BERZERKERBIRDZ Board Game
RULES
Available here for free for viewing and download, the latest updated version rules from the Berzerkerbirdz Board Game
BOARD GAME RULES CLARIFICATION:
The "Challenge Number" for each maneuver or world is 2 points higher than the number stated on the card for a specific Astrobirdz. Each Birdz has several tricks they are best at and they can win those tricks with a stated number that is 2 points lower than what other Birdz or Invazorz can win the trick with.
The challenge number is 2 points higher than the stated Favorite Trick
Challenge number; for example, for the Spacefreeze Cryo Blast Maneuver,
where Snowboardzerka needs a 13, the challenge number is 15
Berzerkerbirdz™ Extreme Sports Arena Board Game
VERSION 3.26
last edited
10/31/07
Game Design by James M.
Ward with Bill Cobb
Concept by Bill Cobb
Editing by Timothy Brown
Art by Jim Holloway
Graphics and Layout by
Sandra Garavito of Ginormous Industries
Questions, Comments, and
Feedback: email
rules@astrobirdz.com
In the vastness of the
Birdznest Nebula lives the star-spanning race of Astrobirdz. As they evolved,
they flew off their home world into space and learned to do amazing things on
their high tech boards. Other races called Invazorz met the Astrobirdz and tried
to conquer them. All of these attempts failed as the Astrobirdz could turn into
Berzerkerbirdz, a much stronger and more talented version of the Astrobirdz
race. Through long contact with the Astrobirdz and Berzerkerbirdz, the Invazorz
decided instead to appeal to their sense of competition. These aliens turned the
Astrobirdz’ love of extreme board sports into a contest for the ownership of
worlds in the Birdznest Nebula. This game simulates the great events happening
every day in the Astrobirdz Extreme Sports Arena.
HOW TO WIN
There are three ways to
win the Berzerkerbirdz Extreme Sports Arena Board Game:
Defend Three Worlds: A
player who wins 3 worlds, then successfully defends those three worlds against
challengers, wins immediately upon defending the third world.
Win Five Worlds: A player
who wins his fifth world wins immediately.
Time Victory: Provided no
player has won by defending three worlds or winning five worlds already, the
winner is the player with the most worlds won after exactly two hours of playing
time. Players with the same number of worlds tie.
GAME COMPONENTS
Sort out all of the game
pieces to get ready to play.
Game Board
The game board represents
the Astrobirdz Extreme Sports Arena.
Fingerboards (6 different colors)
Fingerboards are the
playing pieces, used to move around the board.
Cards
There are several
different types of cards:
Astrobirdz Cards (10): There
are ten different Astrobirdz characters. Each one of them uses a different type
of sport board and gets different powers.
Berzerkerbirdz Cards (10):
Astrobirdz love changing into Berzerkerbirdz. This change happens when the
Astrobirdz gains Zoominium. Zoominium is an energy source only gotten in the
Birdznest Nebula. The Zoominium crystals are made into drinks and put in the
food. Zoominium is a powerful energy source that the Invazorz are also searching
for in the Birdznest Nebula.
Berzerkerbirdz are
larger, quicker versions of the Astrobirdz race and are better able to do the
maneuvers they love and defend the worlds they like the best. Through the course
of the game, Astrobirdz can become Berzerkerbirdz. When this happens, simply
change the card being used by the player. It’s also possible to lose these
powers and turn back into Astrobirdz. When this transformation happens, simply
change the cards again.
Invazorz Cards (2 Mecha-Invazorz, 2 Raptor-Invazorz, 2 Insecta-Invazorz,
and 2 Jellyfish-Invazorz) (8 total):
Menacing invaders of the Birdznest Nebula,
these characters are out to take over the worlds already owned by the Astrobirdz
race. They intend to do this by successfully competing in the Astrobirdz Extreme
Sports Arena. Each of these races has tried fighting their way onto the
Astrobirdz’ planets and totally failed.
Maneuver Cards (30)
These represent the
difficult sports board maneuvers that are attempted in the Astrobirdz Extreme
Sports Arena.
Gym Cards (8)
There are eight of these
cards but only four of them are used in each game. These represent training
areas in the Astrobirdz Extreme Sports Arena.
Gym Power Cards (16)
These cards help players
remember which gyms they have visited and the special powers they have been
granted.
World Cards (20)
These are the worlds
being contested for in the Astrobirdz Extreme Sports Arena.
