Dice games
That’s Pretty Clever!
Score the most points on your sheet by choosing your dice cleverly to fill five coloured areas, setting off chains of bonuses and foxes along the way.
Checked against the official rules · October 2026
- players
- 1–4
- minutes
- 30
You’ll need the game box. Marquoir sums up the rules and keeps score.
Setup
- The box holds a pad of score sheets, 6 dice (yellow, blue, green, orange, purple and white) and 4 pens; the silver platter is printed on the box.
- 1 to 4 players, ages 8 and up.
- Everyone takes a sheet and a pen; whoever reckons they are the cleverest takes the six dice and opens the game.
- The game lasts 4 rounds with four players, 5 rounds with three, 6 rounds with two or solo.
- At the start of each round, everyone crosses out the round number on their sheet. Rounds 1 to 3 give the action printed under their number; round 4 gives one of the two black bonuses, your choice: a cross in yellow, blue or green, or a 6 to write in orange or purple.
How to play
- During a round, each player is the active player once, starting with whoever holds the dice and then to the left.
- The active player rolls the six dice, chooses one, puts it on one of their three die spaces without changing its value, and writes it in the area of its colour. The white die stands for the colour of your choice.
- Every die showing a lower value than the chosen die goes onto the silver platter: the active player can no longer use it.
- They reroll the remaining dice and do the same again, three rolls at most. After the third, all remaining dice go onto the platter. Choosing a high die too early can cost you rolls.
- Then the other players all choose one die from the silver platter at the same time and write it on their sheet. The dice stay on the platter: several players may take the same one.
- A passive player who cannot use any die on the platter may take one of the dice on the active player's spaces; they cannot skip the platter on purpose to get those dice. An active player who can do nothing with a roll writes nothing.
- Yellow area: cross off the die's number wherever you like, only one of its two copies per die.
- Blue area: always add the blue die and the white die, wherever they are, and cross off that sum wherever you like.
- Green area: from left to right, without skipping a box; the die must be at least the number in the box.
- Orange area: from left to right, write the die's value; four boxes double or triple it.
- Purple area: from left to right, each number must be higher than the previous one, except after a 6, when anything goes.
- Bonuses: filling a box that shows one, or completing a yellow row, a blue row or a blue column, triggers it at once: a cross in the area shown, or a number to write in the orange or purple area. A bonus can trigger others, in a chain.
- Earned actions: some boxes or columns, the yellow diagonal and rounds 1 to 3 unlock them; circle a space on your action track, then cross it out when you use it, that turn or later. The reroll lets the active player alone reroll all the dice they have just rolled. The extra die lets you, at the end of your turn, write any one of the six dice, each die only once per turn.
Scoring
- Yellow area: each fully crossed-off column scores the number printed beneath it, from 10 to 20 points.
- Blue area: by number of crosses, 1, 2, 4, 7, 11, 16, 22, 29, 37, 46 then 56 points for 1 to 11 crosses.
- Green area: the number printed above the last cross, that is 1, 3, 6, 10, 15, 21, 28, 36, 45, 55 then 66 points for 1 to 11 crosses.
- Orange and purple areas: the sum of the numbers written.
- Foxes: each is worth the total of your weakest area; an area at zero makes them all worthless.
- In Marquoir, enter the number of crosses in blue and green, and the counter applies the scale; for yellow, orange, purple and the foxes, enter the points.
End of the game
- The game ends after the last round, once the passive players have written their dice.
- Everyone may still use their remaining extra-die actions; unused rerolls are of no further use.
- Add up the five areas and the foxes: the highest total wins.
- On a tie, the best score in a single area decides; if still tied, the victory is shared.
House rules and pitfalls
- Solo, play 6 rounds alternating roles: six times active player, six times passive player. As passive player, roll the six dice, put the three lowest on the silver platter and choose one of them, with no reroll allowed.
- Solo, when values are equal, the die that landed closest to the silver platter is the one that goes there.
- In the blue area, never write a die on its own: always the sum of blue and white, even if the other die is already on the platter or on a space.
- An extra die may reuse a die already used, even by you, but not the same die twice in the same turn.
Frequently asked questions
How do you score in That's Pretty Clever?
Each area has its own scale: complete columns in yellow, number of crosses in blue and green, sum of numbers in orange and purple. Each fox is then worth the total of your weakest area.
How much is a fox worth?
As many points as the coloured area that scored least on your sheet. If one area scored nothing, every fox is worth zero.
Can the active player take a die from the silver platter?
Not during their rolls. Only an extra-die action, at the end of their turn, lets them take back any of the six dice.
How many rounds does a game last?
Four with four players, five with three, six with two or solo.
The box
- Released
- 2018
- Age
- Ages 8+
- Designer
- Wolfgang Warsch
- Artwork
- Leon Schiffer
- Publisher
- Schmidt Spiele
- Mechanics
- Dice RollingPaper and PencilRe-rolling and LockingChainingSolo Play
- Contents
- 1 pad of score sheets with five coloured areas
- 6 dice: yellow, blue, green, orange, purple and white
- 4 pencils
- The silver platter, printed on the box
Rules on video
Videos in French, hosted on YouTube.