OBJECTIVE OF SURF WRITE: To be the first player to win the gold in the treasure chest at the end of the board.
NUMBER OF PLAYERS: 2 to 4 Players
COMPONENTS: A game board, 8 tokens, 1 double-dice and a rule sheet.
TYPE OF GAME: Luck-based Board Game
AUDIENCE: Ages 6 and Up
OVERVIEW OF SURF WRITE
There is gold to be won, hidden in a treasure chest but beware! Danger lurks in the form of dragons and whirlwinds. Can you sail fast enough to win the treasure first?
SETUP
Place the main board in the centre of the play area.
Each player picks two the tokens of their chosen colour.
The game is played in rounds and points are collated at the end of predetermined rounds. 3 or more rounds work best.
GAMEPLAY
The first player is determined by the roll of die. Player with the highest number goes first.
To place a token on the green start circle, a player must either roll a double (same numbers) or a two.
Every player is given a chance to put their token into play.
Successful players then roll the die again on their next turn and move the number of spaces on the board indicated by their dice.
There are pitfalls and lucky spots along the trail. Land on any and follow the instructions. The lucky spots boosts you up the trail while the pitfalls send you back down the trail.
The red spots are the pitfalls and the player must move back the number of spots as indicated.
The green spots move you forward the number of spaces indicated.
The yellow spots are turbo boosters and if a player lands here, they surf on the arrow to wherever it takes them.
When counting your number of spaces on the board, players can jump over other tokens.
If a player’s token lands on a spot already occupied by another token, the initial token is ‘captured’ and sent back to the starting point.
Once a player has two tokens on the same spot, it’s called a block and no other player can advance beyond that spot except they roll a double or the number 2 just as the starting condition.
A token which is part of a block may also be captured and sent back to start. This action breaks up the roadblock.
If a player has two tokens in play, he may decide to use only one token to count out the total of the double dice or use each token to count out each number on the two dice.
As players approaches the end of the game, once they cross the number 50, (and they have to cross it, simply landing on it doesn’t make them safe) their tokens can no longer be captured peradventure another player’s token lands on the same spot as theirs.
As players near the End point being 60, and have just a limited number of spaces to end the game, they may only move the number of spaces on any of their dice that is not beyond the exact number needed. For example, if they need just 4 to get to the end point and the roll a 3 and 2, they may only apply the 3 and forfeit the 3 or they may choose to play the 3 and forfeit the 2 and then wait for their next turn hoping to roll the required number.
SCORING
The first player to get both their tokens to the end point of the game wins the round.
The other players are awarded 10 points each per token in play.
END OF GAME
Each round ends once a player gets both his tokens to the end point.
The game ends once the predetermined rounds have been played. The player with the lowest number of points from all the rounds wins.