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card causes the card recipient to take another turn immediately following the end of his current active turn (if one is active) or at the end of his next turn (if he is not in the middle of a turn when the card is played).
The “Move to the Next # Space” card works only on players who are still on their Trails.
The “Move to the Previous # Space” card works on any player at any time. Players on the Outer or Inner Path will be sent back to the #1 space at the end of their Trails.
The “Pick/Add a Build Piece” card effectively grants an additional, immediate Buildr phase for the recipient. He may pick another piece from the pot, add a piece to a current bridge build, or add a piece to an already set bridge. He may not set a bridge.
The “Lose/Remove a Build Piece” card may have one of the following three effects, determined by the player using it: He must put a loose Buildr piece from his collection back in the pot; he must remove a piece from a current bridge build; or he must remove a piece from a currently set bridge, thereby damaging it and making it uncrossable until repaired.
The Roll Cards will work at any time, on any recipient (including the player who plays it). The recipient must immediately roll the die and move to that number space on his Trail.
SPECIAL SPACES:
Card Spaces: These spaces, either green or red, indicate that a player who lands there must draw a card of the appropriate color.
Numbered spaces: When a Roll Card is played, the recipient must roll the die and immediately move to the space with the corresponding number on his path.
Toll Spaces: Landing on the yellow Toll Spaces allows bridges to be set. They can be reached only by an exact die roll or through use of a card. If a player has a bridge ready when he lands on a Toll Space, he may set the bridge on the adjacent brown Abutment in preparation to cross.
Bridges: To cross a bridge, the player must have landed on the Toll Space on the outer side the previous turn, or by card prior to the die roll on a current turn. Each bridge represents three spaces: one for the outer Abutment, one for the bridge span, and one for the inner Abutment.
Once a player has crossed the outer bridge and landed clearly on an Inner Path space, he cannot be forced back over the bridge by means of a “Move Back” card. He can be sent back to an outer space only via a Roll Card or the “Move to the Previous # Space Card.”
STRATEGIES:
Use of the cards, either offensively or defensively, is very important, especially for reaching Toll Spaces or keeping other players from doing so.
Players may set their own bridges or wait for others to do so and then use theirs. Any player can use any bridge.
Bridges may be “damaged” through use of the “Lose a Build Piece” card, making them uncrossable. Bridges can subsequently be repaired only by the owning player, by adding one piece per turn at the start of a given turn.
Other Game Play Issues/Ideas
In the end, the game will be what you make it. You’ll need to settle on what’s fair for the size of bridges versus the size of the toys you use for player pieces. In general, I suggest the playing piece must be able to stand by itself on the three spaces each bridge represents. And the bridges must span the river, with a foundation resting on each Abutment space. Of course, when people are competing in a game, they will press the rules as hard as possible for an advantage, but fair play should always be encouraged to win out.
Possible ideas for themes/genres to customize the game:
Star Wars: Come up with a microplot that fits into the Star Wars universe. Maybe the players are four groups searching for a lost world that holds ancient Jedi secrets that could help overthrow the Empire. The rivers are galactic barriers that must be overcome, and the bridge pieces are actually special technology. Customized cards could mention jumps to light speed, information gleaned from Bothan spies, and upgrades to your