World Permanently Defended Cards (6)
These cards are used to
mark those worlds each player has successfully defended.
Medal Cards (12)
These cards are placed in
the empty spaces left on the board after maneuvers and worlds are won by
players.
Medal Bonus Cards (8)
These reference cards
help players keep track of special medal powers.
Medals
Medals (coins) are given
out in the Astrobirdz Extreme Sports Arena for accomplishing special feats
during the play of the game. There are six each of Bronze, Silver, and Gold.
Trophies (40)
These white coins are
also won in the arena to represent training and greater sports board skills.
Dice
Dice are used to play
this game. Both 6-sided and 8-sided, using 4 of each.
Rules Booklet
This rules booklet
explains everything you need to know about the game. Go to
www.astrobirdz.com to learn more about this and other Astrobirdz
products and free downloads.
SETTING UP THE GAME
Follow these steps to set
up the game.
1. Place the game board
at the center of the player area.
2. Note the time.
3. Each player selects a
character card. There are 10 Astrobirdz character cards and 8 Invazorz character
cards to choose from (the ones with a color band at the top of the card and a
name like Spaceboardzerka or Mecha-Invazorz Destructarian Graptarg).
If more than one player
wants a particular character, each rolls a 6-sided die to determine who gets it,
and the highest number gets to pick.
4. Those players with
Astrobirdz characters should pick out their Berzerkerbirdz cards as well (they
have the same name and color as the Astrobirdz card). Place the Berzerkerbirdz
card of the same name and color under your Astrobirdz card. When the Astrobirdz
becomes a Berzerkerbirdz just exchange the two cards.
Astrobirdz take in
Zoominium to transform into larger, more powerful Berzerkerbirdz. As long as the
Zoominium source is available the Berzerkerbirdz can better defend the worlds of
the Astrobirdz race. Frequently, an Astrobirdz will elect to take Berzerkerbirdz
form in the extreme sports arena as the challenges become more difficult.
Put the rest of the
character cards back in the box; they won’t be used.
5. Place one of the world
permanently defended cards in front of each player.
6. Place two trophies on
top of each player’s character card.
7. Shuffle the world
cards and place one to a space in the middle of the board (with the circles in
the card spaces). The backs of the world cards match the spaces where they
should be placed. The cards are placed facing up so you can see each world.
Place the extra world
cards back in the box; they won’t be used.
8. Shuffle the maneuver
cards and place one to a space around the outside of the board. The backs of the
maneuver cards match the spaces where they should be placed.
Place the extra maneuver
cards back in the box; they won’t be used.
9. Shuffle the gym cards
and place one in each corner of the game board.
The backs of the gym
cards match the spaces where they should be placed.
Place the extra gym cards
back in the box; they won’t be used.
10. Find the gym power
cards that match the colors of the four gym cards on the board; there will be
two gym power cards for each gym card. Place these gym power cards on each
corner of the board; i.e. the black gym gains two black gym power cards.
11. Put five trophies on
each of the four corners of the game board, on the gym spaces.
12. Each player selects a
fingerboard playing piece and places it in any corner space he wants to start
the game. He does not get to use the power of that gym on that first turn,
though. It’s fine if more than one player wants to start on the same corner
square. Game Tip: Pick your starting space so that the first gym you’ll
move to helps you the most.
After setting up begin
play with the first turn.
PLAYING THE GAME
To decide which player
goes first, all players roll a 6-sided die. The player who rolls the highest
number goes first; re-roll ties. Play then proceeds to the left.
Each player does two
things during his turn: move his fingerboard and then take an action.
MOVING THE FINGERBOARD
On their first turn,
players roll just one 6-sided die and move that number of spaces in the
direction the arrows point along the outside of the board. On later turns, a
player may roll a 6-sided die (or an 8-sided die if he is a Berzerkerbirdz), and
can use any number of his trophies to add 2 each to his movement total. For
example, a player can use up two of his trophies to add 4 to his roll, so he
would move four spaces further this turn.
Trophies add points to
other game actions, as well, and are more fully explained later in these rules.
A player must move the
total number of spaces rolled unless he decides to stop to challenge another
player.
Special things can happen
while moving a fingerboard, including picking up trophies, stopping to challenge
another player, moving from the outside to the inside of the arena, going
through the Nebula Slide, or rolling for special results.
Picking up Trophies
When a player moves onto
or past a gym space he takes one of the five trophies that were placed there at
the beginning of the game. When all of these trophies are gone from a gym space,
no more are added.
