
Board/Card game for
2-4 players. Game pieces moved along board from START square,
and down thru DOORS opened by card combinations (KEYS).
The object of the game is to be the first player to reach the PAYOFF with all playing pieces.
BASIC RULES
Each player has
a board. Players alternately take turns, and at each turn MUST
move one piece at least one square whenever possible.
There can never be more than one piece on a square at any one time.
Cards are placed on the table ONLY when passing through a door or when completing a swap.
Game pieces may
be moved only to the right or down, never to the left or up.
See "BLOCKED/ RETURN TO START" for exception.
Follow the
directions within the square where the piece resides for any
additional
moves on any one turn.
In order to pass
thru a DOOR, the piece must reside in a DOORWAY,
and the proper KEY must be presented.
Presenting a KEY
consists of placing the proper card(s) on the table. The card(s)
presented
may be a complete KEY, or if not complete, the player must
announce which card or cards
on the table are being used to complete the KEY. For example:
there are 2 sevens on
the table, and the player wants to pass thru DOOR 2 using a seven
from his/her hand.
The seven is presented (placed on the table), and the player
announces that one of the
sevens on the table will be used to complete the KEY.
CARDS ON TABLE
Cards placed on the table should be arranged in sequential order for ease of analysis.
KEYS
DOOR 1 –
requires one card of any denomination.
No problem if it matches a card on the table.
DOOR 2 – requires a pair, two of a kind.
DOOR 3 – requires 3-of-a-kind.
DOOR 4 – requires 4-of-a-kind.
WHIZ DOOR-any WHIZ card.
A KEY must ALWAYS
include one or more cards
from a player’s hand, or one or more WHIZ cards, or a combination of
both.
Any of the cards
placed on the table may be used by
any player in making up KEYS.
BONUS PLAY
Whenever a player
passes thru a DOOR (includes the WHIZ DOOR), thus landing on a
DOORWAY,
the BONUS rule applies. This rule allows a player the option for an
additional turn or turns using the same GAME PIECE during
which another DOOR or DOORS may be passed thru if the player is able to
to make up
the proper KEY.
The DOORS must be directly below each other and not occupied.
There is one situation when
it is possible to have three turns in a row, the regular turn plus two
bonus turns. The START DOOR can never be involved in a BONUS situation.
WHIZ CARDS
Cards drawn from the deck when landing on the appropriate square (DRAW WHIZ CARD) are first examined, and than placed face down in the space on the board labled WHIZ CARDS. They are considered an extension of the player’s hand.
WHIZ CARDS count
double (e.g. a WHIZ 6 counts as a pair of six’s); however, once
placed
on the table, it no longer counts as double.
Players may have no more than 2 WHIZ CARDS at any one time. If holding two, players may not move to a DRAW WHIZ CARD square.
DEAL / GAME PIECES
Players cut for deal
2 players –
deal 6 cards one at a time face
down to each, each player has 4 game pieces.
3 players –
deal 5 cards one at a time face
down to each, each player has 3 game pieces.
4 players –
deal 4 cards one at a time face
down to each, each player has 3 game pieces.
The unused portion of the deck constitutes the stack from which to draw.
The maximum cards that can be held at any one time can not exceed the number originally dealt.
PLAYING SEQUENCE
To start, the player
to the left of the dealer plays first, presents the KEY (a single card
or a pair) &
moves a piece thru DOOR 1 or thru DOOR 2.
Play proceeds clockwise, and the next player either duplicates the
play of player 1, or
uses the card placed on the table by player 1 along with a matching
card in order to complete a
KEY to pass thru DOOR 2.
The next players, if more than 2, duplicate that of player 1, or use
the cards placed on the
table by the previous players, to complete the KEY to pass thru DOOR
2.
Each player's second turn presents 2 options:
Move the piece on the board one square and follow directions within the square.
Move another piece from the START square thru DOOR 1 or thru DOOR 2.
SIGNIFICANT SQUARES
DRAW OR SWAP
When landing here, a player must either draw a card from the deck, or swap a card from the hand with one that is on the table.
No swapping for identical cards.
WHIZ cards may never be swapped.
Player may not
draw a card if already holding the number originally dealt, thus
MUST swap a card
for one already on the table.
Swapping a card is
one of the important aspects of the game. For example: A player is in
the
DOORWAY to DOOR 4, & on the table are 4 seven's. The player swaps
for one of them.
Presumably on the next turn, the player could place this same seven
back on the table & pass
thru DOOR 4. In order to block this move another player, assuming
he/she is in a position to do so,
can swap for one of the 3 sevens left on the table. This leaves only 2
sevens on the table, thus blocking the first player from passing thru
DOOR 4 using 7’s as a KEY.
MOVE ONE SQUARE OR TO DOORWAY
When landing here, a player has 2 options:
Move the piece to the next square (DRAW OR SWAP) and follow directions.
Move horizontally to the next DOORWAY.
A piece may hop over another piece on the way to the DOORWAY when using this option.
MOVE TO DOORWAY OF CHOICE
When landing here, a
player has the choice of moving to any DOORWAY on the board
except for the one in which the piece just resided.
MISCELLANEOUS
BLOCKED / RETURN TO START
There may be
situations when a player can not legally move a piece, in effect all
pieces are blocked.
In this situation players must select a piece, if more than one are
blocked, and move it back to the START square.
A player may want to return to START as a strategic move. This can be
done by reaching the last DOORWAY in ROW 4. On the next turn, or
later, the player may move directly to the START square.
In order to be able to use this play as an option, players should
always have at least one card in the hand at all times, or have at
least one WHIZ CARD, or there will be no way to get out of the START
SQUARE.
DRAW (Stand Off)
A DRAW results when no player has reached the PAYOFF with all pieces, and no legal moves are possible.
EXHAUSTED DECK
On rare occasions,
the deck may become exhausted
prior to any player reaching the PAYOFF with all pieces. Each player
continues to take a turn
if possible, or may have to miss a turn if no legal play can be made.
Play continues until a player
reaches the PAYOFF with all pieces, or if no player has a legal move,
the game will be
considered a DRAW.
TOURNAMENT PLAY
For two players
only. For each game won, a player scores ½ point if the loser has
only
one piece left, and scores 1 point if the loser has more than one
piece left.
Play can proceed to any agreed upon point total.
RULES REVISED 12/4/2004
COPYRIGHT 1990, 1997, 1998, 2002,
2003
For questions or other info contact whizkeybob@aol.com