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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.

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