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Backpacks & Blisters v2.1
Original
© 1993 by Ragnar Brothers. Modified for PBM by Howard Bishop 2002.
This
is an experimental set of PBM rules. There is no attempt to infringe the
copyright.
Printable Map - Word Doc (290KB)
1.0 BASIC CONCEPT
1.1 Players
start in Keswick and go walking for a day. The game starts at 10am and finishes at 6pm.
1.2 Walkers
'slow down' during the day - in the morning they have 4 cards in their hand,
after lunch 3 cards, and after the coffee break two cards.
1.3 The aim
of the game is to score as many points as possible, the winner being the person
with most points at the end of the day. However, anyone failing to return to
Keswick by 6pm loses all their points.
2.0 SET-UP
2.1 At the
start of the game 5 locations are randomly chosen as the walking targets for
the day.
2.2 The
weather at the start of the day is Sunny.
2.3 Each
player starts the game with 4 walking cards.
3.0 ROUND
SEQUENCE
3.1 Each
postal round consists of two 20 minute turns.
3.1.1 Information
phase - Players are informed about the location of each of the other walkers,
their replacement(s) card from the previous turn and the replacement card(s)
they will get at the end of the turn 1.
3.1.2 Turn 1
- Walkers are moved simultaneously according to the orders given (no tea can be
drunk during Turn 1, all the waitresses are busy)..
3.1.3 Turn 2
- Walkers are moved simultaneously according to the orders given.
3.1.4 Rucksack
vote - Players vote for the next carrier of the Heavy Rucksack (HR), as long as
the present carrier has had the HR for 80 minutes or longer.
|
Postal
round
|
Turn
sequence
|
Points
for finishing
|
Special
|
|
Round 1
|
Turn 1 : 10:00
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+3
|
|
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Turn 2 : 10:20
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+3
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Ferry
rides
|
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Round
2
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Turn
1 : 10:40
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+3
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Bus
rides
|
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Turn
2 : 11:00
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+3
|
|
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Round
3
|
Turn
1 : 11:20
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+3
|
Ferry
rides
|
|
Turn
2 : 11:40
|
+3
|
Bus
rides
|
|
Round
4
|
Turn
1 : 12:00
|
+3
|
|
|
Turn
2 : 12:20
|
+3
|
Ferry
rides
|
|
Round
5
|
Turn
1 : 12:40
|
+3
|
Bus
rides
|
|
Turn
2 : 13:00
|
+3
|
L
U N C H
|
|
Round
6
|
Turn
1 : 13:20
|
+3
|
Ferry
rides
|
|
Turn
2 : 13:40
|
+3
|
Bus
rides
|
|
Round
7
|
Turn
1 : 14:00
|
+3
|
|
|
Turn
2 : 14:20
|
+3
|
Ferry
rides
|
|
Round
8
|
Turn
1 : 14:40
|
+3
|
Bus
rides
|
|
Turn
2 : 15:00
|
+3
|
C O F F E E B R E A K
|
|
Round
9
|
Turn
1 : 15:20
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+3
|
Ferry
rides
|
|
Turn
2 : 15:40
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+3
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Bus
rides
|
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Round
10
|
Turn
1 : 16:00
|
+3
|
|
|
Turn
2 : 16:20
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+2
|
Ferry
rides
|
|
Round
11
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Turn
1 : 16:40
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+1
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Bus
rides
|
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Turn
2 : 17:00
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-2
|
|
|
Round
12
|
Turn
1 : 17:20
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-4
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Ferry
rides
|
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Turn
2 : 17:40
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-6
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Bus
rides
|
4.0 MOVEMENT
4.1 Each
Turn, a player plays a walking card for his walker and a route for the walker
to follow. Each walking card has a certain number of triangles and circles on
it. Each triangle allows you to move triangle along a path, each circle allows
you to move one circle.
4.2 Triangles
and circles may be played in any order. Not all triangles/circles have to be
used, but they can't be carried over from one turn to the next.
4.3 The
card just played is replaced from the deck as defined in the round sequence.
4.4 All
walkers are deemed to be moving simultaneously. The actual movement is broken
down into 12 sub-turns. The sub-turns a walker moves in depends on how far the
walker is trying to move that turn (see table below)
|
Move
->
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1
|
2
|
3
|
4
|
5
|
6
|
8
|
10
|
12
|
|
Sub-turn
|
|
1
|
|
|
|
|
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X
|
X
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X
|
X
|
|
2
|
|
|
X
|
X
|
X
|
|
|
X
|
X
|
|
3
|
|
X
|
|
|
|
X
|
X
|
X
|
X
|
|
4
|
|
|
|
|
X
|
|
X
|
|
X
|
|
5
|
|
|
|
X
|
|
X
|
|
X
|
X
|
|
6
|
X
|
|
X
|
|
|
|
X
|
X
|
X
|
|
7
|
|
|
|
|
X
|
X
|
X
|
X
|
X
|
|
8
|
|
|
|
X
|
|
|
|
X
|
X
|
|
9
|
|
X
|
|
|
|
X
|
X
|
X
|
X
|
|
10
|
|
|
X
|
|
|
|
X
|
|
X
|
|
11
|
|
|
|
X
|
X
|
X
|
|
X
|
X
|
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12
|
|
|
|
|
|
|
X
|
X
|
X
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4.5 At the
end of each sub-turn, walkers can occupy the same small triangle or circle, but
if walkers occupy the same small triangle/circle at the end of the 12th
sub-turn, the walker who arrived at that space last is moved back to their
previous space. Ties are split by how far the walker has moved (furthest moved
arrives first) and then randomly
4.6 Any
number of walkers can occupy the Location spaces (large triangles/circles) at
any time.