Stopping to Challenge Another Player
If a player moves onto or
past another player’s fingerboard piece on the game board, he may stop on that
space to challenge that player for one of his maneuver or world cards. If the
moving player does not want to challenge that other player, he can continue his
movement.
Moving from the Outside to the Middle of the Arena
There are only two
entrances from the outside of the arena into the middle, and arrows mark the
paths.
Space 1. From this space,
a player can move toward the middle of the game board to space 2 or he can
continue to the outside of the game board.
Space 2. From this space,
a player can move to space 1 or space 4.
Space 3. From this space,
a player can move to space 4 or space 2.
Space 4. From this space,
a player can only move around the corner to the next space on the middle of the
arena.
Going Through the Nebula Slide
The Nebula Slide is a
wormhole filled with strange cosmic energies. When a player moves onto a space
at either end of the vortex, he can move through it to the space at the other
end. But before he continues moving he must roll on the Nebula Slide Table and
immediately implement the result; Astrobirdz roll a 6 sided-die, while Invazorz
and Berzerkerbirdz roll an 8-sided die.
Nebula Slide Table
Roll Result
1 The player loses
a maneuver card of his choice, placing it back on a maneuver space along the
outside of the board wherever he wishes. The player’s turn is over.
2 The player loses
a world card of his choice, placing it back on a world space on the inside of
the board wherever he wishes. The player’s turn is over.
3 The player loses
a trophy. The player’s turn is over.
4 The player takes
a trophy from any other player. The player’s turn is over.
5 The player takes
a world card from any other player. The player’s turn is over.
6 The player goes
to any space on the board and immediately takes a whole new turn.
7 The player gains
a gold medal, unless he already has one. The player’s turn is over.
8 The player goes
to the gym of his choice, immediately gaining a trophy and a gym power card if
there are any at that gym. The player’s turn is over.
If the player, for any
reason, can’t do what the table calls for, he re-rolls the die until he gets a
result he can.
When returning maneuver
or world cards to the game board, if there are medal cards on all the empty
spaces on the outside or inside, then remove and discard one medal card to free
up a space.
AstroPortal Spaces
The AstroPortal Space is
a region of portals allowing fast transport between the worlds. When traveling
among the AstroPortals, many encounters can take place. The strange energies of
this warped space can have unusual side effects on the characters. A player who
lands on an AstroPortal Space rolls dice on the AstroPortal Encounters table.
AstroPortal Encounters
When a player lands on
one of the AstroPortal spaces he rolls an eight-sided die on the AstroPortal
Encounters table, then goes to one of the eight encounter tables and rolls a
six-sided die to find out what happens.
AstroPortal Encounter Tables
Roll Roll on this table for result
1 Dangerous
Asteroid Field
2 Nova Debris
Field
3 Black Hole
Navigation Problem
4 Dark Matter
Field
5 Wormhole Bonus
6 Star Cluster
Field
7 Space-Time
Distortion
8 Zoominium Bonus
1 – Dangerous Asteroid Field
The action of the contest
moves for a moment into the vastness of the planetary asteroid fields.
Roll Result
1-2 You zig when you
should have zagged and wipe out. Place your fingerboard upside down on the next
space inside the board and past the rest of the AstroPortal spaces. Lose this
turn and the next; on the next turn, turn the fingerboard right side up, but do
nothing else.
3-4 You smash your
head on an asteroid and unlearn one of your favorite maneuvers as you lose a bit
of your memory. Discard one of your maneuver cards and move your board to the
first outside space past the four portal spaces. Play continues to the next
player.
5-6 Your skill and
speed are unmatched and you easily maneuver through the dangers of the
asteroids. Place your board on the first outside space past the four portal
spaces. Play continues to the next player.
2 – Nova Debris Field
Equipment from
centuries-old star battles litters the space lanes in this planetary system. You
and the other athletes are tasked with its clean up.
Roll Result
1-2 If you aren’t a
Berzerkerbirdz, become one now. Place your board on the first outside space past
the four portal spaces. If you are an Invazorz, you can select a Berzerkerbirdz
on the board and turn them back into an Astrobirdz. Play continues to the next
player.
3-4 Pick up a trophy
from the debris. Place your fingerboard on the first outside space past the four
portal spaces. Play continues to the next player.
5-6 No one is
impressed by your work. You are forced to move to one of the gym spaces on one
of the outside corners of the board. You may take a gym card. Play continues to
the next player.
