Qwixx score sheet
The four colour rows in the order they have to be crossed, the lock box at the end of each, and four penalty boxes underneath. Two complete sheets print on one page, since a single one is barely a third of it. The row scores are triangular, and the total keeps up as you tick.
Keep score in the browser
The grid below is the sheet. Type into it and the totals, bonuses and thresholds are applied as you go; press Print at any point and the paper version comes out with whatever is in the boxes.
Names and scores stay in this browser and nothing is uploaded. Where a game has competing conventions the sheet says which one it applies. Check this before you rely on it. This score sheet and scorekeeper is provided free and without warranty, and its results are not professional advice.
Qwixx score sheet
Date ____________
| Red | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Yellow | |||||||||||||
| Green | |||||||||||||
| Blue |
Penalties, minus five each
Total
Four colour rows scored as triangular numbers, a lock that counts as an extra cross, and four penalties at minus five.
Qwixx is a trademark of its owner. This sheet is an independent one made for people who play the game; it is not published, licensed or endorsed by the trademark owner, and the name is used only to say which game it is for.
What is a row worth once you shut it?
Crosses in a colour, and whether the lock was taken. The step from the fifth cross to a locked row is much larger than it looks, and seeing the two figures side by side is what makes the trade obvious while there is still a decision to make.
A worked example
A red row crossed six times — five, then the twelve at the end — with the lock taken, three yellow, seven green, nothing blue and one penalty.
| What happened | Points |
|---|---|
| Red — six crosses and the lock make seven | 28 |
| Yellow three, green seven | 34 |
| One penalty | -5 |
| Total | 57 |
Crosses are worth more the more you have
A row with one cross scores one; two score three, three score six, four score ten, and it keeps stepping up by one more each time until eleven crosses are worth sixty-six and twelve are seventy-eight. That is the triangular sequence, and it is why the first few marks in a colour feel worthless and the last few feel enormous.
The consequence at the table is that spreading yourself across four colours is almost always worse than committing to two. Four rows of three crosses come to twenty-four; two rows of six come to forty-two from the same twelve marks. The live total on this sheet makes that arithmetic visible while there are still decisions left to make.
The lock counts as an extra cross
Shutting a row needs at least five crosses in it already, and then the number at the far end. When you take it, the lock itself counts as one more cross on top of the one you just made. Five crosses plus the end number plus the lock is seven marks, not six — a jump from fifteen to twenty-eight.
That is the single biggest scoring swing available, and it is the rule most often played wrong, usually by forgetting the lock entirely and scoring the row as though it had merely been filled. The sheet counts it for you, and it will not let a row be shut that has not earned the right.
Penalties, and why there are exactly four
Every turn in which you mark nothing at all costs five points, and the fourth one ends the game for everybody. Four boxes are printed rather than an open line, because the count is a timer as much as a punishment and seeing three of them filled changes how the table plays the next few rolls.
Minus twenty is a real hole to be in, but taking a penalty is often correct — crossing a number you did not want in a colour you were saving can cost far more than five over the rest of the game. The total here subtracts them as they are ticked, so the trade-off is priced rather than guessed at.
Common questions
Why are the green and blue rows printed backwards?
Because they run from twelve down to two while red and yellow run upward, and marks must always be made left to right. Printing them in their true order is what keeps the rule visible; a sheet with all four ascending would quietly invite illegal marks.
How many sheets do I need?
One per player — everyone marks their own. That is why two print on a single page here: a four-player game needs two pages rather than four, and the cut line between them is dashed.
Can I lock a row with fewer than five crosses?
No. Five crosses in the row are the entry price, and only then may the final number be taken and the row shut. The tick boxes on screen enforce it; on paper the note beside the lock is the reminder.
When does the game actually end?
When two rows have been locked, or when any one player has taken their fourth penalty. Both endings are abrupt on purpose, and both are visible on the sheet — which is why the penalty boxes are printed as a row of four rather than as a running tally.
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