MAGDAGDON — Rules

GOAL

Fill the 4×4 board while building one connected field of numbers. Score as many points as possible by creating strong rows and columns and avoiding RUINS.

A TURN

DIFFICULTY

LEGAL PLACEMENT

Example: if an empty cell touches both 3 and 4, only 3 or 4 can be placed there.

MAJDA POWER

MAGDAGDON & RUINS

SCORING

Final Score = Base Score + Line Bonuses − Ruin Penalties − Power Penalties.

END OF GAME

The game ends when all 16 cells contain either a number or a RUIN. Your final score, including all RUIN and Majda Power penalties, is calculated immediately and saved automatically to the High Scores table for the difficulty you played, together with the date, number of turns and Majda Powers used.

Placement and scoring examples

An empty cell touching a 2 and a 4 can accept only a 3: it must be within one of both neighbours. Touching 2 and 5 leaves no legal value. A diagonal number does not constrain the cell.

A complete numeric row 2–3–4–5 contributes 14 to the row sum and earns the +60 straight bonus. Those numbers also contribute to their column sums. A RUIN removes that row’s combination bonus and adds a −15 penalty, so judge its effect on both crossing lines.

Plan before confirming

Stage the required dice before committing a turn. If a placement closes the only legal space for another die, undo it and try a different order. Compare a Power’s penalty with the lines it can save; do not spend a charge just to increase one die by a point.

ABOUT

MAGDAGDON is a CUBIRI ORIGINAL dedicated to Majduška. Happy 20th birthday! ❤️