3 – Black Hole Navigation Problem
All of the athletes are
tested by shooting them near a black hole to see if they can escape by
themselves.
Roll Result
1-2 You maneuver past
the black hole with no problems. Move your fingerboard to any space on the
inside of the board. You are allowed to try for the planet or take other actions
on the space. Play then continues to the next player.
3-4 Gravity waves
grab your board and pull you in. Place your fingerboard upside down on the next
space inside the board and past the rest of the portal spaces. Lose this turn
and the next; on the next turn, turn the fingerboard right side up, but do
nothing else. Play continues to the next player.
5-6 The black hole
snags a world card from anywhere on the inner board. Take it into your mix of
cards. Move your fingerboard to any space on the inside of the board. Play
continues to the next player.
4 – Dark Matter Field
Dark matter clusters
around the body of the character and slows him down.
Roll Result
1-2 No matter what
die you roll for the next two turns, the numbers equal 2 as dark matter clogs
your blast and weapon systems. Move your fingerboard to the next space past the
portal spaces. Play continues to the next player.
3-4 You learn how to
fling dark matter onto your opponent’s systems. Select one of the other players.
No matter what they roll for the next 2 turns, the numbers equal 2 as dark
matter clogs their blast and weapon systems. Move your fingerboard to the next
space past the portal spaces. Play continues to the next player.
5-6 Your amazing
skill allows you to learn a new maneuver. Select any maneuver on the outside of
the board and add it to the mix of your maneuver cards. Move your fingerboard to
the next space past the portal spaces. Play continues to the next player.
5 – Wormhole Bonus
As athletes are forced to
navigate the wormhole, they learn many things.
Roll Result
1-2 Your skill with a
board increases tremendously. Place your fingerboard anywhere you wish on the
game board and finish your turn there as you try for a planet or take some other
action. After you are through, play continues to the next player.
3-4 You figure out
the secrets of the wormhole. Select another player’s fingerboard and place it
anywhere you wish on the game board. Move your fingerboard to the next space
past the portal spaces. Play continues to the next player.
5-6 You maneuver
through the wormhole with no problems. Move your fingerboard to any space on the
inside of the board. You are allowed to try for the planet or take other
actions. Play then continues to the next player.
6 – Star Cluster Field
The energy of these stars
transforms dangerously. You do your best to try not to change, but as your board
moves at star-pulsing speed, unknown energies fill your body.
Roll Result
1-2 If you are an
Astrobirdz or a Berzerkerbirdz, you transform into an Invazorz of your choice.
If you are an Invazorz, you transform into a Berzerkerbirdz of your choice from
the ones still available. Move your fingerboard to the next space past the
portal spaces. Play continues to the next player.
3-4 Roll a die and
with that roll lose some of your trophies.
On a roll of 1 or 2, lose
one trophy if you have it.
On a roll of 3 or 4, lose
two trophies if you have them.
On a roll of 5 or 6, lose
three trophies if you have them.
After rolling, move your
fingerboard to the next space past the portal spaces. Play continues to the next
player.
5-6 Take three
trophies if they are available. Apply their modifiers to your next roll and then
discard them. Move your fingerboard to the next space past the portal spaces.
Play continues to the next player.
7 – Space-Time Distortion
Energies in the Birdznest
Nebula rain down on the portal.
Roll Result
1-2 Time shifts
strangely. Move your fingerboard to the space just in front of the portal spaces
on the outside of the game board and begin your turn again.
3-4 Space distorts
around you. Move your fingerboard onto another player’s game piece and make a
challenge.
5-6 Time distorts.
You have won a battle you thought was lost in the past. Select a new maneuver
card from one of the spaces on the outside of the game board. Place your
fingerboard on the space just past the portal spaces on the inside of the board.
Play continues to the next player.
8 – Zoominium Bonus
A powerful Zoominium
energy field washes over you.
Roll Result
1-2 If you are an
Astrobirdz character, become a Berzerkerbirdz character. If you are already a
Berzerkerbirdz character, move your board anywhere you wish and end your turn.
Play continues to the next player. If you are an Invazorz gain two extra
trophies, if they are available. Move your fingerboard to the next space just
past the portal spaces. Play continues to the next player.
3-4 Gain a maneuver
card from any position on any space on the outside of the game board. Move your
fingerboard to the space just past the portal spaces on the inside of the board.
Play continues to the next player.
5-6 Gain a world card
from any position on any space on the inside of the game board. Move your
fingerboard to the space just past the portal spaces on the inside of the board.