5.0 SCORING
5.1 Points
are scored as follows :
5.1.1 ONE
point - finishing a turn on a viewpoint (small black triangle) or beauty spot
(small black circle).
5.1.2 VARIOUS
points - finishing a turn at a Location (large triangles/circles).
5.1.3 TEN
bonus points - being first walker to reach one of the 5 targets
5.1.4 SEVEN
bonus points - being second to reach a target
5.1.5 FIVE
bonus points - arriving at a target (but not 1st or 2nd).
5.1.6 FIVE
points - taking a ferry trip
5.1.7 THREE
points - drinking a cup of tea
5.1.8 FIVE
points - carrying the Heavy Rucksack back to Keswick at the end of the day
5.1.9 TWO
points - carrying the Heavy Rucksack at start of Lunchtime
5.1.10 TWO
points - carrying the Heavy Rucksack at start of Coffee Break
5.1.11 TWO
points - for each 50p left at the end of the game
5.1.12 VARIOUS
bonus points for arriving back at Keswick early/penalties for getting back
later.
5.2 Anyone
who has not returned to Keswick by 6pm automatically loses the game.
6.0 CAFES
6.1 Walkers
can either have a cup of tea and/or buy a bar of chocolate (50p for each).
6.2 Drinking
tea takes a whole turn (but any number of cards can be discarded and replaced).
6.3 Chocolate
is bought at the end of a turn (even if the walker moved to the café during
that turn).
6.4 Chocolate
is played at the start of a turn and doubles the number of triangles and
circles on a card played that turn. Each bar can only be played once.
7.0 LUNCH/COFFEE
BREAK
7.1 The 20
minute turns at 1pm and 3pm are special turns.
7.2 No
walker can move. You must discard one card (without replacement).
7.3 The
walker scores for the space (small/large triangle/circle) irrespective of
whether he has already scored for that space. This is the only way you can score
twice for the same space on consecutive turns (target bonuses can only be
claimed once).
7.4 If you
are at a café, you can replace as many cards as you like (after the initial one
card discard).
8.0 FERRY
TRIPS/BUS RIDES
8.1 Instead
of moving using the triangles/circles on a card, the walker may make a ferry
trip or take a bus ride.
8.2 Although
each ride costs 50p, you can move more quickly and you are allowed to discard
and replace a card.
8.3 A ferry
trip can be from any ferry stop to another unoccupied ferry stop (only at
20 minutes past the hour turns).
8.4 A bus
ride can be from one bus stop to another on the same numbered bus route. (only
on 20 minutes to the hour turns).
8.5 Ferries
arrive at the end of a turn. If the space is already occupied by another
walker, or a move to that space is contested by another ferry trip, the ferry
doesn't land and the walker stays on the lake.
9.0 BAD
STUFF
9.1 WEATHER
- If a player draws a change of weather card, he may choose whether to play it
immediately, to switch the weather from 'Sunny' to 'Cloudy' or vice versa, or
to discard it. In either event he draws a replacement card. Whenever the
weather is 'Cloudy' the Points values of triangles are reduced by ONE point.
9.2 BLISTERS
- Once drawn, the blister card remains in your hand until it is discarded. A
player can choose to 'play it', which means that he/she doesn't move that turn.
10.0 THE
HEAVY RUCKSACK
10.1 As soon
as the HR is drawn, it stays in play and the player draws another card. Any
move card played by the carrier of the HR has one circle and one triangle
deducted.
10.2 Chocolate
doubles a move, but only after deducting the one triangle and one circle.
10.3 Ferry
and bus rides are unaffected by the HR.
10.4 The
carrier can pass the HR on to another walker if they occupy the same space at
the end of a turn or sub-turn. Similarly, a walker can choose to take the HR
off the carrier. In both cases, the player must provide an order to that
effect. The HR can only be transferred once during a given turn.
10.5 At the
end of a round, all players can vote to transfer the HR to a new player, if the
current carrier has had it for at least 4 turns (80 minutes). If the vote is
tied, the current carrier has the deciding vote.
11.0 MISCELLANEOUS
11.1 Walkers
cannot move through the same space more than once in a particular turn.
11.2 Only
one chocolate bar can be bought per turn.
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