Play Test Smartphone Reference Guide

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General

Shotguns & Sidekicks

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Shotgun Players & Sidekicks

A person seated right of a driver is ‘riding shotgun’. In Humor City, Shotgun players perform the following duties for their Sidekick (person seated to their left):

  • Dispensing jokes and answers;
  • Selecting friend(s) who leave sidekick's vehicle when penalized;
  • Law enforcement duties (see Shotgun Cops in Law Enforcement).
Game Sequence

Your Mission

  1. Drive into Humor City.
  2. Correctly answer jokes to extend turn.
  3. Collect cash.
  4. Avoid cops, potholes, and other hazards as you drive around town.
  5. Pick up friends, one from each neighbourhood (5 different colour pins).
  6. Buy groceries for the long weekend party (1 grocery pin).
  7. Buy your booze (1 bottle pin) or tasty beverages if not legal age.
  8. Leave Humor City for Cottage Country (highway drive portion of game).
  9. Arrive first at the choicest cottage.
  10. Do your happy dance.
  11. Keep playing Shotgun for your Sidekick.
Joke Cards

Joke Cards

Where applicable, players must correctly answer a punchline joke to extend play. Shotgun draws card and reads joke. Colour of joke used is determined by neighbourhood colour. Player has 10 seconds to answer.

Knock-Knock Cards

Knock-Knock Cards

Knock-Knock cards create rewards and mayhem for you or other players. Any player landing on Knock Knock card square draws a card. Red cards are played immediately. Purple cards are held for later use. Knock Knock cards have 3 present/future outcomes:

  1. player receives a bonus
  2. player suffers a penalty
  3. player can screw over another player
Rolling Multipliers

Rolling Multipliers

(Dice roll value) x (listed multiplier) determines:

  • Bank machine withdrawal amounts
  • Total grocery purchase price
  • Total beverage purchase price
  • Big fat lost wallet value
Rolling Tables

Rolling Tables

Different than multipliers, player roll value corresponds with outcome described (rolling tables at bottom of page).

  • Potholes
  • Birds on a wire
  • Police texting check (Shotgun)
  • Police "decision to engage" speeder (Shotgun)
  • Car sickness (highway)
  • Engine trouble (highway)
  • Dead man's curve (highway)

Driving School

Determining Speed

Determining Speed

  • Vehicle city speed (forward movement) is determined rolling a 6-sided dice.
  • 1 = 10 mph; 6 = 60 mph
  • Players roll 2 dice to determine highway speed (at game start all players use 1 dice rolling in to Humor City).
  • Speed limits are posted in front of police speed traps.
  • Players are considered speeding whenever they pass a cop moving faster than the posted limit (see Law Enforcement).
STAY IN YOUR LANE!

Lane Position & Direction

Humor City is the world's only board game with 2-way traffic so proper lane position is important for passing and oncoming traffic. STAY IN YOUR LANE.

  • Keep vehicle in right lane on 2-way streets.
  • No driving wrong way on one way streets.
  • U-turns only permitted where indicated or instructed.
  • Players move vehicle off the road to signal intention to visit a business.
  • When exiting a business, players may travel in any legal direction.
Intersection Turns (40 mph Rule)

Intersection Turns

40 mph Rule

  1. Up to point ‘A’, left turn only possible at 40 mph or less (all applicable intersections identified with 40 mph marker). Starting from ‘B’, player can go left or straight at any speed.
  2. From ‘C’, T-intersection turns are allowed at any speed.

EXCEPTION: Players driving in ‘The Burbs’ with vehicles not fully loaded MUST TURN at marked intersection to avoid going onto the highway. Mandatory turn (driving towards highway) are permitted at any speed. Heading north, eastbound turns are played using the 40mph rule.

Speed Traps & Texting Checks

Speed Traps

  • Pass an active speed trap travelling faster than the posted limit and Shotgun player rolls to engage law enforcement for potential chase. Sidekicks need 10 or more spaces from Shotgun cop to end chase.

