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Roll & Swap title over a sheet of dice game cards, with blue Basic Pass cards 01 to 08 and a red Swap & Steal card 09 1 / 6

Roll & Swap Dice Gift Exchange Game

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Two ordinary dice run this gift exchange. One die picks which of six card piles you draw from, the other gives you points, and the cards keep the wrapped gifts moving around the circle until time runs out.

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Roll & Swap is a gift exchange played with two regular six-sided dice and a deck of printed action cards. Everyone sits in a circle with the wrapped presents, and the dice decide which way they travel. The dice are not part of the download, so borrow a pair from any board game.

How a turn works

Roll one die to pick a pile. The dice map page matches each face to a pile: Basic Pass, Swap & Steal, Power, Fun Actions, Speed & Strategy, and Ending & Scoring. Draw the top card and do what it says right away, then write the number on the second die down as your points. A played card goes to the bottom of its own pile, so no pile ever runs dry.

Each pile has a different job. Basic Pass cards move a gift a few seats. Swap & Steal cards trade or grab one. Power cards shield a present, reverse the direction of play or make someone skip a turn. Fun Actions are small stunts, like wearing the gift as a hat. Speed & Strategy cards move every gift at once, and Ending & Scoring cards decide who keeps what.

Three ways to play

  • Roll and Score. Everyone plays for points on the score sheet.
  • One Gift. A single wrapped present travels, and whoever holds it when time is up takes it home.
  • Bring One, Leave With One. Everyone brings a gift on the same budget. After twelve rounds, or when a timer goes off, you open whatever you are holding.

The guide adds a Junior Mode for ages 5 to 8 with one die and one point per card, a seated version that slows down or removes the Speed pile, house rules for doubles and snake eyes, and a two-circle setup for 12 or more players. It also has setup notes for a Christmas gift exchange, a kids’ birthday, office parties and showers. A player can pass any card they would rather not do to the person on their left and still take the points.

Printing

Print at 100% on cardstock and cut on the dashed lines, twelve cards to a page. Print the card backs file on the reverse if you want matching backs. The ink-saver set is black and white.

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