Game Info

Cosmic Cows
2
average 30 minutes
Casual
Published in
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Fantasy Dice Animals
Dice Rolling Roll / Spin and Move

from translation: OBJECT: First player to advance three (3) pawns into his win zone PLAY: (the dice rolling for all practical purposes follows standard “yahtzee” format) Player rolls all five dice, then may set aside any of them to establish any of the NINE zones (chance, 1, 2, 3, Kniffell, 4, 5, 6, straights) Player may set aside, pick up, re-roll any dice up to THREE rolls while trying to create the best combination of dice to move a pawn(s). To move a pawn, one of the following dice combinations must be created: Pair (zwilling) Move the pawn two (2) spaces towards player rolling dice, i.e. a pair of 4’s = move the #4 pawn two spaces. Triples (drilling) Same as above, but move three (3) spaces. Four of a kind (Vierling) Same as above, but move pawn four (4) spaces Two Pair (doppell zwilling) Move each corresponding pawn two (2) spaces Full House Move corresponding pawns three (3) spaces / two (2) spaces NOTE: Two Pair & Full House are the ONLY combos that allow a player to move TWO PAWNS in one turn Five of a kind (Kniffel) Move the center pawn (Kniffel) all the way to player’s back win zone. If pawn is in opponent’s back win zone, move to center. Player MUST move the Kniffel pawn, when possible. Only when player has Kniffel pawn in his win zone, may he then move the corresponding dice # five spaces towards his win zone. Straights (Straße) A small (kleine) straight (4 dice in sequence) moves pawn three (3) spaces, a large (große) straight, moves pawn four (4) spaces. Chance Total all dice. Total = 10 - 12 OR 23 - 25, move pawn three (3) spaces. Total = 5 - 9 OR 26 - 30, move pawn four (4) spaces. Player MUST choose one of these options to move a pawn. He may not combined them, i.e., small straight w/ a pair. 1, 2, 3, 4, 3. After the third roll, if player has no options to move a pawn, he forfeits his roll. Players do NOT need an exact count to move pawn back to its last line in his win zone. Excess moves are lost. Pawns are neutral, regardless of their location on the board. A pawn in a player’s WINZONE can be moved out with the proper dice roll by his opponent. Game ends immediately when either player has THREE pawns in his win zone. Redevelopment of: Quadwrangle From the publisher, Playroom Entertainment: It's time for the Annual Extraterrestrial Cow-Pulling Contest, and aliens from all over the galaxy have come to watch the event! Go head to head with your cross-cosmos rival to see who can abduct three Cosmic Cows™ first! Roll different combinations on the dice to choose which tractor beam to use in order to abduct the cows. With a good mix of strategic offensive and defensive maneuvers, decide which combination of the unknowing bovines to pull toward your spaceship or away from your opponent's! The player that pulls three cows into their Danger Zone wins, in this dicey game of alien tug-of-war! For 2 Players or Teams, 20 Minute Playing Time, Ages 8 to Adult Designer: Maureen Hiron Contents: Gameboard, 10 Dice, 10 Cow Pawns and Instructions in English, Spanish & French

Overall Statistics for Family Newell

Total Games Played: 5
Average Players Per Game 3.2

Win/Loss Statistics for Family Newell

Badges Name   NemePoints   Total Games   Avg. NemePoints   Wins / Losses % Won  
Ken 55  5 11.00 
3
2
60 %
Shannon 50  5 10.00 
2
3
40 %
Shaelyn 45  3 15.00 
3
0
100 %
Kaleigh 18  3 6.00 
0
3
0 %

    Last 5 Played Games for Family Newell

    Date Played Result
    12/31/2010
    1st Ken
    15 
    1st Shaelyn
    15 
    3rd Shannon
    3rd Kaleigh
    10/11/2009
    1st Ken
    14 
    2nd Shannon
    10/11/2009
    1st Ken
    14 
    2nd Shannon
    10/5/2009
    1st Shannon
    15 
    1st Shaelyn
    15 
    3rd Kaleigh
    3rd Ken
    10/5/2009
    1st Shannon
    15 
    1st Shaelyn
    15 
    3rd Kaleigh
    3rd Ken