Impact City Roller Derby (2012)
Temps de jeu: 120
Age min.: 12
Joueurs: 2 - 4
Editeur: Game Salute, Impact! Miniatures
Concepteurs: Thomas Grimstad, Chris Adkerson, Tom Anders
Artistes: Eric Reiter, Cody Jones
Mécaniques: Dice Rolling
Age min.: 12
Joueurs: 2 - 4
Editeur: Game Salute, Impact! Miniatures
Concepteurs: Thomas Grimstad, Chris Adkerson, Tom Anders
Artistes: Eric Reiter, Cody Jones
Mécaniques: Dice Rolling
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Impact City Roller Derby ( ICRD ) is a fast paced board game for 2 or 4 players based on flat track roller derby.
Game play is done by moving your team of 5 roller derby girls around the board trying to get your Jammer to pass more opposing derby girls than your opponents Jammer.
Games should take between 90 minutes to 2 hours if you play all the possible Jams. The game uses strategic movement of your players to pass or block opposing players. A variety of dice (D6, D8, D10 and D12) are used to determine the success of key moves but dice rolling is kept to a minimum during a turn (normally moving all 5 players should only require 0 to 3 dice rolls).
In addition, each lap of the track the coach (ie you) will have a hand of 3 special move cards which will give you options for special offensive or defensive plays straight from normal flat track derby play (like a Leg Whip or Hip Check). There are also Foul cards which allow you to risk breaking the rules to give your team a key advantage, however the referee might catch you and send you to the penalty box.
Game play was kept true to the rules for the sport of flat track roller derby, while also trying to make the game fast paced and fun.
Game play is done by moving your team of 5 roller derby girls around the board trying to get your Jammer to pass more opposing derby girls than your opponents Jammer.
Games should take between 90 minutes to 2 hours if you play all the possible Jams. The game uses strategic movement of your players to pass or block opposing players. A variety of dice (D6, D8, D10 and D12) are used to determine the success of key moves but dice rolling is kept to a minimum during a turn (normally moving all 5 players should only require 0 to 3 dice rolls).
In addition, each lap of the track the coach (ie you) will have a hand of 3 special move cards which will give you options for special offensive or defensive plays straight from normal flat track derby play (like a Leg Whip or Hip Check). There are also Foul cards which allow you to risk breaking the rules to give your team a key advantage, however the referee might catch you and send you to the penalty box.
Game play was kept true to the rules for the sport of flat track roller derby, while also trying to make the game fast paced and fun.
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Impact City Roller Derby
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ag.gameitem.lastUpdated: 2025-05-21 17:56:11.215