October 30, 2024
Description
The name is simpel and so are the rules. (ad least the classic ones)
It's based on classics but I added quite a twist to it.
The stackable figures are made for some unique rules.
Have fun using the boost or hop on another Player, but be careful to not land in jail for blocking other players or rolling to much sixes.
The Box Contain's Magnets to stick together and doubles up as an storage box, the Goal-Fields can be closed and opened simply by twisting.
You need:
12 Magnets 8x2 (mine measured 1,7 in height - if you run into Problems let me know)
12 Drops of Super Glue
There are Pauses in the Prints to imbed the magnets - Please ad a drop of Super Glue before the magnets to secure them.
Classic Rules:
Quick Rules (Classic+) see special moves down below
Full Rule Set (here is the fun part) see special moves down below
Getting Blocked and “Unblock”
If the field you land on is already occupied, just hop on the piece standing there.
The figure underneath (gray) get “Blocked” an is not able to move any more.
The opponent now get's a chance to “Unblock” in there turn. If he/she hits a six, the piece above get's send to jail.
You do not need to “Unblock” if you are blocking yourself.
Getting "Squished”
If the field you land on is already occupied by two pieces the piece down below (gray) get's “Squished” and returns to the colored home field's. You may accidentally squish yourself. This rule also applies to jail you might escape jail that way.
"Escape Jail”
In Your turn you might be able to escape the jail and finally don't need to do that math any more (-1 per each piece in jail on Movement)
If you trigger “Escape Jail” one of your figures is send home. You might not be able to move now, in that event you can roll up to 3 times again. (But don't cheat by rolling to much sixes - again)
Finally “Time to Boost"
You only can activate boost if you are the only figure on the boost field, if some blocking ist going on the Boost is not able to activate. If you would miss your “Goal Fields” boost does't activate either.
But if it activates you gain enough momentum to run over that hill. Any of the 4 Boost fields will get you started so be clever with your Movements. (It saves you 7 fields)
"Release" the beast/piece
Just set one of your pieces on the boost field next to it. If you hit a six after that you might activate the Boost.
You also don't need to free up that field - if you want to move with another piece on the fields (waiting on a boost) go ahead.
“Goal fields”
After completing your round (clockwise), you need to fall into the Goal Fields. There are two for you therefore you get lucky a bit easier. You need to land on the field's with an exact roll. If you rolled to much, your roll get's canceled completely. Finish all your pieces first to win the game.
License:
Standard Digital File License
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