Break-Away: This is a race game for players seven years up, but don't be deceived as this a game with unique options and thrilling finishes. It introduces some of the game playing skills useful in BreakScore and players need to be ever alert as there's subtleties on the game board that don't always meet the eye!
BreakScore: At heart, BreakScore is a dice game that incorporates board play with card play, humour and random luck. Players who take a positive approach and are willing to take risks will do well. It's a great family game and though most suitable for players ten year up, younger folk can also play with friendly guidance.
The aim of the game is to race others around the game board and win by being on the highest board square at the end of the game. NB: The game board is not just a traditional track with a series of numbers. There are traps to avoid and some great squares to target. Other board squares enable players to advance or require them to retreat, sometimes advantageously, sometimes not.
BreakScore is full of twists and turns, and the lead often changes hands as players try to spot dice scoring combinations, use their cards wisely, survive hair-raising moments and sabotage their opponents progress! No two games are ever the same and the winner isn't known until the very last play of the cards or roll of the dice.
Players start their turn by rolling all six dice, attempting to score as many points as possible without 'zouching' (a scoreless roll). If a player has a good run and scores with all six dice, it's a 'boomer' and they can try to score more points by re-rolling all six dice ... hopefully without pushing their luck too far!
When a player is no longer willing to risk losing all the points scored in their turn, they can 'sit' and move their counter. If they then land on an occupied square, they 'zap' that player back ten squares or if that's not possible, they send them back to the start. This kind of play makes BreakScore interesting and sometimes heated ... but remember it's just a game and a fun one at that!
The cards are mostly helpful but be warned a few bite! Remembering the cards is crucial, particularly when there are penalties to be paid if you don't follow instructions. NB: When packs are low and the stakes are high, it really pays to know if any of the uglies remain!
BreakScore reaches its climax when a player lands in the enzone. Now all the other players have one last-ditch attempt to catch up and win. If you are chasing it's now or never, so go for broke and roll the max!
This game is an extension of BreakScore® that evolved in response to a call from a group of enthusiastic players who wanted added layers of complexity and cunning. The rules of BreakScore apply but there are extra dice variations to spot, temptations to face, bonuses to score and strategies to consider. NB: Champ-Play can bring a ruthless dark streak to even the most placid player!
All three games are included in the one board game case.