Break-Away® BreakScore® Champ-Play These board games
are great fun for board, dice and card game players, young and old alike! |
BreakScore® Tips ![]()
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Board-play Card-play Dice-play
Nuture beginners. Play a few warm-up games with them. A good help is using a marker to relate their BreakScore® to their potential position on the game board. This assists players unsure whether to sit. It also highlights the dangers of sitting on a BreakScore® that would land them on a void, or a miss-a-turn square, and increases the likeliehood that they won't miss the chance of landing on an extra turn square or perhaps zapping another player! When they are fully up to speed with the game rules, engage the brain and test the rules out. Are all situations that arise covered? If not, bend and stretch the rules to interpret them, but don't get caught breaking them as there can be consequences and penalties to pay!
Board-play Get to know the board squares really well. Watch the arrows and use them when it suits. They can land you on a miss-a-turn square, an extra turn square and a void. When you are approaching the enzone in a close race, it's better to zouch than to sit on a BreakScore® that leaves you vulnerable to being zapped or passed. If you are way ahead in the game, sit in the enzone as soon as you can.
Card-play A key element to playing your cards well is to follow their instructions to the letter and to always play them in their correct sequence. For example, a saved card must be played before you take another. Try to remember the cards that have been taken and those that have not. That way you can anticipate those to come. For example, if you get a boomer and you know that Zouch - your turn is over is one of the three boomer cards left, you may prefer not to risk taking it. If both the Advance and zap cards have been taken, and the pack is low, your best chance of winning might be to deliberately zouch and use up the rest of the zouch cards so that once the discards are re-shuffled, you will at least get another chance to take an Advance and zap card. Be wary about taking a zouch card if you are close to the enzone and another player is nearby. For example, the card might say advance 50 points which could put you in the enzone but leave you vunerable to being zapped or passed. Be wary about taking a boomer card if doubling your BreakScore® will make you overshoot the enzone. If you take a miss-a-turn card, hold it in your hand and play it in on your turn. Otherwise you run the risk of not remembering and being caught out by a more alert player.
Dice-play The more dice you have to roll the better the odds are of getting the numbers you want. When deciding whether to risk just one more roll of the dice, consider the odds of zouching as well as your position on the board, Are you trying to catch up, or are you well ahead? Using a roll-bowl or a rowl-alley is recommended as it only takes one dice to dislodge a counter for confusion to potentially reign For example, "Were you on this board square or that board square?" or "Which board square were you really on?" Develop dice rolling techniques to suit your style of play. For example, a wrist flick rather than a power roll produces the finest spinners. |
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"Winners don't win board games without taking risks." - Jacob De Ruiter.
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