# Flow Skate '08
## Overview
- Each player will take a Run in the skate park, trying to impress the judges.
- The more technical your Run, the more likely the judges will reward you with a coveted 10.
## You'll Need
- Six to ten six-sided dice. The more the better.
- Honestly, a virtual dice roller. Unless you have dozens of ten-sided dice.
- Index cards if you want to map out a skate park. (optional)
## The Run
- **You have 6 tricks!**
### Make it Sick
- As you go through your run, describe each trick _passionately_.
- The more exciting your trick sounds, the more likely your **Competitors** will support you with **Hype**.
### Momentum
- **Start with 2 Momentum and 1 Hype**
- Start with 2 six-sided dice and 1 four-sided die in your dice pool.
- If your run flows together, you will build your **Momentum**.
- Each trick landed gives you one more **Momentum**.
### Hype
- **Competitors**: as the **Runner** flows through their set, if you think any trick or choice they make is "sick", you can reward them with **Hype**.
- Add a four-sided **Hype** die to their **Momentum** pool.
- When a **Runner** bails on a trick, they lose 1 **Hype**
### Tech
- The more technical your tricks are, the higher potential score you can earn.
- You need to call your shot: say what Difficulty you're aiming for.
- Match your Trick to one of the genres and rise to the challenge.
- Failing to a land a trick (bailing) will reset your **Momentum** to 2.
- Lose only 1 **Hype**.
| Difficulty | Tech Earned | Pump the Vert | Flip the Deck | Grind the Rail |
| ---------- | ----------- | ----------------- | ---------------- | ---------------- |
| 1 | 1 | 1+ dice below 4 | _-- too slow --_ | _-- too slow --_ |
| 2 | 2 | 2+ dice below 4 | 1+ dice above 4 | _-- too slow --_ |
| 3 | 4 | 3+ dice below 4 | 2+ dice above 4 | 2+ of the same |
| 4 | 7 | 4+ dice below 4 | 3+ dice above 4 | 3+ of the same |
| 5 | 11 | 5+ dice below 4 | 4+ dice above 4 | 4+ of the same |
| 6 | 16 | _-- too quick --_ | 5+ dice above 4 | 5+ of the same |
## Final Score
- Total your **Tech** and roll that many d10s.
- Your **Final Score** from the Judges is the five highest rolls!
## Optional Rules
### Take It to the Limit
- You can declare you're trying to **Max Out** a trick by making it harder.
- Pump the Vert: only 1s count.
- Flip the Deck: only 6s count.
- Landing a Maxed Out trick scores you Double Tech.
### Floor Tricks
An elaborate Floor Trick requires balance and precision and is the pinnacle of technical tricks.
- Roll your dice.
- Group all dice that total up to 6.
- Each group counts as a Success for the Tech table.
- Press Your Luck:
- Roll again.
- If at any point you cannot make a group that equals 6, the whole trick fails.
- Land It:
- Choose not to roll again to score your points.
- Each group is two Difficulty.
- Reset **Momentum** to 2.