Texting Checks

  • Land directly on a speed trap square and Shotgun players rolls to assess texting fine (only when speed trap is occupied).
> See Law Enforcement
Parking & Exiting a Business

Parking & Exiting a Business

  • To visit a bank machine, grocery store, beverage store, or gas station, player must move vehicle off the road and directly on top of icon to signal intention to visit (clearing the road for other player vehicles).
  • When exiting a place of business, the space in front counts as 1 on the roll value.
  • Players may exit in any legal direction.
Passing Rules &Traffic Jams

Passing Rules & Traffic Jams

Player ‘A’ can only advance to positions shown regardless of remaining roll value. Traffic jam equals end of turn. Below illustrations are repeated on board.


Rule 1

Only two cars maximum can occupy one space at any given time (going either direction).


Rule 2

Advancing player(s) cannot attempt single vehicle pass when two vehicles occupy same space ahead of vehicle.


Rule 3

Two pairs of cars cannot occupy adjoining spaces. Player may U-turn next turn in traffic configuration shown below.

Jokes

Joke Cards

Joke Cards

Where applicable, players must correctly answer a punchline joke to extend play. Shotgun draws card and reads joke. Colour of joke used is determined by neighbourhood colour. Player has 10 seconds to answer. Learn more.

No Joke Card Required

No Joke Card Required

  • to roll again after friend pick up
  • to keep going when declining entry to business or friend pick up
  • to keep moving after 'smooth move' pothole maneuver
  • to get the heck out of there (keep driving) after "crazy guy with handgun"

Answers

Joke Answers

Joke Answer Categories

1. No Idea

If completely stumped, player must declare ‘I don’t know’. Shotgun reads punch line and player turn ends.

2. Exact Match

Player goes again.

3. Obvious Same Meaning But Different Wording

Although words, numbers, or word order differ slightly, answer is fundamentally the same or obviously falls within intended spirit of punch line. Player goes again.

4. Different But Genuinely Funny

Answer provided within allotted time is wrong but makes EVERYONE laugh hysterically. Player goes again.


Category 3 & 4 Challenges

Any player may openly challenge category 3 or 4 answers within 10 seconds. Outcome is determined by group vote (driver excluded). Player wins with tie or majority.
Answer Required/NOT Required

No Joke Question Required

  • to roll again after friend pick up
  • to keep going when declining entry to business or friend pick up
  • to keep moving after 'smooth move' pothole maneuver
  • to get the heck out of there (keep driving) after "crazy guy with handgun"

Joke Answer Required

  • to go again on the highway
  • to roll for 2nd bank machine withdrawal
  • to go again after finding ‘Big fat lost wallet
  • to go again after engine light false alarm (highway)
  • to go again after car sickness false alarm (highway)
  • after 'smooth move' around pothole (pursued status)
  • continuing play after crap hits friend

Getting Money

Game Start Cash

Starting Cash

All players receive $100 at the start of the game.

ATM Bank Machines

ATM Withdrawals

Park on top of ATM bank machine to begin withdrawal. Amount dispensed = roll value X stated multiplier (varies by neighbourhood).

ATM cash withdrawals always follow a 2-step process: 1) Make a single withdrawal then roll to exit, or 2) after first withdrawal, answer  joke correctly and make second withdrawal (turn ends after second withdrawal or wrong answer). Next turn player makes another withdrawal then leaves or stays to try and get more cash.

