Shotgun Duties • Texting Checks • Speed Traps • Fines • Ending Chase


 Law Enforcement


Shotgun Police Duties

  • 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.

Speed Traps & Texting Checkpoints

  • ‘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. For police cruisers returned to speed traps 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 Fines

  • Texting fine = $400
  • Speeding fine = $400 + $100 x roll (determined when caught)

Texting Checks

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!
Non-Sufficient Funds
  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.

Leaving a Texting Checkpoint

Police engagement roll triggered if next roll exceeds posted speed limit.


Speed Traps

Speeding Past an Active Speed Trap

Shotgun performs ‘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 60 MPH or LESS.

3-6 ENGAGE!
  • Player status changes to ‘pursued’.
  • Pursued player rolls again before cops first roll.

Pursued Player Status

As soon as 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).

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.

Pursued Player Landing on 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’)

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

Police chase instantly ends 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, Shotguns return police cruisers to speed traps of origin.

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

  • 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.


NSF Speeding Fine Payment

When captured speeders have insufficient funds to pay fines:

    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.

Paying Speeding Fines

Speeding Fine Payment with Cash On Hand

Fine is paid at start of next turn. Shotgun returns cop to speed trap of origin and draws joke for chance to go again.

NSF Speeding Fine Payment

1. At moment of capture, player pulls over and surrenders all cash on hand to Banker who places required missing cash in separate stack beside it. Turn ends (if pullover

location of speeder is an open bank, player may park and make one withdrawal before turn ends).

2. Player vehicle is moved and parked at nearest open ATM (either direction, chosen by shotgun) with cop placed behind or in front (depends on location of other players).

3. Same turn, player performs first bank withdrawal following standard practice. Banker hands tabled (missing) cash to cop as it is withdrawn by player.

4. Withdrawals end once cash equals missing fine amount (player keeps any extra but cannot stay to stock up).

5. Once missing fine amount dispensed, Banker releases any cash on hand originally collected to cop who returns to speed trap of origin. Player exits as usual next turn.


Bribing Cops

Attempting the Bribe

The moment a player is pulled over, $100 may be handed to Shotgun who rolls to determine outcome. Players NSF on extra $500 outcome keep cash on hand but go to jail.

Going to Jail

Shotgun moves Player’s vehicle to jail and returns cop to speed trap of origin before turn ends. Next turn, Shotgun rolls to get Sidekick out of jail.

Getting Out of Jail

Once player is released from jail, Shotgun rolls again to determine fine which must be paid (cash and/or ATM) before player leaves (same sequence as NSF fines).