Free Printable Qwixx Score Sheet (2 Players, PDF-Ready)

Print a free Qwixx score sheet with the four colored rows, lock cells, penalty boxes and the 1-to-78 scoring key for two players on one page, plus tips.

Qwixx is played on a paper pad, and the pad is the first thing to run out. This free printable Qwixx score sheet puts two complete sheets on one page, with the four colored rows, lock cells, penalty boxes and the full scoring key, plus a short guide to filling it in correctly. No printer handy? Play Qwixx online against the computer instead.

What Is on the Sheet

Each player’s half of the page mirrors the official Nรผrnberger-Spielkarten-Verlag and Gamewright pad:

  • Red and yellow rows numbered 2 to 12 from left to right.
  • Green and blue rows numbered 12 down to 2.
  • A lock cell at the end of every row, which you cross together with the row’s last number.
  • Four penalty boxes worth minus 5 each.
  • A score line with a space for each row’s points, the penalty deduction and the total.

A shared scoring key at the bottom translates crosses into points: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66 and 78. Row colors are light tints so the sheet is still readable on a grayscale printer, and the whole page fits Letter or A4 in portrait.

How to Print or Save as PDF

  1. Click Print this sheet. Only the sheet is sent to the printer.
  2. Choose portrait orientation and 100% scale. If your browser offers a “background graphics” option, turn it on to keep the row tints; the sheet works without them too.
  3. Pick Save as PDF as the destination if you want a file to reuse or share.
  4. For three to five players, print two or three copies and cut along the line between Player 1 and Player 2.

How to Fill In the Sheet

  1. Write your name on the Name line. Both halves are identical, so it does not matter which one you take.
  2. Cross numbers from left to right only. In red and yellow that means from 2 toward 12; in green and blue from 12 toward 2. You may skip numbers, but anything to the left of your newest cross is gone for good.
  3. On every turn, the active player rolls all six dice and announces the sum of the two white dice. Everyone, including the active player, may cross that number in any one row.
  4. On your own turn only, you may also add one white die to one colored die and cross the sum in that color’s row.
  5. If you are the active player and cross nothing, mark one penalty box. Passive players never take penalties.
  6. To cross the last number (12 or 2) you need at least five crosses already in that row. Cross the number and the lock cell together, then announce it: the row is closed for everyone and the die of that color is removed.
  7. The game ends the instant a second row is locked or any player marks a fourth penalty. Fill in the score line and compare totals.

Scoring Reminder

Scoring runs on triangular numbers: the nth cross in a row is worth exactly n points, and the lock counts as a cross.

Crosses in a row 1 2 3 4 5 6 7 8 9 10 11 12
Points 1 3 6 10 15 21 28 36 45 55 66 78
Penalty boxes โˆ’5 each

Worked example from the official rulebook: 4 red crosses (10) + 3 yellow (6) + 8 green (36) + 7 blue (28) โˆ’ 2 penalties (10) = 70 points. The computer opponent in the Dice.now Qwixx game averages about 66, so anything in the 60s and 70s is a solid two-player score and 90 or more is strong.

Tips for Keeping Score by Hand

  • Cross, do not tick. A clear X inside the box is easy to count at the end; ticks and dots drift into neighboring cells.
  • Count crosses, then write the row score immediately. It is much easier to check “8 crosses = 36” while the row is fresh than to recount all four rows after the last turn.
  • Say the lock out loud. A locked row ends everyone else’s chances in that color, and the die must leave the table at once. If two players both hit the last number with the white sum on the same turn, both lock it.
  • Watch the penalty row across the table. Because the four boxes are in one row, you can see when an opponent is on three penalties, which means one more forced miss ends the game.
  • Skip sparingly early, freely late. In the first few turns take only crosses that skip zero or one box. Late in the game, when a row already has eight or nine crosses, a skip that keeps the row growing is fine because each new cross is worth nine or ten points.
  • Pick one rising row and one falling row as your main scoring rows. A white sum of 7 helps a red row on its way up and a green row on its way down at different points in the game, and the two rows never compete for the same number.

Where the Numbers Come From

The distribution of two-dice sums is what makes Qwixx tick: a 7 appears on one roll in six, while a 2 or 12 turns up once in thirty-six, which is why the first box in each row almost always gets skipped and the last box is guarded by the five-cross rule. Our dice probability guide has the full table for two six-sided dice and explains how to use it at the table.

If you like the roll-and-write format, the same shared-dice, private-sheet idea shows up in Roll For It and the party game Bunco, and the scorecard tradition it grew out of is Yahtzee, whose printable card is on our Yahtzee score sheet page. For a game with no sheet at all, try Farkle or Ten Thousand. Terms like active player, lock and triangular scoring are defined in the dice game glossary.

Frequently asked questions

How many players fit on one printed Qwixx sheet?

Two. Each half of the page is a complete score sheet with the four colored rows, a lock cell at the end of each row, four penalty boxes and a score line, and the scoring key at the bottom is shared. For three to five players print two or three copies and cut them in half. Since the official pad is one sheet per player, this layout halves the paper you use.

How do I mark the lock cell?

You may cross the last number of a row, 12 in red or yellow and 2 in green or blue, only when the row already has at least five crosses. When you do, cross the lock cell as well: it counts as one extra cross for scoring, so a full row is 11 numbers plus the lock for 12 crosses and 78 points. The row is then closed for every player and that colored die leaves the game immediately.

How is the final score worked out?

Count the crosses in each row, including the lock, and read the points off the key: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66 and 78 for one through twelve crosses. Write each row's points in the score line, add the four rows, subtract 5 for every penalty box you marked, and write the total. The example sheet in the official rulebook, with 4, 3, 8 and 7 crosses and two penalties, scores 70.

When do I mark a penalty box?

Only on your own turn, and only if you cross nothing in either action: neither the white-dice sum nor a white-plus-colored combination. Passive players can always decline the white sum without penalty. Each box costs 5 points, and the moment any player marks their fourth box the game ends for everyone, which is why the sheet keeps the four boxes in a single row where opponents can see them.

Can I save the sheet as a PDF instead of printing it?

Yes. Click Print this sheet, then choose Save as PDF as the destination in the print dialog. The page is laid out for a single Letter or A4 sheet in portrait, and the row tints are light enough to look right in grayscale, so it prints cleanly on a black-and-white printer too. If you would rather not print at all, the online Qwixx game on Dice.now keeps both sheets for you.

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