HOW TO PLAY ROLL AND GROOVE      Roll And Groove Crazy Parody GameSETUP

Players Choose Groove Tokens

PLAYERS CHOOSE GROOVE TOKENS

Shuffle Cards

SHUFFLE CARDS

Place Pass Powers in a Pile

PLACE PASS POWERS IN A PILE

w/ STARTING PASS POWER ON TOP

Note Starting Pass Power

(THIS IS THE STARTING PASS POWER)

Each Player Choose 3 'Things'

EACH PLAYER CHOOSE 3 'THINGS'...

(in any combination)

1. CARDS  (drawn to go in Hand)

2. GROOVE TOWER PIECES (in chosen colour)

3. PERSONAL PASS POWERS (randomly drawn)

Players Pick Corners

PLACE A RANDOM FACEDOWN CARD , EACH PLAYER CHOOSES A CORNER

Flip Card, Plaxce Tokens on Corner Spaces

FLIP CARD, PLACE TOKENS ON CORNER SPACES

Place Finish Line Flag

PLACE FINISH LINE FLAG TO SHOW THE CARD'S DUNDERHEAD IS THE CURRENT FINISH LINE SPACE


ON YOUR TURN

Roll Die/Dice and move that many spaces

ROLL DIE /  DICE AND MOVE THAT MANY SPACES IN ANY DIRECTION

If Hit a DeadEnd, Lose 1 'Thing' per unpsent movement

HIT A DEADEND?

LOSE ONE 'THING' FOR EACH UNSPENT MOVEMENT

Moving off the Card? Add a Card


MOVING OFF OF A CARD? ADD A NEW CARD FROM YOUR HAND

(IF HAND IS EMPTY, DRAW A CARD TO ADD)

When Adding Card, Check Star Location

WHEN ADDING A NEW CARD, CHECK ITS STAR PLACEMENT. THIS INDICATES THE DIRECTION THE FINISH LINE FLAG WILL MOVE

EX: The new card (as it is placed) has its Star Icon near the bottom of the card. This means that the Finish Line Flag will move downward from its present location to the card below.

Move the Finish Line Flag


IF REQUIRED, MOVE THE FLAG TO THE NEW FINISH LINE

The Finish Line will always be on the card's Dunderhread space

(NOTE: AS FAR AS FLAG MOVEMENT GOES, THE MAP 'WRAPS' IN THIS GAME)

Rolling 1s

END OF YOUR TURN:

FOR EACH '1' YOU ROLLED, STEAL ANOTHER PLAYERS DIE

Rolling 6s


...THEN:

FOR EACH '6' YOU ROLLED, GIVE 1 DIE AWAY TO ANOTHER PLAYER

Using Pass Powers

IF YOU HAVE NO DICE ON YOUR TURN, YOU MUST USE A PASS POWER

EITHER THE CURRENT PUBLIC ONE OR ONE OF YOUR PERSONAL ONES


PASSING AND LANDING ON STUFF

HOPPING OVER DUNDERHEADS

WHILE MOVING, IF A TOKEN PASSES OVER A DUNDERHEAD, THAT DUNDERHEAD'S PASS POWER CARD BECOMES THE NEW PUBLIC PASS POWER

LANDING ON DUNDERHEADS

IF YOU LAND ON A DUNDERHEAD THEIR PASS POWERS BECOMES ONE OF YOUR PERSONAL ONES!

STEALING PASS POWERS

PASSING OR LANDING ON DUNDERHEADS CAN CAUSE PUBLIC PASS POWERS TO BECOME PERSONAL ONES AND VICE VERSA

PASSING OPPONENTS

IF YOU PASS AN OPPONENT'S TOKEN, YOU DRAW ONE CARD

STEALING PASS POWERS

IF YOU LAND ON AN OPPONENT'S TOKEN YOU STEAL ONE OF THEIR CARDS

Moving Together

IF AN OPPONENT'S TOKEN IS ON TOP OF YOURS, YOU WILL TAKE IT WITH YOU WHEN YOU MOVE

EARNING GROOVE TOWERS

WHEN MOVING, IF YOU END YOUR MOVE ON THE SAME COLOUR SPACE AS YOU STARTED, YOU EARN 1 NEW GROOVE TOWER


ROUNDABOUTS AND TOWERS

ROUNDABOUT

WHEN THE CORNERS OF 4 CARDS CONNECT, THIS IS CALLED A ROUNDABOUT

Clockwise rule

WHEN MOVING AROUND ROUNDABOUTS, MOVEMENT MUST BE CLOCKWISE
(whether the Roundabout is complete or not!)

PLACING GROOVE TOWERS

IF YOU MOVE FULLY AROUND A ROUNDABOUT ON YOUR TURN (AT LEAST 4 SPACES) YOU MAY PLACE ONE OF YOUR OWNED GROOVE TOWERS THERE

STACKING TOWERS

IF THERE IS ALREADY AN OPPONENT'S TOWER THERE, YOU MAY STACK ONE OF YOURS ON TOP TO CLAIM OWNERSHIP

GAME END AND SCORING

ENDING GAME

THE GAME ENDS WHEN A PLAYER'S TOKEN LANDS ON THE CURRENT FINISH LINE SPACE BY EXACT COUNT

SCORING FINISHING POINTS

SCORING:
THE PLAYER WHO ENDED THE GAME GAINS FINISH POINTS = THE NUMBER OF OCCUPIED MAP CARDS

CARD POINTS

THEN:
EACH PLAYERS GAINS CARD POINTS = # CARDS STILL IN HAND

TOWER POINTS

THEN:
PLAYERS WHO OWN ROUNDABOUTS GAIN TOWER POINTS
EACH TOWER IS WORTH POINTS = # OF MATCHING COLOURS IN THE ROUNDABOUT (MAX 4)
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