BOSTON MARATHON GAME RULES
EQUIPMENT: Gameboard, Spinner, 7 white Token bases, 27 Marathon cards, (the following are all cardboard pieces...) 6 Runner playing pieces, 16 "100 Runners" tokens, Police Escort, Press Bus, Dog (Fido), 4 Bowls of Beef Stew and Laurel Wreath & instructions.
OBJECT: To be the first player to cross the Finish Line and win the world famous Boston Marathon.
PREPARATION:
1.
Remove all perforated playing pieces.
2.
Select 4 of the 6 large Runners to run the race. Fit each Runner into the
slot on one of the white bases. Assemble Police Escort, Press Bus, and
Fido the Dog in a similar manner on the remaining bases.
3.
Assemble Spinner - separate arrow and spinner ring by twisting them until
they break off. Place the ring underneath the printed spinner base so the
center section of the ring sticks up through the hole in the base. Snap
arrow down onto ring. The arrow should spin freely.
4.
Each player gets a Runner playing piece plus 4 "100 Runners" tokens. The
4 "100 Runners" tokens are placed beside each player near the gameboard,
signifying that each player is starting with 401 runners.
5.
The Press Bus is placed in the Press Area. The Police Escort is placed
at the Police Station. Fido the Dog is placed at "Fido's House".
6.
Marathon cards are placed face down beside the gameboard.
7.
Runner playing pieces are placed on Start.
PLAY:
Players
spin spinner. Highest number goes first. Play follows clockwise. When a
player lands on a space marked "Marathon Card", they take the top card,
does as instructed, then returns the card to the bottom of the stack.
DROPPING
OFF RUNNERS: Each player starts the race with 1 Runner piece + 4 "100
Runners" tokens. To win, a player must drop-off all their "100 Runner"
tokens, thus having only 1 Runner left. "100 Runner" tokens may be dropped
off by:
1.
Landing on spaces marked "Lose 100 Runners" (Early drop-outs, Heartbreak
Hill, etc.), or
2.
Landing at the E.R.G. Stand or TV Interview and spinning for the
number of Runners to be dropped off (1=100, 2=200, etc.), or
3.
Landing on a space occupied by another player or players, and giving those
players 100 Runners each. If they only have 100 Runners and lands on a
space occupied by 2 or 3 players, they give the 100 Runners to the player
of their choice. EXCEPTION: Players at First Aid do not give or
receive Runners.
4.
If a player gets to the last space before the Finish Line and has more
than 1 Runner (they have not dropped off all their "100 Runner" tokens),
they MUST move their Runners in the direction of the arrow, continuing
the race from there, trying to lose Runners on the way to the Finish.
PRESS
BUS CROSSING:
1.
When a player is instructed to drop-off Runners (Early drop-outs, E.R.G.
Stand, etc.), they can either place those "100 Runner" tokens beside the
gameboard removing them from the game or place them in the Press Area.
"100 Runner" tokens 'hiding' in the Press Area become Unofficial Entries.
2.
If a player draws a card or lands on a space telling them to move the Press
Bus, they MUST take the Bus and place it on any of the "Press Bus
Crossing" spaces.
3.
Once the Press Bus has been moved off the Press Area, it is NEVER
returned there. When it is moved again (by a player drawing a card or landing
on a "Move Press Bus" space), it must be moved only to ANOTHER Press
Bus Crossing space.
4.
If a player lands on a Press Bus Crossing space while the Bus is there,
or if the Bus is moved to a Press Bus Crossing space where a Runner (or
Runners) happen to be, the player occupying the space MUST take
all the Unofficial Entries that are in the Press Area. When 2 or more Runners
are on a Press Bus Crossing and the Bus lands there, they evenly divide
the Unofficial Entries. An uneven number of Unofficial Entries is divided
up by spinning the Spinner. The player who spins the lowest number gets
the extra Unofficial Entry.
5.
If a player is already on the same Press Bus Crossing space WITH
the Bus, and more Unofficial Entries are placed in the Press Area by other
players, they get those, too.
6.
The Press Area can only 'hide' 600 Unofficial Entries (that's 6 "100 Runners"
tokens) at any one time. Additional Runners dropped off by anyone while
the Press Area is full, are removed from the game.
FIDO: When a player lands on a space telling them to "Move Fido", he MUST move the Dog to any space on the board (EXCEPT Press Bus Crossings and First Aid Stations). If a Runner (or Runners) is on the space Fido is moved to, they are "bitten" and must go BACK to the nearest First Aid.
POLICE
ESCORT:
1.
If a player lands on a Police Escort space, they move the Police Escort
token from the Police Station and place it beside their playing piece.
A player with the Police Escort can:
(A)
Land on a Press Bus Crossing occupied by the Bus and NOT get the
Unofficial Entries.
(B)
Land on a space where Fido is and NOT get bitten.
2.
Other players CAN NOT land on a space occupied by a player who has
the Police Escort. They lose their turn if they do. NOTE: A player
with a Police Escort can land on anyone else with no penalty.
3.
Other players can not move Fido or the Press Bus onto the same space as
the Police Escort.
4.
A player moves the Police Escort along with his piece until:
(A)
They win, or
(B)
Another player lands on a space or draws a card telling them that they
get the Police Escort.
5.
If a player loses the Police Escort while on a space with Fido or the Press
Bus, they are NOT, therefore, protected from those hazards.
6.
A player with the Police Escort still must do as they are instructed on
the gameboard spaces they may land on - including the Marathon Card spaces.
FIRST
AID:
1.
There are 3 First Aid Stations on the gameboard. When a player must go
to First Aid, they go BACK to the closest First Aid behind them
and continues the race from there. A player NEVER goes forward to
First Aid.
2.
Players in First Aid NEVER give each other Runners.
WINNING:
The first player to cross the Finish Line with ONLY ONE Runner (they
have NO "100 Runner" tokens) wins. They get the Laurel Wreath -
everyone else gets Beef Stew.PLAY:
1. Select one of the Key
Phrases.
2. Spell out the phrase
vertically on the circled squares on the playing board. Leave NO
space between words.
3. Build words from left
to right using each letter of the Key Phrase as the first letter of each
word.
4. Word building may begin
at any row.
5. The real challenge of
AlphaBok begins when the player finds they are unable to complete the words
with the unused letters and must rebuild previous words by revisions, deletions
and additions.
6. The game is won when
a word is built from each key letter and all 200 letters have been used.