Learn MORE >
Collecting Texting Fines

Collecting Texting Fines

Texting while driving? Better hope a cop isn't there! Landing directly on occupied speed trap triggers police texting check roll. Guilty? Shotgun cop keeps $400 texting fine. No money? Cop escort to nearest ATM. Learn MORE >

Collecting Speeding Fines

Speeding Fine Collection

Passing a cop travelling faster than the posted limit is NEVER good. Shotgun keeps the $500 (minimum) speeding fine if they catch the speeder. Pursuit ends once Sidekick is 10 or more spaces ahead of cop. Learn MORE >

Finding Big Fat Lost Wallet

Big Fat Lost Wallet

Finding big fat wallets of lost cash happens all the time in Richie Pig Acres. ANYONE landing on a big fat lost wallet (cops included) stops to claim the contents. Cash inside is determined by the rolling multiplier. Joke answer required to continue play.

Knock-Knock Bonuses

Knock-Knock Bonuses

Sometimes Knock-Knock cards deliver cash bonuses (including money taken from other players). Follow instructions to claim your payout.

Spending Money

Buying Beverages

Buying Beverages


Minimum Cash Requirement to Enter Store

Player CANNOT visit grocery or beverage store if cash-in-hand is less than twice the advertised price multiplier.


Determining Total Purchase Price

Store prices vary around town. Amount determined by roll x purchase price multiplier.


Purchase Sequence
  1. Once vehicle is parked, player rolls to determine purchase price.
  2. Player pays, and turn ends while pin is placed in trunk.
  3. Next turn, player rolls to exit in direction of choice (space in front of store counts as 1 on the dice).

Non-Sufficient Funds (NSF)
  • Once purchase price determined, if player has non-sufficient funds (NSF), turn ends.
  • Player exits next turn with no purchase or money exchanged.
  • Player may not make second attempt.
Buying Groceries

Buying Groceries

Exact same deal as visiting a beverage store (see above). Remember you can't visit stores when cash on hand is less than twice the purchase price multiplier.

Knock Knock Penalties

Knock-Knock Penalties

Knock-Knock cards can inflict penalties that suck hard-earned cash right out of your hands. Follow instructions to determine payout.

Car Repairs

Garage Repairs

Sequence

Players arriving for blown engine or broken axle repair:

  1. Park at nearest garage with open service bay (see below if all service bays full).
  2. End of turn.
Next Turn
  1. Player rolls to determine repair bill (inspection fee plus roll x price multiplier).
  2. Player pays.
  3. Player rolls to exit (space in front counts as 1).
If Player NSF
  • After repair bill determined, player moves car to bank machine for first withdrawal (follow bank machine sequence).
  • As soon as sufficient funds withdrawn, player pays (keeping any extra funds above repair bill), player rolls to exit (2 spaces to street).
All Service Bays Full
If all service bays full, player with broken axle moves vehicle to side of road. Player waits (missing turns if necessary) until first service bay is clear. Once clear, at start of turn, player moves car to garage for step 1 and 2 of normal arrival.
Buying Gas

Buying Gas

Landing on gas station triggers mandatory $50 fill-up.

  • Move vehicle on top of gas station.
  • Pay $50. End of turn (time to fill up)
  • Roll to exit next turn (space in front counts as 1).
No Gas Stop if:
  1. Player has zero cash.
  2. Gas station occupied.
  3. Player pursued by cops.
Speeding & Texting Fines

Speeding & Texting Fines

Getting caught texting will cost you $400. Speeding fines equal $400 plus $100 x dice roll. OUCH!

City Hazards & Complications

Potholes

Pothole Hazard

Humor City has a HUGE pothole problem. Hitting one can break an axle, smash beverage bottles, slow you down during a cop chase, or make you miss a friend pickup. Landing on pothole triggers roll.

1-2= SMOOTH MOVE!

PASS. Player turn continues (answer only required in pursued status).

3-4 = BANG! (3 scenarios)
  1. Subtract 1 from next roll.
  2. END OF TURN if parking at bank or store.
  3. No friend pick up this turn (turn ends).
5-6 = BROKEN AXLE
  • Go to nearest garage
  • Broken Beverages > 1-3 YES > 4-6 NO

Complications
  • For broken axle, vehicle is moved to closest open garage service bay to player (Shotgun chooses if number of spaces exact).
  • If beverages on board, broken axle triggers ‘broken bottles’ roll (loss of beverage pin).
  • Players landing on a business with pothole in front must roll pothole before attempting to park same turn.
Birds on a Wire

Birds on a Wire

Pesky flocks of crapping birds congregate in certain parts of town. Landing on birds triggers roll.

