Rules of Play – Pure Strategy Version

The object of JammerUp is to score more points than your opponent by moving your Jammer around the track and through the pack. Use your blockers to pave the way for your Jammer while simultaneously preventing your opponent from doing the same.

The Track

The track is represented by a four-tile wide circuit of hexagonal tiles, and is divided into 8 sections. The tiles that make up the track are in-bounds. Any space not in-bounds is out-of-bounds.

Each tile may be occupied by a maximum of one skater pawn, and a pawn may occupy a maximum of one tile at a time.

Figure 1: The Track

Figure 1: The Track

Starting positions are marked with black or white symbols indicating where each skater is placed at the beginning of a jam.

Figure 2: The Start Area and proper skater line-up positions.

Figure 2: The Start Area and proper skater line-up positions.

THE SKATERS

  • Each player will control one full team of skater pawns.
  • Each team is composed of 5 skaters: 4 Blockers and 1 Jammer.
  • The Jammer is the point-scorer and is marked with a five-pointed star.
  • The Blockers assist their Jammer in maneuvering through the pack, while impeding the opposing Jammer.
  • One of the blockers is marked with a stripe, and is called the Pivot. The remaining three blockers are marked with pips.

PACK DEFINITION

  • Blockers skate together and form the pack. Blockers that are within the pack are considered in-play and may engage opposing skaters. Blockers that are not in the pack are out-of-play.
  • The pack is defined as the largest group of in-bounds Blockers, in
    proximity, comprising at least one Blocker of each color.
Figure 3: Left: Black Blocker #2 is in proximity, and therefore in the pack and in-play. Right: Black Blocker #2 is not in proximity, and therefore not in the pack and out-of-play.

Figure 3: Left: Black Blocker #2 is in proximity, and therefore in the pack and in-play. Right: Black Blocker #2 is not in proximity, and therefore not in the pack and out-of-play.

  • Proximity is defined as no more than three tiles distance from the nearest pack member (no more than two consecutive empty tiles between pack skaters).
  • Jammers on the track are always in play, and have no bearing on pack definition.

JAMS

JammerUp is played in a series of rounds called Jams. Before beginning a
game, players agree on how many Jams will be played.*

* We recommend starting with one, and then going to 3 or 5 once you’re
more familiar with the game. It takes 20 – 40 minutes to complete a jam,
depending on how much time players spend planning each move.

Game Play

STARTING THE GAME/STARTING A JAM

At the start of the first jam, roll the die or flip a coin to determine who will play first. The starting player will place their skaters on the tiles marked with light colored icons. The other player will place their skaters on the tiles marked with darker colored icons.

In subsequent jams, players will alternate who moves first. The player to move first in a jam will always line up on the lighter icons.

TURN SEQUENCE

Skaters are moved one at a time only when selected by their player. Each skater on a team must be selected exactly once per turn.

A player may only directly move her own skaters.

  1. Move All Four Blockers
    During her turn, the player selects each of her Blockers in any order she chooses and moves them according to the rules that govern Blockers.
  2. Move the Jammer
    Once all four Blockers have been selected (and moved if legal to do so) the Jammer is selected and moved according to the rules that govern Jammers.
  3. Update the Score
    If a player has moved her Jammer forward through the pack, and the Jammer is one full section ahead of the pack at the end of a turn, she is awarded 4 points. The player whose pivot first crosses the pivot line at the end of a jam is awarded one point. Players indicate their current score by placing their score token on the appropriate number of the score track, which runs along the edge of the board.

SKATER MOVEMENT

  • Skaters move in a straight line from one tile through any number of consecutive, adjacent tiles.
  • Any skater may pass through any other skater of like color.
  • No skater may pass through an opposing in-play skater.
  • Any skater that is out of bounds must re-enter if legal to do so.
  • No skater may intentionally move out of bounds.
  • Skaters must move at least one tile if such a legal move exists when selected.

BLOCKERS

  • Blockers can move in any direction EXCEPT clockwise.
Figure 4: Potential Blocker moves

Figure 4: Potential Blocker moves

  • Blockers must not move to any tile that leaves them out-of-play at the start of the Jammer’s move.
  • If an out-of-play blocker is forward of the pack, it must not be moved until the pack has “caught up,” thus reabsorbing the blocker.
  • If an out-of-play blocker is behind the pack, it must be moved forward to re-join the pack if such a legal move exists.

JAMMERS

  • Jammers can move in any direction: clockwise, counter-clockwise, or laterally.
  • Jammers may also Juke once per turn. (See “Juking” below.)
  • Jammers are not compelled to juke.

JUKING

Juking is the act of making an additional consecutive move with the same skater, in effect changing direction. As with any other move, skaters may perform a block at end of the move, including on the ‘turn’ of a juke.

Figure 5: Jammers effectively make two moves in a row.

Figure 5: Jammers effectively make two moves in a row.

Consecutive moves/blocks may not be in the same direction. Any skater that jukes must make all moves consecutively and not interspersed with other skaters’ moves.

BLOCKING

Skaters may end a move by pushing an opposing in-play skater one tile in the same direction, so long as the following tile is vacant or out-of-bounds. The skater whose move has ended assumes the position of the pushed skater, and the pushed skater is moved to the subsequent (vacant) tile (or out-of-bounds).

Figure 6: Left: A Jammer pushes an opposing Blocker and then jukes to continue around the track. Right: A Jammer pushes an opposing Blocker and then performs an ILLEGAL move by continuing in the same direction and pushing again. This is not allowed.

Figure 6: Left: A Jammer pushes an opposing Blocker and then jukes to continue around the track. Right: A Jammer pushes an opposing Blocker and then performs an ILLEGAL move by continuing in the same direction and pushing again. This is not allowed.

Any skater re-entering the track after being pushed out must re-enter at the forward-most vacant tile immediately behind the one they occupied before being pushed out.

Figure 7: Black Blocker #2 has pushed the opposing Pivot out of bounds. On the next turn, the Pivot must enter at the forward-most vacant tile behind the one it previously occupied.

Figure 7: Black Blocker #2 has pushed the opposing Pivot out of bounds. On the next turn, the Pivot must enter at the forward-most vacant tile behind the one it previously occupied.

Re-entering the track is considered a move. In the case of a Jammer returning from out-of-bounds, they may re-enter the track and make one move: skate but not juke.

Figure 8: After being pushed out-of-bounds, a Jammer may make one move upon re-entry.

Figure 8: After being pushed out-of-bounds, a Jammer may make one move upon re-entry.

ENDING THE GAME/ENDING A JAM

The jam is over at the end of a turn in which a Pivot has completed a full
lap and crossed the Pivot line.

When the jam has ended, all skaters are returned to their starting area to
begin the next jam.

The game is over when the final jam is over. Final points are awarded,
and the player with the most points wins.

 

To add element of of chance, play the Take Your Chances version of the game, which incorporates dice rolls, risk of penalties, and special moves cards.

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