"NOCH MAL!" is about crossing the boxes on your own field so that as quickly as possible many columns or squares of the same color become full.
To do this, you must always combine a color cube and a number cube to then cross corresponding contiguous boxes in the selected color.
Hit the right choice and grab the desired cube combination in front of the nose.
The active player dice with all 6 dice. Then he selects a combination of 1 color cubes and 1 number cubes, and accordingly ticks boxes on his field. These two cubes are then removed.
All other players may choose a combination (color and number cubes) only from the 4 remaining cubes and also cross corresponding boxes in their field.
(exception: In the first 3 litters of the game, each player may choose a combination from all thrown dice)
A player can always freely decide whether to use a cube to tick boxes or not.
All possible starting fields of the selected cube combination that are valid according to the rules are always marked by a white frame.
These fields are compliant and can be crossed.
For each Joker symbol that a player chooses, 1 exclamation mark is deleted from it.
If he has no more exclamation marks, he can't use any Joker symbols anymore.
Whenever a player manages to complete a column with crosses, he receives the specified points below this column. All following players can only reach the lower score for this column, this is always available to all players.
Filling multiple players in the same throw first the same column, so all these players get the top score.
If a player is the first to cross all fields of a color, he will receive 5 points in the corresponding color. All other players can only reach 3 bonus points in this color. These 3 bonus points can get all players. Here, too: If several players cross all fields of one color in the same throw, all these players will receive the 5 points.
Each uncrossed star counts 2 minus points for playing.
The division of the scores and the total amount can be viewed at any time by touching (with the mouse over) the player names.
The game ends immediately after the throw in which a player has received his second color bonus (the value does not matter). If this is the active player, all other players may, as usual, form and enter a combination from the remaining 4 dice.
Of course, the player has the most points. At the same time, the one with less used Jokern wins.