|
SPECIAL BLOCKER POWERS! basic > Advanced >> SUPER Advanced >>> EXTRA-SUPER ADVANCED |
|
|
If all players agree, the blocker may possess one or more of the special blocking powers. Player One will act as blocker in the first round. All other players will be runners in the first round. During the Blocker's turn if the Blocker has an unused special block move then they may use it. |
|
![]() ![]() ![]() ![]() Place more than one wall per turn which may or may not touch each other. How many walls and how many times? That is up to all players. Something like "every 5th blocker turn, place one extra wall" or "every two runner back-tracks give the blocker one extra wall, useable now or later as the blocker wants" are typically kooky examples. STICKY WALL When placed, Sticky Wall sets a trap on the tiles directly edged by the wall. If the runner moves onto one of these tiles, they will get stuck and lose their next turn. The blocker may not place a sticky wall on the runner's current tile and thus trapping the runner immediately. Cheetah may not leap past the sticky wall, but is stopped by it. Sticky Wall is sticky only once per round. After the first person becomes stuck the wall reverts to a regular wall. ![]() Sticky Wall influence. Landing on these tiles will cause that runner to lose their next turn. TRAPDOOR WALL When placed, Trapdoor Wall automatically sucks the runner through the wall to the tile on the opposing side of the wall. A Trapdoor wall may be placed on the runner's current tile to immediately force the runner to a new tile. If this tile has not been scored the runner will gain its point. Trapdoor Wall works only once per round. After the first person gets pulled through the Trapdoor wall it losses its power. ![]() Trapdoor Wall influence. SUPER POWERS TO THE RESCUE! |