Cliff Hoopin. N a t h a n a e l S m i t h
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1 Cliff Hoopin N a t h a n a e l S m i t h Cliff Hoopin is a game that relies heavily on physical skill and consistency. As a player one must consistently hit their free-throws as well as have the foresight to pull their piece when their player is most at risk of being hit by a free-throw. The game also relies heavily on chance. Each player must roll two die at the beginning of every turn. The die will indicate whether or not the player will draw a card, move forward or back spaces, and/or shoot a free-throw. The goal of the game is to move around the entire board before your opponent does.
2 Cliff Hoopin Rules O b j e c t i v e The goal of Cliff Hoopin is to move your player around the entirety of the playing board before your opponent does. Each player starts on a black dot and moves clockwise around the board until he/she lands back on their respective dot. K e y In this game shooting free-throws is key! A regular free throw is performed when a player bounces the ball off the bouncing area with the intention of making the ball into the center area. When bouncing the ball a player can bounce it off anything other than the game board itself. A made free-throw occurs when a players ball successfully lands within the center area. Successful Free-Throws: The ball lands in the center area and stays still The ball lands in the center area and rolls out, touching some portion of the side of the large cylinder before it hits the ground. Unsuccessful Free-Throws: The ball lands outside of the center area The ball lands in the center but DOES NOT touch the side of the base cylinder on its decent down. If the ball goes in it will than roll down the cylinder and onto the playing board. At this moment the ball can knock off either players piece from the board. If rolling down, a ball cannot be touched until it has rolled off the game board itself. The opponent of the free-thrower is allowed 1 pull, meaning that only before a turn (either opponents or theirs) can he/she pull there piece, thus taking there player out of potential harms way. If a players piece is knocked off the game board, that player must move back 7 spaces. In the event that the ball does not go inside the cylinder no contact with a piece thereafter will not be considered live play. Unless indicated otherwise, a free-throw constitutes one shot and a whole turn. If the player makes their free-throw they are afforded +5 spaces on the board. Players pieces must have their widest face facing the base cylinder as they move around the playing board unless both pieces land on the same spot of the board.
3 Cliff Hoopin Rules c o n t i n u e d To begin Cliff Hoopin each player must roll two dice. The player with the higher roll begins the game. To begin each turn you must roll two dice. If a card is drawn or a player lands on a red or green space, players must abide by the rules of that space or card. A player wins the game when he or she arrives at their respective finish line before their opponent. D i c e Pairs = advance one space, shoot a free-throw; Double-3 s= advance three spaces; Snake-Eyes = free-throw + draw a card (you may pull your piece. An opponent may not protect their piece with a pull ); Even = advance one space and draw a card (not applicable to pairs); Odd = back one space and free-throw; C a r d s Rules are... your opponent advances 2 spaces you lose next turn Ejected! go back to the beginning free pass (You may use this card at the beginning of a turn to shoot 2 free-throws instead of rolling die. Or you may use the card as a second pull ) rapid shot: 30 seconds (When this card is selected a player shoots for 30 seconds. Each made shot counts for +1 spaces advanced.) your opponent loses next turn advance two spaces your opponent picks a card As you move around the board certain spaces on the board will contain actions that a player must follow. Those actions are: Green: forward 1 space Red: back 1 space
4 Cliff Hoopin back one space forward one space neutral start/end position
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