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4 Posts

Junkyard Races» Forums » Rules

Subject: Broken Bridges rss

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Andrew Stingel
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our Junkyard Races arrived in today's mail and after a quick read through the rules we took it for a spin, a 2-on-2 team game with me controlling two drivers against my two sons.

I'm pretty sure I got everything right - except broken bridges. It seems to me that there's no real risk involved in going for a long jump as long as the driver's turn begins off the bridge - if the driver rolls low they can attempt to avoid the bridge altogether (and in most cases this seems to be possible)

should jumps be a risky prospect?

we've only played one side of the board, so it is possible the other side is more difficult..
 
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John Yianni
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freelunch wrote:
our Junkyard Races arrived in today's mail and after a quick read through the rules we took it for a spin, a 2-on-2 team game with me controlling two drivers against my two sons.

I'm pretty sure I got everything right - except broken bridges. It seems to me that there's no real risk involved in going for a long jump as long as the driver's turn begins off the bridge - if the driver rolls low they can attempt to avoid the bridge altogether (and in most cases this seems to be possible)

should jumps be a risky prospect?

we've only played one side of the board, so it is possible the other side is more difficult..


Hi Andrew
First let me say thanks for buying the game, I hope you have great fun playing it.

As to the broken bridges:

On Track A, Counting from the last tarmac area before the broken bridge until the next tarmac area on the other side is 11 spaces.
And 12 spaces if going the other way through the grass. So distance wise there is no big advantage to go ether way.
The clear advantage in taking the jump is that you get one more Token and you get a chance to get the number 12 Junk Tile.
Beware there is mud at the other side, could be problematic and stopping next to the broken bridge to take the jump on your next turn is very dangers.
You will be a very tempting target and could be bumped onto the bridge making it near impossible to make the jump.
Bridges are strictly one way only, so once on the bridge you are compelled to continue forward.

On Track B, there are 4 tarmac spaces that are safe to attempt a jump from. Taking a jump on track B could put you at a massive advantage if you make it, as you will cut out a big part of the curse.
But beware there is also mud at the other side and getting trough the grass one dice at a time is no easy feat.
Someone staring from the tarmac area just after Junk Tile Delivery Points 8 & 9 before the bridge only needs to roll 11 using 3 dice to get past the grass and back on tarmac.
So sometimes jumping the broken bridge has its advantages and sometimes not.
I think it also depends on how much the other drivers will let you get away with.
I'm always trying to get away with going the shortest route possible,
but then I get a bombardment of attacks from the other drivers.

Have Fun
John
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Andrew Stingel
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Thanks John. I think I see it more clearly now. looking forward to a second play, maybe tomorrow.

last year I ran boardgaming sessions at a local school. they haven't resumed yet this year as the school is undergoing renovations and they don't have a room for me (or for the Principal's office at the moment..) but if/when they do I'm sure JR will be a big hit with the kids I play with.
 
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John Yianni
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freelunch wrote:
Thanks John. I think I see it more clearly now. looking forward to a second play, maybe tomorrow.

last year I ran boardgaming sessions at a local school. they haven't resumed yet this year as the school is undergoing renovations and they don't have a room for me (or for the Principal's office at the moment..) but if/when they do I'm sure JR will be a big hit with the kids I play with.


I'm sure the kids at the local school will have a blast with Junkyard Races.
My oldest son sometimes hosts games days at our home inviting all his friends from school, JYR is one of the games that they ask to play, that and shadows Over Camelot, which the enjoy because of the traitor. Last time they came, all they played was JYR and they didn't want to leave at the end.

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