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Dare Devil Games

Dare Devil Games and terms

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Game Modes

High Fliers:

Players take turns jumping their motorcycle onto the Mt. from a predetermined car distance from the Mt. First player to land all their motorcycles successfully on the Mt. wins.

High Fliers Speed:

Players concurrently attempt to land on the Mt. by flicking their motorcycles. Choose a set distance. You cannot touch other players’ motorcycles.

Hill Climb:

Place the end of your ramp on the edge of the Mt. (Mountain only, no ramp bending), and jump your motorcycle up the ramp onto the top of the Mt. First player to get to the top wins. Players all jump at the same time.

Long Jump:

Players take turns attempting to have the safest long jump. Players jump onto targets or the Mt. Starting 1 (or more) car(d) length away, each player has 3 jumps to make the jump. Once they make a successful jump, they advance to the next round. Each round will add 1 more car(d) length.

Tower Jumper*:

Place a large object (pop can, book, chicken, etc.) between each player and the Mt. Players take turns attempting to jump over the object and land safely on the Mt. First player to land all of their motorcycles on the Mt. wins.

Trick Jumps*:

Players set the Mt. in the center of the playing surface and place 4 targets on the 4 corners of the Mt (at the bottom). Using the scoring track below, players take turns making trick jumps either a # of rounds or to a total score (decide ahead of time). Players still score flips or spins if they don’t land on the Mt. or Targets as long as they don’t crash. You will need a separate scoring pad to keep score.

# of car(d) lengths from Mt.: 10pts X # of cards (Must land on Mt. or Targets to score car pts)

Flip: 50pts

Spin: 30pts

Flip + Spin: 150pts

Landing on Mt.: 150pts

Landing on edge of Mt.: 200pts

Landing on Targets: Value Shown

(These are also located on the trick jumps card for your convenience)

Motocross:

Players create a racetrack around the house. Using the cards (and other objects) create corners, straightaways, and the start/finish line. Place large objects in the track that must be jumped with a ramp. Players take turns making 1 flip at a time. If you crash, you skip 1 turn to correct yourself. If you go off course, you also take 1 turn to correct (from where you went off course).

Determine before the start of the race how many laps you will do.

Speed Race:

Setup the same as above but during racing, players are all racing at the same time. If space is limited, have players go in opposite directions.

 

Have an idea of your own? Submit it here and I may add it to the list!

 

Game Variations:

Repairs:

If you crash, you must skip 1 turn to be healed and fix the motorcycle.

Wimp Mode:

Play without crashes, landing somewhere is good enough.

Repeat trick jumper:

For Trick Jumps, instead of taking 1 jump at a time, players can (after a successful jump) make another jump. Keep adding to your score for that turn until you decide to stop, however, if at anytime you crash, you lose all points gained that turn.

1 Player:

For most of the games listed, see how few jumps you can take to complete each one. For Trick Jumps, have a set amount of jumps and go for a high score. With Long Jump, see how far you can go.

6+Player:

If you have more than six players, distribute an equal amount of bikes to each player. Track your own by using the arm bands and color located on each biker.

High Jumper*:

Play the same as Tower Jumper but without a Mt.

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Game Terms:

Mt.:

“Mt.” is referring to placing the box face down (with the title facing up, making a small mountain) or face up (with the inside of the box face up, creating a crater). Unless otherwise mentioned, Mt. is referring to placing the box either way, the players’ choice.

Jump:

A jump consists of players placing their motorcycle at the edge of their ramp and flicking it off of the end. If the motorcycle does not go off the edge of the ramp, they can immediately take another jump without penalty.

Crash:

Landing anywhere with your motorcycle upside down. If your rider is crushed by the motorcycle, you have crashed.

Successful Jump:

Consists of first making a jump and landing at the desired spot with their motorcycle and person face up.

Flip:

Your motorcycle turns upside down in the air and lands safely face up.

Spin:

Your motorcycle spins at least 360 degrees in the air.

Targets:

When landing on targets for points, your Dare Devil’s head must be completely inside the target circle.

Off table Crash:

Any time your motorcycle goes off the table or playing surface it is considered a crash regardless of landing properly or not.

*: You will need an additional item(s) outside of the provided game contents.