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Board is marked with arrows to show the direction of movement , however, the jumps can be set out at the players' whim and changed each time.","historicalContext":"Rewards: winning horseshoe\nForfeits: faults\nNo. of Players: 2 to 6\nEquipment required: dice, 6 markers (horses in different colours), gate jumps and wall jumps\n\nRules:\nTO SET OUT THE BOARD\nPlace the fences at intervals around the course, creating a new challenge every time.  Fences can be placed at any point on the course providing they are not immediately before or after a red TIME PENALTY square and not less than 3 squares apart.  To set up a double fence, leave one square clear between the two parts of the jump.  To set up a treble fence, leave one square clear bewtween the first and second part of the jump and one square clear between the second and third part of the jump.\nTO START THE GAME\nEach player should select a horse to ride.  The dice should then be thrown to decide in which order the horses jump.  The thrower of the highest number goes first, the remained of the riders in clockwise order.\nSCORING\nAs in the show jumping ring, there are two types of fault: those resulting from a refusal at a fence or a fence knocked down and time faults..\nFENCE FAULTS:  these are awarded against the rider whose move results in the horse landing on a square occupied by a jump.  The number of faults is decided on the dice thrown.\nA throw of 2-4 = Refusal= 3 Faults, move the horse back two squares and throw again.  If the jump is a double or treble, the horse must be placed two squares before the first fence and take the complete jump again.  NB If the move backwards causes the horse to land on a red penalty square, 4 time penalties are also awarded against the rider.\nA horse is also judged to have refused at a double or a treble fence if it lands on the squares between the different parts of the jump, whatever the value of the dice thrown.  The horse must thtn be placed  two squares before the first fence in the spread and the entire jump taken again.  if a horse refuses the same jump three times, the rider must retire from the game.\nA throw of 5 -12 = Fence Down = 4 Faults, place the horse on the square immediately after the jump and wait for next turn.  In the case of a double or treble jump, place the horse on the square immediately after the final part of the jump.\nTIME PENALTIES:  these are incurred when the horse lands on a red square.  Again, the number of penalties is decided by the dice thrown , ec=xcept when the horse has landed on the red square as the result of being moved backwards, in which case the rider automatically receives a 4 second time penalty.\nA throw of 2-4 = loose a stirrup = 4 second penalty\nA throw of 5-7 = horse is skittish, needs to be brought under control = 7 second penalty\nA throw of 8-10 = horse runs out or slips on turn = 10 second penalty\nA throw of 11-12 = rider is unseated and must stop to remount = 12 second penalty, go back four squares and miss a turn.\nNB.  If the dice which causes the horse to stop on a red square is a double, the time penalty is also doubled.\nFurther time penalties are incurred after the first rider has completed the course.  The other riders must record a one second penalty against themselves for every throw made after the first horse has returned to the collecting ring, before they too reach the end of the course.\nGOOD LUCK HORSESHOE\nWhen a horse has incurred  Fence Faults and/or Time Penalties, the rider can try to wipe them out by using the Good Luck Horse Shoe\nBefore throwing the dice the rider places the horse shoe on any square ahead of his or her horse other than a red square or one occupied by a fence.  If, on that throw of the dice, the horse lands on the square with the horse shoe, all fence faults and time penalties to date are cancelled.  Should the horse go on to incur faults or penalties at a later stage in the game, the horse shoe can be used again.\nNB The Good Luck Horse Shoe only applies when a horse hands on it as the direct result of a dice throw.  Secondary moves resulting in a horse landing on the square do not count., eg., if a horse has a fence down and moves to the square after the jump which is occupied by the horse shoe, faults and penalties are not eliminated.  Neither are they if a horse moves backwards to a square occupied by the horse shoe as a result of a refusal or the rider being unseated.\n\nThe winner is the rider with the least fence faults.  In the event of a tie between two or more riders, the time penalties are taken into consideration.  The rider with the least time penalties then wins.\n\nJUMP OFF\nIf two or more riders have equal fence faults and time penalties they must take turns to complete the course again without stopping (ie one rider must complete the course before the next rider starts) scoring as before but also incurring a one second time fault for every throw made.\n\nRules placement: leaflet","briefDescription":"Board ggame, 'Jump Off', thirty-three pieces, printed card and moulded plastic, English, Emmavideo Limited, 1983","bibliographicReferences":[],"production":"EMMAVIDEO LIMITED LONDON","productionType":{"text":"","id":""},"contentDescription":"","contentPlaces":[],"associatedPlaces":[],"contentPerson":[],"associatedPerson":[],"contentOrganisations":[],"associatedOrganisations":[],"contentPeople":[],"associatedPeople":[],"contentEvents":[],"associatedEvents":[],"contentOthers":[],"contentConcepts":[],"contentLiteraryRefs":[],"galleryLabels":[],"partNumbers":["B.10:1-1995","B.10:2-1995","B.10:3-1995","B.10:4-1995","B.10:5-1995","B.10:6-1995","B.10:7-1995","B.10:8-1995","B.10:9-1995","B.10:10-1995","B.10:11-1995","B.10:12-1995","B.10:13-1995","B.10:14-1995","B.10:15-1995","B.10:16-1995","B.10:17-1995","B.10:18-1995","B.10:19-1995","B.10:20-1995","B.10:21-1995","B.10:22-1995","B.10:23-1995","B.10:24-1995","B.10:25-1995","B.10:26-1995","B.10:27-1995","B.10:28-1995","B.10:29-1995","B.10:30-1995","B.10:31-1995","B.10:32-1995","B.10:33-1995"],"accessionNumberNum":"10","accessionNumberPrefix":"B","accessionYear":1995,"otherNumbers":[],"copyNumber":"","aspects":["WHOLE","Board game [1]","Board game [2]","Board game [3]","Board game [4]","Board game [5]","Board game [6]","Board game [7]","Board game [8]","Board game [9]","Board game [10]","Board game [11]","Board game [12]","Board game [13]","Board game [14]","Board game [15]","Board game [16]","Board game [17]","Board game [18]","Board game [19]","Board game [20]","Board game [21]","Board game [22]","Board game [23]","Board game [24]","Board game [25]","Board game [26]","Board game [27]","Board game [28]","Board game [29]","Board game [30]","Board game [31]","Board game [32]","Board game [33]"],"assets":[],"recordModificationDate":"2026-04-01","recordCreationDate":"2000-03-04","availableToBook":false}}