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.