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L
IRVING
NOWYS
SAMSON
JAM
EAM
pieces of maple and the skater is out
of the game. In either case, remove
his marker from the board and send
him down to the mini-mart for some
skarfing material.
4. Avoid an Obstacle or Pedestrian
-An obstacle is represented on the
tiles by an explosion symbol. A
pedestrian is represented by a walk-
ing figure. If you move onto a tile with
one of these (or both!), you must test
to avoid them. The specific obstacle
or pedestrian is determined by the
other players, and this is where the
cards come into play.
There are four types of cards
Obstacle Cards, Pedestrian Cards,
Jam Cards and Anti-Pedestrian
Cards. If you move onto a tile with a
single obstacle or pedestrian symbol,
one of the other players may play a
card on you which matches the sym-
bol on the tile, starting with the player
to your left. That player should then
draw a new card to keep five in his
hand. ONLY ONE CARD CAN BE
PLAYED ON YOU. If none of the
other players have an appropriate
card you've lucked out and your turn
is over.
Once the obstacle or pedestrian
has been played, you may try to avoid
it in one of two ways.
Method 1-Test the score indicated
on the card, just as you would for a
road hazard. If you fail, take the
damage as listed on the bottom of the
card. If you succeed, laugh snootily
at the other players and wallow in
your awesome skating ability.
NOTE: Some of the cards require
you to test two scores and you must
make them both to succeed. Once
you have avoided the card or taken
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damage, place the card in the
discard pile. Your turn is over.
Method 2-If you have one, use an
Anti-Pedestrian Card or a Jam Card
to avoid the pedestrian or obstacle.
Play it on top of the other card as you
heckle your opponents. Discard both
cards and draw a new card to keep
five in your hand. Your turn is over.
Some tiles show both an obstacle
and a pedestrian. Treat them the
same as the other tiles except that
up to 2 cards may be played on you-
one obstacle and one pedestrian..
NEVER TWO OF ONE TYPE! When
avoiding both an obstacle and a
pedestrian, attempt the obstacle first.
If you fail, take the damage and
discard BOTH cards (after seeing you
crash on an obstacle, the pedestrian
leaves you alone). If you avoid the
obstacle, whether by testing a score
or playing a Jam Card, you must still
try to avoid the pedestrian.
Once you have avoided the
pedestrian or received damage,
discard the card and end your turn.
5. Skate the Pool-In the middle of
the game board is the dry pool area.
You can move onto the pool area as
if it were a street tile. Instead of draw-
ing a tile, roll the dice and multiply
the result by ten. Score yourself this
many points. Then, the player to your
right must shuffle the one Slam and
five Jam counters and fan them out
face-down for you. Pick one. If it says
"JAMI," you've done just that and
your turn is over. Leave the Jam
counter face-up by the board-do
NOT return it to the stack. On your
next turn you can either leave the
pool area by any exit, or you can stay
there, roll the dice, score, and draw
another Slam or Jam counter.
You can continue this each turn
until you slam or decide to leave. Be
aware-since the Jam counters are
not returned to the stack, the longer
you session, the greater your chance
of slamming
You may leave the pool area
whenever you wish by making a nor
mal move. You do not score any
points or draw any counters on the
turn you leave.
If you draw the SLAM! counter you
have suffered a serious hipper! But
this is the least of your troubles, bud.
For starters, you lose all of your
points. OUCH! You also receive two
slams and two cracks AARGH! If you
are still kicking, you must leave in
order to recover from your slam.
Move your marker out of the pool
area to an adjacent square, drawing
a street tile if the square is empty. lg-
nore any hazard, obstacle or
pedestrian-you're in enough pain.
Your turn is over.
The pool area is the only place
which can be occupied by more than
one skater at the same time. If this
occurs, each player rolls the dice,
scores points and draws a counter
during their turn. This quickly in-
creases the chance of slamming (you
know how those huge sessions go).
If someone draws the SLAM!
counter, all skaters in the pool have
collided and immediately suffer the
damage described above, starting
with the loser who drew the counter
and proceeding clockwise. After this
carnage is dealt with, the game con-
tinues with the normal turn order.
Whenever you leave the pool area.
voluntarily or due to a slam, the
counters are reshuffled and stacked
face down beside the game board.
If there are more than two skaters in
the pool, the counters are not
restacked until the last skater leaves.
BONUS ITEMS
There are four Bonus Items: First
Aid Kit, Broom, Candy Bar and T-
Bolts. A player may use his bonus
item anytime during a turn, but it may
only be used once. After using it, turn
it face down.
The First Aid Kit allows the player
to remove up to two slams from his
current total. You may not use this
card after receiving five slams-you
are unconscious and unable to give
yourself first aid.
The Broom allows the player to
move his marker onto a hazard tile
and ignore the hazard for that turn.
The Candy Bar gives the player an
extra turn which must be taken im-
mediately after playing the item.
The T-Bolts allow you to remove up
to two cracks from your current total.
You may not use this item after
receiving five cracks-your board is
in pieces, and T-Bolts are useless.
WINNING THE GAME
At the end of round 19, move the
"Round" counter onto the DINNER!
space. The winner is the player who
moves his skater marker off the board
by the end of this turn with the
highest point total. Skaters may leave
by any of the eight starting streets.
If nobody manages to get home by
dinner, all the players have lost!
Often, a player will win by being
the only skater to get home by
dinner-even with no points at all!
Have fun!
DIRK
STYLE-5
BOARD-6
GUTS-7
CHARM-8
SAASON
BUCKY
IRVING
Axong
BUCKY
STYLE-6
BOARD-7
STYLE-7
STYLE-8
BOARD-8
BOARD-5
GUTS-8
GUTS-5
GUTS-6
CHARM-5
CHARM-6
CHARM-7
TAM TAM TAM TAM TAM! SLAM
FIRST AID KIT
BROOM
PASS FREELY
MAI
CANEY WAR
YUM!
T-BOLTS
DIRK
HEAL 2 SLAMS THRU ANY HAZARD TAKE AN EXTRA TURN REPAIR TWO CRACKS
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