1-3 = POOP RAIN COMPLETE MISS

Roll again (no joke required).

4-5 = SPLAT!

Clean windshield. End of turn.

6 = CRAP HITS FRIEND

Loose friend (Shotgun chooses). If no friends on board, player continues (joke answer required).

Gas Stations

Buying Gas

Landing on gas station triggers mandatory $50 fill-up.

  • Move vehicle on top of gas station.
  • Pay $50. End of turn (time to fill up)
  • Roll to exit next turn (space in front counts as 1).
No Gas Stop if:
  1. Player has zero cash.
  2. Gas station occupied.
  3. Player pursued by cops.
Crazy Guy with Handgun

Crazy Guy With Handgun

Upon landing, player rolls and subtracts 3 to determine number of friends leaving car to run for their lives (maximum 3; any negative calculation = 0). Shotgun chooses which friends leave. Once friend(s) removed, player rolls again to get heck out of there! (no joke required)

Cop Chase Cancel Symbol ('Red X')

Any cop landing on a red X must stop to deal with the situation (in this instance, stopping the crazy guy with handgun is more important than ticketing a speeder). Cop chase ends and Shotgun returns police cruiser to speed trap of origin.
Garage Repairs

Garage Repairs

Sequence

Players arriving for blown engine or broken axle repair:

  1. Park at nearest garage with open service bay (see below if all service bays full).
  2. End of turn.
Next Turn
  1. Player rolls to determine repair bill (inspection fee plus roll x price multiplier).
  2. Player pays.
  3. Player rolls to exit (space in front counts as 1).
If Player NSF
  • After repair bill determined, player moves car to bank machine for first withdrawal (follow bank machine sequence).
  • As soon as sufficient funds withdrawn, player pays (keeping any extra funds above repair bill), player rolls to exit (2 spaces to street).
All Service Bays Full
If all service bays full, player with broken axle moves vehicle to side of road. Player waits (missing turns if necessary) until first service bay is clear. Once clear, at start of turn, player moves car to garage for step 1 and 2 of normal arrival.

Highway Hazards & Complications

Dead Man's Curve

Dead Man's Curve

SLOW DOWN! Deadman's curve has claimed many a driver in their rush to cottage country. Players roll for outcome when vehicle travels through or lands on this crazy corner at any speed above 60 mph ('danger spaces' indicated).

1-3 = Way to Go Mario Andretti!

Player rolls again (no joke required).

4-5 = Can’t Control Fishtail

Skid out and stop. Park on side of corner. Turns ends. Player continues next turn (first space back onto highway counts as 1).

6 = WIPE OUT!

Broken axle! Add $200 to bill for tow back to garage. Secondary roll determines which garage.

1-3 = Rex's Garage
4-6 = Greasy Joe’s Garage
Car Sickness + Feeling Groovy

Car Sickness

Every road trip there's always one vegetarian who either can't read when a car is moving or gets all queasy in minor turbulence. The windy bridge, scattered thunder showers and all corners are potential triggers for car sickness.

When landing on car sickness, player rolls:

1–4 = False Alarm

Player answers joke to roll again.

5–6 = *BURP* Oh NO!
  1. Player does a U-turn (turns car around).
  2. Player rolls 2 dice and starts heading back to the city (all other complications are ignored).
  3. At start of next turn, player performs a Health Check roll to determine next steps.

Health Check Roll

1-2 = Friend is Feeling Better!

Turn car around. Answer joke to go again.

3-5 = Friend Still Crying to Go Home.

End of turn. Health check again after next roll.

