The Story
Your big day is coming up and you've got a lot of planning to do. You have to get the food, photographer and invites ordered. You've got to pick out the dress and the cake. You've got to fill up the chapel with your guests. And find the money to pay for all of this. But as long as you can keep the in-laws happy and pull everything together, you'll be rewarded with endless love and a memory that will last forever. |
What Makes the Game Fun? The Big Day:
- Is a roll-and-write game
- It has dice drafting
- It has a wedding planning theme
- There are several strategies towards victory
- It is portable and can be played almost anywhere
- Is a roll-and-write game
- It has dice drafting
- It has a wedding planning theme
- There are several strategies towards victory
- It is portable and can be played almost anywhere
Game Setup
- Give each player one score sheet and a pencil.
- Shuffle the in-law cards and place them face down in a pile. Turn the top in-law card face up so that all players can see it.
- The player who most recently got married goes first. If no one is married, the player who has been in the longest, current relationship.
Game Play
1. The first player picks up and rolls all of the dice.
2. That player chooses one of the dice to take.
3. The player chooses one of the three areas to use the dice.
Choice 1: SERVICES
- If a player chooses a pink or blue dice, they can use it for a service that matches the dice color
- The player writes in the value for the service they want to begin by writing in the dice value (measures in dice pips) into the first box of that service.
- The player must cross out that much money from the money section. If you don't have enough money to pay for this service, you cannot complete this action.
- If all three boxes of a service are filled in, add up the total and write the value into the empty heart. Then fill in a heart in the HAPPINESS section.
Choice 2: CHAPEL
- Dice value 1, 2 or 3 can be used to fill in a circle for the bridesmaids or best men section. The color dice must match the section.
- A pink or blue dice can be used to fill in circles for the main chapel area in the matching color section. Fill in one circle for each dice pip.
- If you complete an entire row in the chapel, fill in a heart in the HAPPINESS section.
Choice 3: MONEY
- If you take a green dice, you can use the dice value (measured in dice pips) to fill in that many money circles.
- Each filled in money circle is worth $1.
- For every $5, you get a one-time free action to re-roll a dice that you take. You can use it on the current or a future turn. Cross it out once you use it.
- If you complete a money row, fill in a heart in the HAPPINESS section.
After you take a dice and assign its value as described above, it becomes the next players turn. That player chooses any of the remaining dice to use for their turn. The round is over when there is one dice remaining.
HAPPINESS Section
- If you fill in a row of hearts in any section (other than HAPPINESS), you instantly add the money to your money section.
End of Round
- The round is over when there is one dice remaining.
- All players can use the color and value of the remaining dice.
Note: The dice cannot be re-rolled using a re-roll power.
- Resolve the in-law card. Whoever has the most or best of the in-law card fills in a heart in the love section. The player with the least or worst of that request crosses out a heart (starting at the bottom of the Love section). In the event of a tie, all tied players receive the reward or punishment.
- After each player has gone, the first player marker moves to the next player on the left
- Discard the previous in-law card. Flip a new in-law card face up.
- Repeat the steps above starting by picking up and rolling all of the dice.
End of the Game
- The game is over immediately once one player does not have any empty hearts in the HAPPINESS section. You do not resolve the in-law card.
Note: An empty heart is a heart that has not been filled in or crossed out in the HAPPINESS section.
End game scoring
- Add up all of the services hearts (must have completed all three boxes), chapel hearts and money hearts at the end of a row. Then add up the remaining money and divide by 2. Add both of those numbers together. The highest score wins.
- In the event of a tie, the player with the most remaining money wins. If there is a tie, the player with the most total money (spent or unspent) wins. If still a tie, then best cake. Then best dress. Best Photo. Best Food. Best DJ. Best Invite. Most filled in chapel.
1. The first player picks up and rolls all of the dice.
2. That player chooses one of the dice to take.
3. The player chooses one of the three areas to use the dice.
Choice 1: SERVICES
- If a player chooses a pink or blue dice, they can use it for a service that matches the dice color
- The player writes in the value for the service they want to begin by writing in the dice value (measures in dice pips) into the first box of that service.
- The player must cross out that much money from the money section. If you don't have enough money to pay for this service, you cannot complete this action.
- If all three boxes of a service are filled in, add up the total and write the value into the empty heart. Then fill in a heart in the HAPPINESS section.
Choice 2: CHAPEL
- Dice value 1, 2 or 3 can be used to fill in a circle for the bridesmaids or best men section. The color dice must match the section.
- A pink or blue dice can be used to fill in circles for the main chapel area in the matching color section. Fill in one circle for each dice pip.
- If you complete an entire row in the chapel, fill in a heart in the HAPPINESS section.
Choice 3: MONEY
- If you take a green dice, you can use the dice value (measured in dice pips) to fill in that many money circles.
- Each filled in money circle is worth $1.
- For every $5, you get a one-time free action to re-roll a dice that you take. You can use it on the current or a future turn. Cross it out once you use it.
- If you complete a money row, fill in a heart in the HAPPINESS section.
After you take a dice and assign its value as described above, it becomes the next players turn. That player chooses any of the remaining dice to use for their turn. The round is over when there is one dice remaining.
HAPPINESS Section
- If you fill in a row of hearts in any section (other than HAPPINESS), you instantly add the money to your money section.
End of Round
- The round is over when there is one dice remaining.
- All players can use the color and value of the remaining dice.
Note: The dice cannot be re-rolled using a re-roll power.
- Resolve the in-law card. Whoever has the most or best of the in-law card fills in a heart in the love section. The player with the least or worst of that request crosses out a heart (starting at the bottom of the Love section). In the event of a tie, all tied players receive the reward or punishment.
- After each player has gone, the first player marker moves to the next player on the left
- Discard the previous in-law card. Flip a new in-law card face up.
- Repeat the steps above starting by picking up and rolling all of the dice.
End of the Game
- The game is over immediately once one player does not have any empty hearts in the HAPPINESS section. You do not resolve the in-law card.
Note: An empty heart is a heart that has not been filled in or crossed out in the HAPPINESS section.
End game scoring
- Add up all of the services hearts (must have completed all three boxes), chapel hearts and money hearts at the end of a row. Then add up the remaining money and divide by 2. Add both of those numbers together. The highest score wins.
- In the event of a tie, the player with the most remaining money wins. If there is a tie, the player with the most total money (spent or unspent) wins. If still a tie, then best cake. Then best dress. Best Photo. Best Food. Best DJ. Best Invite. Most filled in chapel.