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Rules for Bump 'Em

 
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Rules for Bump 'Em - 6/19/2008 2:18:27 PM   
eborchardt

 

Posts: 1
Joined: 6/19/2008
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Where are they located? I can't seem to find them online or with the software. What do the turbo spaces do?
Post #: 1
RE: Rules for Bump 'Em - 6/19/2008 3:01:04 PM   
Brandy redux


Posts: 2376
Joined: 2/7/2007
Status: offline
Hi eborchardt,

The rules for Bump 'Em are not found in the online Help file. Instead, the rules for Bump 'Em are found ONLY in the printed manual that comes with Hoyle Puzzle and Board Games 2008. Pasted below, however, are the Bump 'Em rules which I found in the *.pdf manual for Hoyle Puzzle and Board Games 2008.

As to your question about what the turbo spaces do, this is what the printed manual says about that:

If your car is on a turbo space, and a car lands on that space (your own car, or another player's), your car is sent zooming ahead to the next turbo space, or into the finish area if the car reaches its home stretch.

How to Play Bump 'em


Bump 'em is a competitive racing board game for two to four players. Bump 'em is played by drawing tickets and moving your cars according to the instructions on the tickets. Some move tickets let you move cars onto the track; some let you move your cars forward or backward on the track a certain number of spaces. Others let you switch positions with other players' cars or bump their cars back to their pit row.

To get a car onto the track, you must draw one of three tickets:

    * 1 ticket or 12 ticket: either of these tickets lets you move a car from your pit row to your start space. If your start space is already occupied by one of your cars, you will not be able to move a car out of pit row.

    * Bump 'em! ticket: this ticket lets you move a car from your pit row onto a space on the track occupied by another player's car, and send that car back to pit row. (You can only use this ticket if another player has a car on the track.)

Once you have a car on the track, you can move it around the track as indicated on the tickets you draw. See Bump 'em Tickets for detailed information on move tickets.

To win, be the first player to get all your cars into the finish area of your color.

To play Bump 'em:

1 On your turn, click the Push For Ticket button to get a move ticket. You must get a 1, 12, or Bump 'em ticket

2 If you can move one of your cars, click on the car you want to move, and then click on the space you want to move it to. When a move is not ambiguous, you can right-click a piece to move it automatically.

3 Rules for moving are described below:

    * You cannot land on a space occupied by one of your own cars unless that car is on a turbo space (see below for information on turbo spaces).
    * If you land on a space occupied by another player's car, that car is bumped back to the owner's pit row. (Cars of different players can pass each other without incident; only landing your car on a space occupied by another car will bump that car.)
    * When one of your cars reaches the home stretch of your color, it moves into the home stretch instead of moving forward. Cars in the home stretch are safe from being bumped or swapped by other cars.
    * If none of your cars can legally move as instructed on your ticket (for instance, if you get a Bump 'em ticket but have no cars in your pit row), you cannot use that ticket.
    * If you only have one move available, you must take it, even if it means a negative result for you (like moving backward out of your home stretch).

    Two special spaces on the board can affect car movement:

      * If you land on an oil slick of another player's color, you slide forward six spaces and bump any cars in your way (other players' cars, or your own!) back to their pit row. (Landing on an oil slick of your own color does nothing.)
      * If your car is on a turbo space, and a car lands on that space (your own car, or another player's), your car is sent zooming ahead to the next turbo space, or into the finish area if the car reaches its home stretch. (You can turn off turbo spaces in the game options.)


4 To win, be the first player to move all of your cars into your finish area. Cars must land exactly in the finish area to finish.

Notes and Tips:

* Move cars backward past your home stretch whenever possible; this is the quickest way to get your cars home and the safest, as your cars are only on the track a short time.

* When using the Bump 'em ticket, if you have a choice of players to bump, try not to simply take revenge on the player who last bumped you—bump the car that's closest to its finish area, or the car of the player with the most cars in his or her finish area. Winning is always the best revenge.

* If you have a car within twelve spaces of your finish area and draw a 12 ticket, you may want to use the 12 to move your car into your home stretch instead of moving another car off pit row; once cars are in the home stretch, they are safe from bumping and swapping (although you may still be required to move them backward, if you draw an appropriate ticket and have no other move).

* Try to keep your cars on turbo spaces as much as possible, as they are less vulnerable there. You can't be bumped back to your pit row when another player's car lands on that space (in fact, you're moved ahead in the game!). (Note however that you can still be swapped with another car by someone using a 7 ticket, or bumped with a Bump 'em ticket.) Also, the longer your car remains on a turbo space, the more chance there is that someone will turbo your car.

* Whenever you can, move a car to your finish area; this takes it out of the game. Make this move before any other. If you don't have a move that puts a car into the finish area, the next best move is to get a car into your home stretch.

* Try not to leave a car in another player's oil slick area (the six spaces beyond an oil slick); you are likely to get bumped!

* If you have a choice of cars to back out of the home stretch, and this is your only move, move the one closest to the finish area. It will remain closer to the home stretch, and it probably had fewer moves available to it anyway.

Actions

Take Ticket: Takes a move ticket showing your possible move for the turn. Click the Push for Ticket button on the screen, press the Spacebar, or click Take Ticket on the Actions menu.

Game Options

To change game options for Bump 'em, click Bump 'em Settings on the Options menu. You can set options for the number of players, game difficulty, and whether to include turbo spaces on the board. For help on the options, see the help area in the Settings dialog box.

Bump 'em Tickets

The tickets in Bump 'em are described below. You can only move your own cars, unless specifically indicated below.

    1 Move a car from your pit row to your start space, or move a car on the track one space forward.
    2 Move a car on the track two spaces forward.
    3 Move a car on the track three spaces forward and then take another move ticket.*
    4 Move a car on the track four spaces forward.
    5 Move a car on the track five spaces forward.
    6 Move a car on the track six spaces forward or nine spaces backward.
    7 Move a car on the track seven spaces forward, or switch one of your cars with another player's car (if possible**).
    8 Move a car on the track eight spaces forward or split the move between two cars.
    9 Move a car on the track nine spaces forward or six spaces backward.
    10 Move a car on the track ten spaces forward.
    11 Move a car on the track eleven spaces forward, or one space backward.
    12 Move a car from your pit row to your start space, or move a car on the track twelve spaces forward.
    Bump Move a car from your pit row onto a space with another player's car, and send that car back to pit row!
    'em!

* You get an extra ticket even if you can't move.
** Both cars must be on the main track (not pit row or the home stretch).

< Message edited by Brandy redux -- 1/1/2010 7:26:23 PM >


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(in reply to eborchardt)
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