Overview
Go Nuts! is a fast-paced press-your-luck dice game published by Gamewright. Players roll squirrel dice to collect acorn points, pushing their luck to accumulate more before cars eliminate their dice. A special “Go Nuts!” round triggers when all dice show squirrels, creating a frantic simultaneous rolling frenzy. The first player to reach 50 points wins.
Components
- 5 squirrel dice (with squirrels, acorns, and cars on faces)
- 4 dog dice (with dogs and doghouses on faces)
- Score pad
- Pencil
- Rulebook
Setup
- Each player receives one dog die.
- Place the five squirrel dice in the center of the table.
- One player is designated as scorekeeper with the score pad.
- Determine a starting player.
Turn Structure
On your turn:
- Roll all five squirrel dice simultaneously.
- Set aside cars – any dice showing cars are removed from play for this turn.
- Count acorns – each die showing an acorn scores 1 point.
- Decide: Either stop and bank your accumulated points, or re-roll all remaining dice showing squirrels (and acorns, which stay in play but are re-rolled).
- Repeat steps 2-4 until you choose to stop or are forced to stop.
Actions
Normal Rolling
- Acorns: Worth 1 point each.
- Squirrels: No immediate value but can be re-rolled.
- Cars: Removed from play immediately; cannot be re-rolled this turn.
Stopping
- At any point after a roll, you may choose to stop and bank all acorn points accumulated this turn.
All Cars
- If all remaining dice show cars, your turn ends immediately. You lose all points accumulated this turn only.
One Die Left Rule
- If only one die remains and it shows an acorn, pick up all five dice and continue rolling.
Go Nuts! Round
- If you ever roll ALL squirrels (no acorns, no cars), you must shout “Go Nuts!”
- Immediately begin rolling all five squirrel dice as rapidly as possible, calling out the running total of acorns as you go.
- Cars rolled during the Go Nuts! round are immediately re-rolled (they do not count).
- Simultaneously, all other players begin rapidly rolling their dog dice.
- A dog die shows a doghouse on five sides and a dog on one side. When a player rolls a dog, they bark.
- Once ALL opponents have barked (rolled a dog), the active player stops rolling.
- The active player scores all acorns rolled during the Go Nuts! round.
Scoring / Victory Conditions
- Points are tracked on the score pad across turns.
- The first player to reach 50 points wins the game.
- Players may agree on a different point target before the game begins.
Special Rules & Edge Cases
- Cars during Go Nuts!: Unlike normal rolling, cars are immediately re-rolled during the Go Nuts! round rather than being removed.
- Simultaneous dog rolling: All opponents roll their dog dice at the same time during a Go Nuts! round. The round ends only when every opponent has rolled a dog.
- One die acorn: The one-die-left rule (picking up all five dice) only triggers when the single remaining die shows an acorn, not a squirrel.
- Turn loss: You only lose the current turn’s points if forced to stop by all cars. Previously banked points are safe.
Player Reference
Dice faces – Squirrel dice: Acorn (1 point), Squirrel (no value), Car (removed)
Dice faces – Dog die: Doghouse (5 sides), Dog (1 side)
Key thresholds: 50 points to win
Go Nuts! trigger: All dice show squirrels
One die left: If last die is an acorn, pick up all 5 dice and keep going