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GameDuell Fairness Guarantee
The GameDuell fairness guarantee
  • Equal starting conditions. Both players get the same sets, cards or levels.
  • Fair matching. You can only play against opponents that have a similar skill-level.
  • Free selection of opponents. It's you who chooses whom you want to play with.
Read more about Fair-play at GameDuell

Game Rules "Razzle-Dazzle"

Introduction

"Razzle-Dazzle" is an entertaining board game that is very easy to learn. The first player to move their pawns once around the game board and bring them from start and into the goal, wins the game. The aim is to eliminate the pawns of your opponents at the right moment and to send them back to start. To leave the game board as the winner, you should also skillfully use the jump and safety spaces to your advantage.

Razzle-Dazzle

Game Setup

  • Game board: Contains all the game elements, which are listed below. All the action takes place here.
  • Pawn: Each player receives a set of pawns in one of three colors (red, blue or yellow).
  • Number wheel: The number wheel determines the number of spaces in which a player may move one of their pawns.
  • Move space: Pawns move over these spaces. On each of the white move spaces, there can only be one pawn standing at a time.
  • Jump space: A pawn that lands on one of the three jump spaces gets transported to the next jump space in the direction of the arrow and stops there.
  • Safety space: A pawn that stands on one of the six safety spaces can't be knocked off.
  • Start: Each player has their own start area. Pawns start here and return here when they get knocked off.
  • Goal: Each player has a goal area. The first player to move all of their pawns into their goal, wins the game.
  • Time limit: The small clock next to the avatar indicates how much time the player has left for their move. If no pawn is moved within 20 seconds, the move expires and no pawns can be moved.
  • Available numbers: The display next to the avatar shows which numbers are still available to the player the next time it's their turn.

Object of the game

Razzle-Dazzle
  • Be the first player to move all of your pawns into your goal.
  • You must always get one pawn less than your total number of pawns into the goal. For example, if you have 4 pawns altogether, you must bring three of them into your goal.
  • Important: When you select a duel in the lobby, you can choose how many pawns need to be brought into the goal to win. Thus, you can also choose between games with different playing times.

How to play

  • Players move in a clockwise direction.
  • A randomly selected player begins.
  • Each move a player makes consists of two actions: First, the player must stop the spinning number wheel and then move one pawn.
  • The game ends when a player has moved the required number of pawns into their goal.

The Number Wheel

Razzle-Dazzle
  • The number wheel spins at the beginning of your round. Click on the red button in the middle of the wheel to stop it. The number you receive is the number of spaces that you can move one of your pawns.
  • If you get a 6, you may move your pawn 6 spaces and then click the red button again for another move.
  • In rare cases, it can happen that you get a number with which you cannot move any pawns. In this case, you may stop the number wheel again to get another number.
  • When you receive a number, this number is removed from the number wheel. When it is your turn to move again, this number is then no longer available.
  • Therefore, the number wheel is emptied from round to round. As soon as you have received each number once and the number wheel has been completely emptied, it is filled up again.

Moving pawns

Razzle-Dazzle
  • There are two ways to move a pawn: You can either click on the pawn itself or you can click on a selected move space. In both cases, the pawn is moved to the selected move space.
  • To move a pawn out of the start space, simply click on Start. The pawn at the front is always moved first.
  • If you want to move a pawn into your goal, you need a number that is high enough to move it there. As soon as one of your pawns reaches your goal, it will be placed in the furthest available space.
  • The markings on the move spaces provide you with a quick overview of your possible moves: As long as you do not move the mouse pointer over an individual pawn, you can see all possible moves. On the other hand, if you move the mouse pointer to an individual pawn or an individual marked move space, then only this pawn and the associated move space will be highlighted.
  • Pawns that cannot be moved will not be highlighted.

Knocking pawns off

Razzle-Dazzle
  • If a pawn is moved to a move space on which a pawn of a different color is already standing, the pawn of the other color is knocked off.
  • Pawns that are knocked off return back to the Start space of their color.
  • Pawns of your own color cannot be knocked off. A pawn that must move onto a move space, on which one of your own pawns is already standing, cannot be moved.

Event spaces

Razzle-Dazzle
  • On the game board, there is a total of 9 event spaces: 3 jump spaces and 6 safety spaces.
  • If a pawn lands on a jump space, it gets transported to the next jump space in the direction of the arrow and stops there.
  • Opposing pawns that are standing on the take-off or landing spaces will in each case be knocked off. Thus, it is possible to knock off two opposing pawns in one move.
  • If one of your pawns is standing on a landing space, you can move one of your pawns onto a take-off space. It will then remain there and not jump further.
  • Pawns which are standing on a safety space cannot be knocked off.
  • This safeguard applies for as long as a pawn stays standing on a safety space. Once a pawn leaves the safety space, it can be knocked off again.

Tips and strategies

Razzle-Dazzle
  • Keep track of the number wheel of your opponents and use the knowledge of their remaining numbers to your advantage.
  • Place as many pawns as possible on the strategically located safety spaces (for example, directly in front of your goal).
  • Always try to knock off the pawns of the opponents who have brought the most pawns in their goals.
  • Do not leave your pawns on jump spaces for longer than necessary. The likelihood that your pawn could be knocked off is higher when it is standing on a jump space, as these spaces can be reached from two spaces.
  • Avoid the last jump space in front of your goal if possible. Otherwise, you will literally jump past your goal and your pawn will have to go all the way around the board again.