6 = BARF-O-RAMA

Pull over to hurl at roadside. End of turn.

Next turn, begin driving back to town following "BURP. Oh NO!' above (first road space counts as 1).


Feeling Groovy

Landing on Feeling Groovy square immediately cures car sickness. Player turns car back around toward Cottage Country and rolls again.

Windy Bridge

Windy Bridge

An engineering marvel straddling the big gorge, vehicles landing on the windy bridge decelerate next roll as indicated.

Scattered Thunder Storms

Scattered Thundershowers

Just like Ireland where the forecast is always, "Sunny today with cloudy periods and a chance of showers", scattered thunder storms can appear out of nowhere with blinding rain then disappear as fast as they came. Vehicles travelling through scattered thunder storms decelerate next roll as indicated.
Serious Engine Trouble

Serious Engine Trouble

Serious engine trouble activates check engine light with player rolling for outcome.

1-3 False Alarm

Player goes again (joke answer required)

4-5 Pull Over and Check

Player pulls off road to check engine. Everything seems OK. Continue next turn (space back onto highway counts as 1).

6 = BLOWN ENGINE

Add $200 to bill for tow back to garage. Secondary roll determines which garage.

1-3 = Rex's Garage
4-6 = Greasy Joe’s Garage

Law Enforcement


General

Shotgun Police Duties

Shotgun Police Duties

Shotgun players (see "Shotguns & Sidekicks" at top) act as law enforcement agents to collect speeding fines, texting fines, and more to make Sidekicks miserable, including:

  • Police texting check roll;
  • ‘Decision to Engage’ roll for active speed trap;
  • Police vehicle pursuit rolls;
  • Collecting and keeping speeding and texting fines;
  • Accompanying guilty party vehicle to nearest bank machine when non-sufficient funds (NSF);
  • Rolling as 2nd or 3rd cop in multiple vehicle chase;
  • Once chase concludes, returning police car to speed trap of origin.
Active vs Non-Active Speed Traps

Speed Traps & Texting Checkpoints

  • An active ‘speed trap’ is where the police cruiser waits. Passing active speed traps at any speed above posted limit triggers ‘Police Engagement’ roll.
  • ‘Texting checkpoint’ is the space directly in front of a speed trap. Landing on texting checkpoint triggers ‘Texting Check’ roll.
  • Speed traps and texting checkpoints are only deemed active when a police cruiser occupies assigned space
  • There is no penalty for speeding past or landing on vacant texting check squares.
  • Police cruisers are assigned and returned to same ‘speed trap of origin’ for entire game.
  • When a police cruiser is returned to speed trap with player(s) occupying texting check point in front, player is 1) exempt from texting check, and 2) only considered speeding if next roll exceeds posted limit.
Speeding & Texting Fine Amounts

Speeding & Texting Fines

  • Texting fine = $400
  • Speeding fine = $400 + $100 x roll (determined when caught)
Non-Sufficient Funds (NSF)

NSF Fine Payment

When busted texters and captured speeders have non-sufficient funds to pay fine:

  1. Player parks vehicle at nearest open ATM with cop parking directly behind (shotgun's choice, any direction). Turn ends.
  2. Next turn, player plays ATM and cannot leave until fine amount raised (first withdrawal free, 2nd requiring joke answer).
  3. Once cash withdrawals + cash on hand covers fine, ATM withdrawal ends and cop is paid.
  4. Once cop is paid, turn ends and cop returns to speed trap of origin.
  5. Next turn, player rolls to exit (must leave bank machine). No additional withdrawals allowed.

