How to Play

Twice as Clever!

1-4 players 30-30 min 7.4 Board Game Geek Rating

Players take turns rolling six dice, selecting one to fill their scoring grid, then setting aside lower-numbered dice before re-rolling the rest. The white die serves as a wild card for any color. After the active player picks up to three dice, others choose from the set-aside dice for their own sheets. Victory comes through completing five unique dice-marking challenges.

Published 2019

Twice as Clever!

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Distribute materials
Each player receives one felt-tip pen and one score sheet
2
Choose starting player
Randomly select who will be the first active player
3
Give dice to starting player
The starting player takes all 6 dice (yellow, blue, green, pink, silver, and white)
4
Determine game length
Play 4 rounds with 4 players, 5 rounds with 3 players, or 6 rounds with 1-2 players
5
Note round bonuses
At the start of each of the first four rounds, each player receives one bonus as shown on the Round track on their score sheet

On Your Turn

What you can do during your turn.

1
Roll all dice
The active player rolls all 6 dice at once
2
Choose first die
Select one die and place it onto one of the three Dice fields on your score sheet
3
Mark the score sheet
Use the chosen die's value and color to mark a corresponding space in the matching colored area
4
Move lower dice to Silver Platter
Place all dice showing a lower value than your selected die onto the Silver Platter in the box
5
Roll remaining dice
Take the remaining dice and roll them a second time
6
Choose second die
Select another die, place it on an empty Dice field, and mark your score sheet accordingly
7
Move lower dice again
Place all dice with lower values than your selection onto the Silver Platter
8
Roll final time
Roll any remaining dice a third time
9
Choose third die
Select a final die, place it on your last Dice field, and mark your score sheet
10
Complete your turn
Place all remaining dice onto the Silver Platter
11
Wait for active player
Only act after the active player has placed 3 dice or can no longer reroll
12
Choose from Silver Platter
Select one die from the Silver Platter to mark on your score sheet
13
Select simultaneously
All passive players choose their dice at the same time
14
Multiple players may choose same die
A die can be selected by more than one passive player
15
Use active player's dice if needed
If unable to use any Silver Platter dice, you may use a die from the active player's Dice fields
16
Yellow area
Circle the corresponding number; if already circled, mark it; bonuses activate when completing a row or column with circles
17
Blue area
Add the blue die value to the white die value (regardless of where the white die is); write the sum from left to right; each number must be less than or equal to the previous
18
Green area
Multiply the green die by the multiplier shown in the open space; fill left to right; after filling two spaces, subtract second from first and write result in the star above
19
Pink area
Write the pink die value in the next open space from left to right; receive bonuses only if the number written equals or exceeds the printed value
20
Silver area
Mark the chosen die's value in any color; additionally mark any dice moved to the Silver Platter after choosing the silver die
21
White die is wild
Use the white die as silver, yellow, green, or pink, or combine with blue die for a sum
22
Reroll action
Active player only; reroll all dice not on Score sheet or Silver Platter; must reroll all available dice together
23
Return action
Active player only; return one die from the Silver Platter to use in the next roll; cannot be used after dice are rolled
24
Extra die action
Use at end of round only; choose any of the six dice including ones already taken; each die can only be chosen once per round this way
25
Question mark bonus
When marking a space with this bonus, immediately write a number (1-6 for green/pink, 2-12 for blue) or make a mark in any color area
26
Column/row completion bonuses
Activate when completing a column in silver or circling all numbers in a yellow row/column
27
Round 4 black question mark
At the start of round 4, each player freely chooses which color the black question mark represents

Winning

How to claim victory.

1
End the game
The game ends after the last active player finishes their turn in the final round and passive players complete their actions
2
Use remaining extra die actions
Players may use any remaining extra die actions; unused reroll actions expire
3
Calculate each area's score
Record points for each colored area based on the scoring rules for that section
4
Score foxes
Each earned fox scores points equal to your lowest-scoring colored area; foxes are worthless if any area scores 0
5
Sum all points
Add together the scores from all five colored areas plus fox bonuses
6
Determine winner
The player with the highest total score wins
7
Break ties
If tied, the player with the highest score in any single area wins; if still tied, share the victory
8
Twice as clever
Score over 320 points
9
Points = IQ
Score 300-319 points
10
Respect
Score 280-299 points
11
Half as clever
Score under 140 points

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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