JUMP
2000
Designed by John Ansems, Lorna Ansems
Published by Best of PEI
Essentially, the objective of the game is to be the first player/team in a race to move all game pieces around the track and into a home path, while impeding the progress of the opposing players/team through strategic interference. Players move around the board, using cards dealt to them. Cards are clearly marked with alternate uses, increasing the available play options. A key component is that play pieces can be coupled, allowing the top player to take control of his opponent s play piece(s). Other forms of interaction include trading, uncoupling, switching control, and sending an opponent back to start again.
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Game data sourced from BoardGameGeek, used under their API terms.
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