Page Text
32
GREASE
GRAVEL
SPEED
*
STYLE
SLAM
BUMPS
GUTS
SLAM
STYLE
MISS A TURN
OPEN
MANHOLE
BOARD
SLAM AND CRACK
107
SLAM OR TAM!
1 23456789 10 11 12 13 14 15 16 17 18 19
SLAM
OR
EJAM!
by Darren Johnson
You grab your board and race out
the door as you shout, "I'm going
skating!"
"Be back by dinner time or you're
in trouble, mister"
Dinner time? No problem.
You skate down the street, navi-
gating angry dogs and broken glass.
A cop tries to arrest you, and two
punks nearly beat you up. Finally, you
reach your destination-the pool!
You start with a few carves and
layback grinds, gradually working up
to method airs and frontside inverts.
What a session!
You're descending a major alley-
oop when suddenly-lock-up! As you
slam into the bottom of the pool, you
realize that you just might not make
it home in time for dinner after all...
Slam or Jam is a game in which
you control a skater attempting to
skate the dry pool and return home
for dinner. There are enough skaters
provided in the game so that four can
play. It's perfect for those rainy days
when the Masonite is too soggy to
ride and you're sick of videos.
GETTING STARTED
Photocopy the pages from the
magazine containing the pieces and
the game board (or just cut them out
if you want the full-color effect). Glue
each sheet to some thin cardboard
(an old Bee Gees record cover or the
back of a notepad for example). Set
the game board on a flat surface. Cut
out the cards and counters along the
heavy lines and sort them as follows:
40 Street Tiles: 40 Cards; 5 Jam
Counters and 1 Slam Counter; 4
Skater Cards (Dirk, Samson, Bucky
and Irving); 4 Bonus Items (First Aid
Kit, Broom, Candy Bar and T-Bolts):
4 Skater Markers (the ones with dot-
ted lines); 1 "Round" Counter (the
extremely small one-don't lose it!)
This is everything you need except
for two dice (which you can steal from
your parents' Yahtzee game) and
some scratch paper to tally up the
points, slams and cracks.
First, fold each skater marker
along the dotted lines to form an
isosceles triangle. Overlap the flaps
on the bottom and tape them
together. If this sounds like too much
work, use different coins as markers.
Next, mix the street tiles and place
them face-down next to the game
board. Shuffle the one Slam and five
Jam counters together and place
them face-down. Meanwhile, some
lazy bum can shuffle the cards and
deal five face down to each player.
The remaining cards are placed near
the board to form a draw pile.
Each player rolls the dice. The
player who rolls highest selects a
skater card and marker (in case of
a tie have a roll-off). The player on
his LEFT does the same and so on
until every player has a skater. The
last player to select a skater chooses
a Bonus Item. The player on his
RIGHT then picks, and so on until
every player has a Bonus Item.
Place skater cards and Bonus
Items face up in front of you. Place
the "Round" counter on the game
board in the space marked "1"
You're ready to JAM!
OBJECT OF THE GAME
The object is to exit the game
board with the most points after 20
rounds. You score points by skating
the pool in the center of the board.
HOW TO PLAY
The game lasts a maximum of 20
rounds. During a round, each player
completes a turn, starting with the
high roller and continuing clockwise.
During each turn a player may do
one or more of the following things
in the order shown:
1. Discard and draw
2. Move
3. Avoid a road hazard
4. Avoid an obstacle and/or
pedestrian
5. Skate the pool
After all players have completed a
turn, move the "Round" counter up
one space.
1. Discard and Draw-Discard 1 to
5 cards face up, then draw to replace
them. You don't HAVE to do this, but
if you choose to, you must discard
and draw at the start of your turn. If
you take the last card from the draw
pile, shuffle the discard pile and turn
it face down to create a new draw pile.
2. Movement-After discarding and
drawing, move your marker to an ad-
jacent square on the game board. If
the square is empty, draw a street tile
at random and place it in the square.
NOTE: On your first turn, draw a tile
and place it in the corner square
nearest to you, with the street aligned
to one of the two starting streets.
Once a street tile is drawn it must
be placed and the marker moved
onto it. Tiles should be placed so that
streets align. Tiles with arrows must
be placed so the skater crosses the
arrow as he moves onto the new tile.
You can move onto a tile which has
already been placed, unless it is
occupied by another skater.
If the exits of a tile run into the out-
side edges of the board or the grass
of previously placed tiles, you have
encountered a dead end. You can
only leave the tile by backtracking or
crossing the grass. To cross the grass
you must pass a "test"
Take a look at your skater card.
There are four listings: Style, Board,
Guts and Charm. Each listing has
scores from 5 to 8, which represent
your ability to deal with various situa
tions throughout the game. To "test"
a score you roll two dice and attempt
get a result equal to or lower than
the score. If you do, you have passed
the test. If not (the roll being higher
than the score), you have failed.
to
Now, back to that dead end. To cut
across the grass you must test your
Style score. If you fail, you do not get
to move and your turn is over. If you
succeed, take your turn as normal by
moving onto an adjacent square. If
you or any other skaters return by this
route, another test must be taken.
3. Avoid a Road Hazard-There are
four road hazards: Gravel, Grease,
Speed Bumps and Open Manholes.
Whenever you move onto a tile with
a hazard you must try to avoid it. The
hazards are listed on the edge of the
game board along with the score you
must test to avoid each one, and the
results if you fail in the form of slams
and cracks. If you succeed, you have
avoided the hazard and your turn is
over. Each skater can receive 4 slams
and continue skating. Upon receiv-
ing a fifth slam, the skater is un-
conscious and out of the game.
Likewise, each skater has a board
which can receive 4 cracks. On the
fifth crack, it becomes two useless
33