Page 16 - Rock&RollTimeTableRules
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RRTT™  16



                                                          7 Moving






       7a-Move in Pointed►► cardinal direction North x South or East x West + stay in

              Lane. Change/choose Lane @fork.  Point either direction WT.  [ Point ►► b4 Ŗ ]

       7b-EXAMPLE:  ►WŖ2=5  = w red arrow up►, Pointing West, Roll to Move 2 dice for a

              5 & Move 5 spaces West.  →Assume 1  Ŗ of Game  @Freaks'♥WT01 · ►WŖ2=5→
                                                               st

              Player may Land 1 of 8 spaces on MainStage → 33 · 27 · 23 · 22 · 21 · 20 · 16 · 9

              as follows:

              7b(1) Land·33 →straight down BorderLane: 4·10·19·24·33;

              7b(2) Land·27 →down 1 Lane N of BorderLane: 4·9·18·23·27;

              7b(3) Land·23 x 3·8·13·17·23 (note fork @17►W);

              7b(4) Land·22 x 3·8·13·17·22  or 3·7·12·16·22;

              7b(5) Land·21 x 3·7·12·16·21;


              7b(6) Land·20 x 3·7·12·15·20;

              7b(7) Land·16 x 3·8·13·16 or 3·7·12·16 or 3·7·13·16;

              7b(8) Land·9 x 4·9.

       7c-While Moving, option·change Lane @fork. Stay in Lane x direction of travel til

              Reach a fork. eg @16►W next space choice = 21·22; @15►W choice = 20·21;


              @4►W choice = 8·9·10. eg @35►S Player shall not change Lane (no fork ►S); eg

              @28►S Player shall not change Lane.

       7d-Stop/Land when Reaching perpendicular Border despite Ŗ#, eg @28►SŖ1=5  =

              Land·33; eg @28►SŖ1=6  = Land·33; eg @31►SŖ1=3  = Land·33.

       7e-One peninsular space, 54, enables three directions:  @62JamSpot♥, Player

                                                         st
              may:  ►W /►E /►N & use 54 on 1  count.

       7f-Stop/Land @ some Impak·Pieces, eg Cop /Bouncer.

       7g-If Player Stop/Land on wrong space &or x wrong count &or Ŗ wrong # dice = 86.
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