Humor City Board Game Rules


Starting the Game


General

Lying, Cheating or Stealing

  • Any player caught cheating (eg. stealing money) immediately forfeits all cash, looses all pins (friends, grocery and beverage), and vehicle is placed on START square.
  • No Helping Penalty: Any player caught providing clues to any answer immediately pays all players $100 each and a new joke is drawn. If short on funds, vehicle is moved to open ATM of choice in the slums and turn ends (first withdrawal next turn—(see ‘Bank Machine Withdrawals’).

Rolling and Turns (General)

  • All references to ‘roles’ or ‘rolling’ imply the use of one 6-sided dice (or die if using proper singular).
  • 2 dice are provided with game specifically for cop chase/law enforcement scenarios (one for each player) and driving on the highway (where players use 2 dice).
  • Player turns rotate clockwise.

Determining Who Goes First

The Shake and Toss

Shake and toss technique to determine player start sequence.

Shake and toss technique of cars to determine player start sequence.

  1. Each player selects a different colour vehicle (first-come, first-served).
  2. Using closed, cupped hands, any volunteer shakes all cars together before tossing forward onto table.
  3. Cars are then organized into single file. If any doubt, shake and toss all cars again.
  4. Owner of farthest vehicle is placed on ‘START’ square.
  5. All remaining vehicles are lined up behind in order onto the highway.
  6. Police cruisers are placed in speed traps.
  7. Players are given $100 starting cash (any player may volunteer to hand out cash or make change)
  8. Each player turns to their shotgun (player on right) and says “Hello Officer”.
  9. Starting player rolls to start (starting player is exempt from first police speed trap).

Determining Winner & Game End

Leaving Humor City For Cottage Country

Once a player’s car is fully loaded with friends, groceries and beverages (7 pins), player then drives out of the city and back onto the highway towards cottage country. First player(s) to arrive at the Choicest Cottage with all pins intact wins (final roll may exceed required value). Play continues until 2nd place Crap Shack Cottage occupant(s) determined. Last place finishers pitch cheap tents at Shady Acres Campgrounds down by the toxic swamp.

Depending on number of players (agreed prior to start of game), more than one parking spot may be available at each finishing location (i.e.: choicest cottage can accommodate 2 player vehicles).

Winning the Game

  • First place finisher(s) are first to arrive at the “Choicest Cottage”
  • 2nd place finisher(s) get the “Crap Shack”
  • 3rd place finisher(s) get camping spots down by the toxic swamp

Game Ending

  • Game ends once 2nd place finishers are determined