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CDU of 12

Barcode 0-94922 67447-0

invented by Graham Lipscomb



In CDU’s of 12 (base measures 154x 118mm)

Learning Outcomes: Encourages a wider vocabulary
Word recognition & flexibility with word building
Enrichment of spelling ability
Subtle aid to better numeracy
Makes learning fun

Key Characteristics:
Family fun with strategy and learning

Instructions in English

Dicewords is a word game for any number of players (ideally, 2, 3 or 4), age 8 upwards. Each turn you have up to 3 rolls of the 9 special alphabet dice in which to build the highest-scoring word you can.
The key to this game is that the contents of the entire set are listed on what is called The Dice Table, each die being identifiable by a unique colour (and a special character for the colour blind).
The Dice Table enables you to assess the chance of achieving particular letters when rerolling, making for a compelling game of luck, skill and judgement. And the Dicewords set offers over 10 million combinations, so it’s a different game every time ..

An ideal game for travel and summer holidays, easy to pop into a pocket or handbag and an excellent game for Christmas and those long winter nights. An ideal aid for foreign students learning English too!

“A RUNAWAY SUCCESS” M&G Presents, 15th August 2008

‘Dicewords’ Review by Ben Rainbird, The Actor

Dicewords’ title should sum up the general idea of the game – that is, to build as high-scoring a word as possible from a set of nine dice with letters on them. It’s one of those ingenious concepts that you’d have thought of yourself, and which seem so forehead-smackingly simple when they’re explained to you, you wonder why you didn’t.

In my case, I had it explained to me by none other than the game’s creator himself, Graham Lipscomb, who shortly thereafter utterly destroyed me over the course of a few demonstration games. Since then however, I feel I’ve improved somewhat, certainly enough to give you my impression of it…

The game is for any number of players, though the instructions recommend 2 to 4. On each player’s turn, he/she rolls the dice, examines the letters they’ve got, and can then selectively re-roll any of the dice another two times to try and get different letters and build up a high-scoring word. Judicious re-rolling of dice can lead to some seriously big scores. Cleverly, the dice have a colour-coding system which you can check against the included “dice table” sheets to see which dice you need to re-roll. These are also handy for checking if it’s possible to get the letters you need to complete a word, so you don’t waste valuable rolls on impossible ones. There are also little letters to differentiate the dice colours, which is a laudable concession to people with colour blindness or other sight problems.

Distribution of the letters is broadly similar to Scrabble, with the common letters cropping up two or three times, and the higher-scoring rare letters being harder to get. There’s also a ‘wild card’-style question mark which can substitute for any letter, but takes two points off your score.

Once you’ve built up a word you’re happy with, you simply add up the points on the dice, multiply them by the number of letters you’ve got, and you have your score to write down. There’s even a handy score-reckoning sheet included, which should ease the tensions of my fellow numerophobics. The game continues as above, until one of the players reaches a pre-agreed score and is duly crowned the winner.

Dicewords is an excellent, very well-realised game, not to mention a very portable one – the dice, rules and scoring sheets are all contained in a snug little plastic tube. Also, the packaging is designed in such a way that there are no superfluous bits of plastic wrapping or cardboard that will end up on a landfill somewhere. A small point, perhaps, but an example of the kind of thought and consideration that’s gone into every aspect of the game. Dicewords is a class act through and through, and I’d recommend it to anyone.

Distributed exclusively in the British Isles by David Westnedge Ltd.

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