Play continues to the next player.
TAKING AN ACTION
A player can take one
action, depending on the space where he ended his movement. He does not have to
take an action at all if he doesn’t want to. Actions include challenging a
player for a maneuver or world card, training at a gym, and other actions listed
below.
Training at a Gym
When a player lands on a
gym card space, he may stop to work out and train with his board. He takes one
of the two gym power cards from the space and places it on the table next to his
character card. He can use that gym power card bonus or other power at any time
during the game. After use, place that gym power card back on the same color gym
space.
If there are no gym power
cards left beneath a gym card (because other players already have them), then
the player gets no card. Even if another player returns a gym power card to that
space later in the turn he does not get to take it.
Challenging for a Maneuver
The player tries to
perform the maneuver and take the card. To take the card, roll four 6-sided dice
(or 8-sided dice for Berzerkerbirdz) and match or exceed the maneuver card’s
challenge number. (The challenge number is 2 points higher than the stated
Favorite Trick Challenge number; for example, for the Spacefreeze Cryo Blast
Maneuver, where Snowboardzerka needs a 13, the challenge number is 15.)
Before rolling, the
player can use his trophies to add 2 points each to the roll, and other medals
can change the dice totals, as well (see Dice and Medals, below). Be sure to
look at both the maneuver card and the character card for other bonuses. If the
player succeeds, he takes the maneuver card; if he fails, leave the maneuver
card where it is.
Challenging for a World
Only characters who have
four or more maneuver cards can challenge for worlds on the game board. The
player tries to perform a spectacular stunt so the arena crowd will give him the
world. To take the card, roll four 6-sided dice (or 8-sided dice for
Berzerkerbirdz) and match or exceed the world card’s challenge number. Before
rolling, the player can use his trophies to add 2 points each to the roll, and
other medals can change the dice totals, as well (see Dice and Medals, below).
Be sure to look at both the world card and the character card for other bonuses.
If the player succeeds, he takes the world card and replaces it on the board
with a medal card; if he fails, leave the world card where it is.
Challenging for Medal Cards
The player tries to
thrill the arena crowd to gain another trophy or bonus. To take the card, roll
four 6-sided dice (or 8-sided dice for Berzerkerbirdz); if any of them roll 6 or
higher the player takes the card. Before rolling, the player can use his
trophies to add 2 points each to the roll, and other medals can change the dice
totals, as well (see Dice and Medals, below). If the player succeeds, he takes
the medal card, and if he fails, leave the medal card where it is. Some medal
cards gain the player another trophy; take that trophy immediately and discard
the medal card. Other medal cards give the player an additional die to roll at
some future point in the game; hold on to these cards until that extra die is
used, then discard the medal card.
Medal cards are not
replaced with new medal cards when they are taken from the game board; the space
is left empty. Place expended medal cards at the bottom of the medal cards
stack.
Challenging Another Player
A player can challenge
another player who is in the same space to take his maneuver cards and world
cards. The challenging player looks at the maneuver and world cards the other
player has already won and picks one he wishes to take. A player who has neither
cannot be challenged. You cannot challenge another player to take his medals or
trophies.
Three Kinds of Player Challenges: Homeworld, Favorite Trick, and
Standard:
Homeworld Challenge: World
cards have specific characters mentioned on them, like ‘Hoverboardzerka needs a
10.' These are the characters' homeworlds, where the terrain is best suited to
the type of board he rides. If the challenging player is mentioned on the world
card by name, then he can challenge for it by what is called a homeworld
challenge; he need only roll his four dice (6-sided or 8-sided, as appropriate,
possibly modified by trophies, medals, and other cards) and meet or exceed the
number listed to take the card from the challenged player.
Favorite Trick Challenge:
Maneuver cards have specific characters mentioned on them, like ‘Hoverboardzerka
needs a 10.' These are the characters' favorite tricks, which they consider
themselves to be best at. In some cases it is because their favorite board type
is especially good at that kind of trick, in other cases because they just
happen to be extra good at that trick. If the challenging player is mentioned on
the maneuver card by name, then he can challenge for it by what is called a
favorite trick challenge; he need only roll his four dice (6-sided or 8-sided,
as appropriate, possibly modified by trophies, medals, and other cards) and meet
or exceed the number listed to take the card from the challenged player.