Texting Check Points

Texting Check Roll

Landing on Texting Checkpoint

Shotgun rolls for outcome:

1–2 = NOT TEXTING. Good For You.
  • Player rolls again (no joke required).
  • If player leaves texting check at speed above posted limit, Shotgun rolls 'police engagement roll'.
3 = LUCKY IDIOT
  • Guilty but cop doesn’t see you.
  • Roll again (no joke required). Don’t speed!
4-6 GUILTY
  • Pay $400 fine to Shotgun cop. Turn ends.
  • Next turn, player rolls (no joke required).
  • Don't speed!
Leaving Texting Checkpoints

Leaving a Texting Checkpoint

DON'T SPEED! Police engagement roll triggered if next roll exceeds posted speed limit.

Paying Fine Using Cash on Hand

Turn sequence when paying fine with cash on hand.

  • Player lands on texting check
  • Player receives penalty
  • Player pays fine
  • Turn ends
  • Next turn, player rolls
  • If player takes off going faster than posted limit, Sidekick performs engagement roll.
Speeders & Texting Checkpoints

When a pursued player lands on an active texting checkpoint:

  • No texting check roll
  • If pursued player's next roll above posted limit, 2nd shotgun rolls for 2nd cop who joins chase (see ‘Multiple Cops’)

Speed Traps

Decision to Engage Roll

When you speed past a cop, your Shotgun performs a 'decision to engage' roll.

1 = COP BUSY WITH OTHER THINGS
  • FREE PASS. Player rolls again (no joke required).
2 = COP WILLING TO LET IT GO
  • Free pass ONLY if speed is 50 MPH or LESS.
3-6 ENGAGE!
  • Player status changes to ‘pursued’.
  • Pursued player rolls again before cops first roll.
Pursued Player Status

Pursued Player Status

When cop roles to engage, speeding player status changes to 'pursued':

  1. Player rolls again before cops first roll (player must achieve 10 spaces or more distance from cop to end cop chase).
  2. If pursued status assigned on pothole, player receives automatic pass. Subsequent potholes encountered while pursued are played differently (see rolling table).
  3. Pursued players don't stop for ANYTHING (friend pickups, banks, gas stations, grocery or beverage stores, Knock-Knock’ spaces, Birds on a Wire, ‘Crazy Guy with Handgun’).
  4. Regular passing and intersection turn rules apply (police can turn at any speed).
Hitting Potholes While Pursued

Playing Potholes When Pursued

Pursued player hitting a pothole roles for outcome:

1-3 = SMOOTH MOVE

Answer joke to roll again.

4-6 = BANG!

Subtract 2 from next roll.

Multiple Cops Involved in Same Chase

Multiple Cops Involved in Same Chase

  • Maximum number of police cruisers engaging in the pursuit of any one player is three.
  • If pursued player speeds past a second active speed trap, person right of first shotgun cop performs ‘engagement roll’ then functions as second cop according to standard chase rules.
  • If a speeding player engages a third police cruiser, person right of 2nd shotgun cop becomes third cop.
  • Once speeder completes turn, cops roll concurrently according to sequence joined (cop 1, cop 2, cop 3).

Ending Police Chase

Cop Chase Cancel Symbol

Cop Chase Cancel Symbol

Police chase ends immediately whenever a cop lands on the red X. Shotgun returns police cruiser to speed trap of origin

Outrunning the Cops
Chase ends once 10 or more spaces are achieved between pursued vehicle and closest police cruiser. Once chase is over, Shotgun returns police cruiser to speed trap of origin.
Catching Speeder & Pulling Over

Police Cruiser Overtakes Vehicle

The moment a speeder is passed, forward movement stops regardless of cop’s remaining roll value. Both vehicles then pull over to side of road as illustrated below and turn ends.

Pulling Over in Front of a Business

Pulling Over in Front of a Business

  • If pullover location for cop or speeder is an open bank, store or gas station, business entrance is blocked to other players until vehicle(s) clear.
  • If pullover location for cop or speeder is a garage, or business occupied by another player, both vehicles park one space ahead (default) or behind so business exit is not blocked.
  • Turn ends once vehicles are parked.

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Speed and Spaces Moved • 1 Die for City • 2 Dice for Highway