The green player has made it to a treasure spot. If the arrows point to multiple treasures, you can choose which one you would like to pick up. Red arrows are printed on the spaces showing you which treasure you should pick up. If you land on or move through a treasure space, you will pick up the corresponding treasure token from the board. The yellow player will jump over the green player to move one additional space in the direction that they were moving. As two players can’t be on the same space, the yellow player will jump over the green player. The yellow player has landed on the space that the green player was already on. You will ignore the special action printed on any spaces that you jump over. When you land on a space that another player is already on, you will jump over them to the next space in the direction you were moving. Two players may never occupy the same space. Basically you can’t move in one direction and then move back onto the spaces that you were already on. You may move in any direction, but you cannot change directions after you have started moving. The bridge stops the rest of their movement for this turn. The purple player has moved onto a bridge. When you land on a bridge or the ladder, your movement will immediately stop. The one exception to this is if you land on a bridge or the ladder. You must move the exact number of spaces printed on the card. Even though the tree root blocks the path for the blue player, they can move their figure past the tree root. The dark brown space in the middle of the picture is not considered a space in the game. Any brown muddy sections between these spaces do not count as spaces. When moving you will count each spot on the board with a light sandy color as a space. They moved their figure eight spaces down the mountain to the left side of the board. Movement Rules in Fireball Island: Race to Adventure The green player drew a Steal card. When moving there are a few rules that you must follow. This is the number of spaces that you will move your figure. Most of the Action cards have a number printed on them. If there are no Action cards left in the Draw Pile, shuffle the Discard Pile to form a new Draw Pile. Next you will turn over the top card from the Action card deck. Should your figure end up anywhere else, you should place it on the space closest to its current position. The green player gets to move their figure to one of the cave spaces on their next turn. The green figure has been knocked off the board. You will not be able to use the cave you placed your figure on at the start of your turn. If your figure was knocked off the island, you will choose one of the caves on the board to place your figure on. At the beginning of their next turn they will move their figure to the space at the end of the river. The blue player was knocked into the river. Should your figure be in the river or a lava chute, you will place your figure at the end of the river/chute. They will pick up their figure and place it on the nearest space. The purple figure was knocked over since their last turn. If the figure is between two spaces, you can choose either of the two spaces to place your figure on. Should the figure be clearly on a space, stand it up on the space that it is on. If your figure was knocked over since your last turn, stand your figure back up and place it on the appropriate space. To begin your turn you will look at your figure. On your turn you will take the following actions: Playing Fireball Island: Race to Adventure
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