Standard Challenge: If the
challenging player is not mentioned by name on the maneuver or world card, then
he must make an extreme sports challenge to take it. In an extreme sports
challenge, both players roll their four dice (6-sided or 8-sided, as
appropriate, possibly modified by trophies, medals, and other cards). If the
challenger rolls higher he takes the maneuver or world card. If the defender
ties or rolls higher he keeps the maneuver or world card.
Successfully Defended Worlds:
When a challenged player succeeds in keeping a
world card, that world can never be challenged for again. Place that world card
beneath the player’s worlds permanently defended card.
DICE AND MEDALS
Players always roll 4
dice for challenges and 1 die for movement. Astrobirdz and Invazorz roll 6-sided
dice. Berzerkerbirdz roll 8-sided dice.
Bronze, silver, and gold
medals are gained when a player reaches certain goals. Having them changes how
the dice are read and added up.
Bronze Medal: A player gains
a bronze medal the instant he has three or more maneuvers in front of him on the
gaming table. The bronze medal turns all 1s rolled on the dice into 2s.
Silver Medal: A player gains
a silver medal the instant he has five or more maneuvers in front of him on the
gaming table. The silver medal turns all 1s and 2s rolled on the dice into 3s.
Gold Medal: A player gains a
gold medal, the instant he has seven or more maneuvers in front of him on the
gaming table. The gold medal turns all 1s, 2s, and 3s rolled on the dice into
4s.
A player who loses
maneuver cards after receiving medals does not lose his medals; for instance, a
player with three maneuver cards with his bronze medal does not lose that medal
if he falls to just two maneuver cards.
Astrobirdz Changing into Berzerkerbirdz
There are two gym cards
that help Astrobirdz become Berzerkerbirdz.
There is also the chance
that an Astrobirdz can become a Berzerkerbirdz every time he collects a maneuver
card that gives him an odd number (greater than one) of them (so, if that makes
his third maneuver card, or his fifth, or his seventh, and so on). Right after
collecting the maneuver, he rolls a single 6-sided die and on a 6 he transforms
into a Berzerkerbirdz.
Have Fun!
That explains everything
you need to know to play the game. There is a website as well that allows you to
ask questions of the game designer. Go to www.astrobirdz.com to
learn more about this and other Astrobirdz products and free downloads.
™Astrobirdz,
Berzerkerbirdz, Birdz, Birdznest Nebula, Go Berzerk, Invazorz, and Zoominium are
trademarks of Bill Cobb Productions, Inc. Copyright 2007. All rights reserved.

13. Place the medal cards and medal bonus cards by the side of the game board
with the remaining trophies.
GO BERZERK tm WITH BERZERKERBIRDZ tm !
Feedback,
comments, or questions?
Email
feedback@astrobirdz.com
Berzerkerbirdz are energy-enhanced Astrobirdz from the Birdznest Nebula. These powerful Birdz ride powered boards, surfboards, skateboards, snowboards, skimboards, and hoverboard - jet and rocket boosted. Extreme sports action afficionados with hovercraft, flying cars and space birdhouses, these kahunas of the power board are the true boarding birds of space. Masters of speed and performance, they proclaim cowabunga, risk a mighty wipeout, and Go Berzerk if they have to - but prefer to chillax. Games, collectibles, animation, cartoon, comic, books, novels, and other merch are in stores now or in production. James M Ward of Gamma World and Metamorphosis Alpha fame and ace artist Jim Holloway have contributed mightily to delivering the Birdz experience. Sometimes erroneously appelated as astrobirds, astro birds, berserker birds, berserkerbirds, berserker birdz, berzerker birds, berserk bird, berserk birds, berserk birdz, berzerk birdz, astro bird, astrobird, and other minor mutations of the correct and true original space boarding birds - Astrobirdz! Originating from their deep space nesting place, their beloved Birdznest Nebula, sometimes misappelated as Birdsnest Nebula, Birdnest Nebula, Bird Nest Nebula, Birds Nest Nebula, or Birdz Nest Nebula. Their rocket powered Astroboards are an advanced form of powerboard, powered by Zoominium Energy - the unique fuel source found only in the Birdznest Nebula. Surf, skate, and snowboard through a cosmos of excitement with these avian adventurers.
Contents are Copyright 2006 by Bill Cobb Productions, Inc. ASTROBIRDZ, BERZERKERBIRDZ, BIRDZ, BIRDZNEST NEBULA, GO BERZERK, ZOOMINIUM, and "Astrobirdz - The Original Space Birds" are trademarks of Bill Cobb Productions, Inc. All rights reserved.