Scoring in * Fortuna *is based on the relationship between the face values rolled on the dice and the face values of the revealed bricks on each player’s turn. The blank bricks represent zero and have no face value. Under normal circumstances, only the dice are compared, added, or subtracted, and the brick faces are never altered. Each marble represents a turn for the player. The game’s length varies, depending on how

The simplest way to score is by directly matching the face value of either die to the face value of either brick.

For example, a player rolls a 1 and a 5 on the dice and then turns over two bricks with the values of 3 and 5. The face values between the 5 die and the 5 brick directly match. This example is a normal scoring condition that adds five points to the tally for this player.

The other simple way to score is if the face values of the dice can be added to or subtracted from each other to equal the face value of one of the revealed bricks. The face value of that brick is added to the player’s tally.

For example, a player rolls a 1 and a 3, then reveals the 4 and the 5 bricks. The 1 die added to the 3 die equals the face value of the 4 brick. This example is a normal scoring condition that adds four points to the tally for this player.

There are four Fortunate ways to score double points in a turn and confiscate a marble from your opponent. These conditions and examples are listed below. You are required to call out the name of the special score or face a challenge from your opponent. In a successful challenge, you will lose a marble, and your opponent may gain a marble, so paying attention to the scoring is very important.

**HAPPINESS**—if you’re mega *Fortunate*, you’ll match the face value of both dice to the face value of both bricks in one turn. The face values of the bricks are doubled for your score that turn. The opponent loses one marble to the dungeon.

For example, a player rolls a 2 and a 3, then reveals bricks with the face values of 2 and 3. This is an unlikely yet ideal condition, thus “Happiness!” This example is a bonus scoring condition that yields ten points.

**CHEESE**—the face values of the dice are 5 and 6, then 5 and 6 bricks are revealed during a turn. This is the highest-scoring variant of *Happiness* in a basic game, yielding twenty-two points for that turn. The opponent loses TWO marbles to the dungeon, making it possible to end the game with a Cheese.

**SMILE**—the value of one die is half the value of the other, and the value of the lower die is the same as the value of one brick. The face values of the bricks are doubled for your score that turn. The opponent loses one marble to the dungeon.

For example, a player rolls a 2 and a 4, then reveals bricks with the face values of 2 and 5. This example is a bonus scoring condition that yields fourteen points. Only three dice combinations in a regular two-player game can create this scoring condition: 1 and 2, 2 and 4, and 3 and 6, with one of the brick face values equaling 1, 2, or 3, respectively.

**GRIN**—the face values of both dice are the same, and one of the revealed bricks matches them. The face values of the bricks are doubled for your score that turn. The opponent loses one marble to the dungeon.

For example, a player rolls a 1 on both dice, then reveals the 1 and the 4 brick. This example is a bonus scoring condition that yields ten points.

There are two *unFortunate*ways to score fewer points in a turn. Also, you cannot free your lost marbles from the dungeon or send your opponent’s marbles to the dungeon, or the dungeon stays fixed. These conditions and examples are listed below. You are still required to call out the name of the particular score or face a challenge from your opponent. In a successful challenge, you will lose a marble, and your opponent may gain one, so paying attention to the scoring is critical.

**HALF SMILE**—the value of one die is half the value of the other, and the value of the higher die is the same as the value of one brick. This is the opposite of a Smile, and the face value of lesser brick is your score for that turn. The other player loses no marbles, and you retrieve none.

For example, a player rolls a 2 and a 4, and then reveals bricks with the face values of 5 and 4. This example is a penalty scoring condition which yields four points. Only three dice combinations in a regular two-player game can create this condition: 1 and 2, 2 and 4, and 3 and 6, with one of the brick face values equaling 2, 4, or 6, respectively.

**WOLF GRIN**—the face values of both dice are the same, and either one or both bricks equal the dice via addition or subtraction. This is the only instance in which you calculate the bricks instead of the dice. It is similar to a Grin, but the key difference is that no directly matching bricks are revealed. Scoring here is based on the total of one or both bricks. The face value of lesser brick is your score for that turn. The other player loses no marbles, and you retrieve none.

For example, a player rolls a 3 on both dice and then reveals the 1 and the 4 bricks. 1 subtracted from 4 equals the 3 rolled on the dice. This example is a penalty-scoring condition that yields one point.

As stated before, *Fortuna *can be played by any even number of players. This requires one game kit for each pair of players. *Fortuna* can be played *Gold Team* versus *Black Team* or every player for themselves. Also, in a game of four or more players, you may roll the dice and flip bricks equal to the number of players for even bigger scoring fun or stick with the traditional two dice/two bricks per turn for narrower odds. Any way you choose to play, may * Fortuna *smile on you!

* Fortuna* is a fun game of math and chance. The object of the game is to accumulate the highest total score by directly matching rolled dice or adding and subtracting rolled dice with exposed bricks before either player loses their three marbles. The game works with any even number of players, which requires one box set for each pair of players. For now, we will discuss two players.

At the start of the game, the eight gold bricks are placed face-down in the center of the playing field. The players roll both dice to see who gets the larger total number. That person receives the coveted gold player disc, meaning they are the gold marbles and get the first turn. That does not necessarily imply Lady Luck is on the gold player’s side. In this ever-shifting game, it is possible to win the battle but not the war.

**TURN STRUCTURE**

1. Scramble the bricks.

2. Roll the dice.

3. Flip over two bricks to reveal the values.

4. Compare the values of dice and revealed bricks.

5. The score is added to the player’s tally if any valid scoring conditions are met between the bricks and the dice. On a successful turn, one marble may be retrieved from the dungeon if previously lost. If unsuccessful, one marble must be surrendered to the dungeon.

6. The next player starts over with step one. Play continues until one player loses their marbles or reaches an established point threshold.

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