small plastic chips, six dice, and a small one-piece gameboard with a nauseous color scheme.
I was embarrased to introduce this game to my friends. The designers should be ashamed for publishing it. I can not imagine any gamer, young or old, casual or serious, enjoying this game for a single minute.