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KEY WHIZ

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

CARDS ON TABLE

Cards placed on the table should be arranged in sequential order for ease of analysis.

KEYS

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.

DEAL / GAME PIECES

Players cut for deal

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:

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.

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:

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