Page 60 - Rock&RollTimeTableRules
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RRTT™  60


                                                       11  Turn




       11a--@Turn-Start, Player may Play a Keep card-in-hand or  conduct a Transaction


              w 1 other Player. [ buy · sell · loan · etc ]  A timer may be a key addition. No

              Transaction allowed after any Roll Ŗ or Ŕ until Player's next Turn.

       11b-If a Player starts Turn @ Freak's WT-01♥ w/o Ticket ţ & needing 1, ie no

              Contractδ, Player must Scalp and shall not conduct any Transaction.

       11c-@Turn-Start, Player need not conduct any Transaction, nor Play any card-in-


              hand, and may just Roll-to-Move Ŗ, provided there are no Turn-Start

              restrictions.

       11d-Many spaces in this OriginalGame  have conditions @Turn-Start. These spaces

              are often labeled 'Safe' ♥. If @Turn-start, Player is located on a Safe Space♥,

              Player often must Play at the host's TimeTable. Sometimes, Player may be

              required to Roll-to-Move Ŗ (beat it), or may have the option. However, some


              spaces are traps and are at times, difficult to leave. eg @Landing Pat's♥31,

              Player's Turn is Over; and @Turn-Start, Player must Play @16s-Pat's♥31

              TimeTable.

       11d-A Player Rolling Ŗ doubles, must Roll-to-Move Ŗagain, after Land/Perform. If

              Player is instructed TurnOver, for any reason, Player is at least 86d; but,

              some Game action Sends a Player to another space w instruction Turn Over


              (eg Rehab♥1; Pat's♥31). In these cases, the Game instruction /card prevails.

       11e-When instructed Turn Over:  no Scoring, marking, Transactions, etc; next

              Player's Turn.
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