Hasbro SORRY 2005 User Manual

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2 to 4 players
AGES 6 +
OBJECT
To be the first player to get all four of your pawns from your color
START to your color HOME.
EQUIPMENT
SORRY
®
Gameboard • Deck of cards (no 6s or 9s) • 16 Pawns
(4 each of 4 colors)
SETUP
Choose four pawns of the same color. Put all four on that
color START space. (For a faster gameplay, place three of
your pawns on your START. Put the fourth pawn on the circle
just below your START.)
Shuffle the card deck and place it facedown on the “Place
Pack Here” on the gameboard to form the Draw pile.
Pick a player to go first. Movement is clockwise around the
board (unless instructed otherwise!) and play passes to the left.
GAMEPLAY
Note:
If on your
first
turn you do not have a pawn on the track,
and you do not draw a card that lets you start a pawn, you must
forfeit (skip) your turn.
On
all turns
, take the top card on the Draw pile and move
accordingly (see “The Cards,” right) if you can. Place the card
faceup on “Discard Here.”
To Start a Pawn
To move a pawn from your START out onto the track, you
must
draw
either a
or a
. If it is a
, do as it says, then draw
again and move if possible.
any other cards!
Jumping and Bumping
You may JUMP over your own or another player’s pawn that’s
in your way, counting it as one space. BUT...if you land on a
space that’s already occupied by an opponent’s pawn, BUMP
that pawn back to its own color START space.
Moving Backward
The
4
and
10
cards move you
backward
. If you have successfully
moved a pawn backward at least two spaces beyond your own
START space, you may,
on a subsequent turn
, move into your
own SAFETY ZONE without moving all the way around the
board.
Notes:
Two pawns of the same color may never occupy the same space.
If your only possible move would make you land on a space already
occupied by one of your own pawns, you forfeit your turn.
If at any time you cannot move, you forfeit your turn.
But if at any time you can move, you must move, even if it’s to
your disadvantage.
If you run out of cards in the Draw pile, shuffle the Discards
to form a new draw pile.
WINNING
If you get all four of your pawns HOME first, you win! If you
play again, the winner goes first.
THE BOARD
Home:
You must bring all four of your pawns into HOME by
exact count! Once HOME, do not move that pawn again for the
rest of the game.
Slide:
Regardless of which card
sent you there, any time you land
by exact count on the triangle at
the beginning of a SLIDE that is
not
your own color, slide ahead to
the end and BUMP
any
pawns in
your way—including your own!—
back to their own START spaces.
If you land on a SLIDE of your
own color, don’t slide, just stay put
on the triangle.
Safety Zone:
Only you
may enter your own color
SAFETY ZONE. All other rules
apply. No pawn may enter its
SAFETY ZONE by a backward
move; however, a pawn may move
backward out of its
SAFETY ZONE and on
subsequent turns move back into
the ZONE as cards permit.
Safety Zone Entry Space:
When moving along
the outside track, you may not move your pawn
forward beyond your own SAFETY ZONE entry.
However, you may pass the entry space on a backward
move (
4
or
10
card) or as the result of a “SORRY!”
or “switch” (
11)
card played against you.
Start a Pawn Here:
If you’ve drawn a
1
card, take a pawn
from START and put onto this circle; your turn ends. If you
draw a
2
, move a pawn out AND draw again! You may not have
two pawns on an entry circle at the same time. If another player’s
pawn is on your entry circle, BUMP it back to its own START.
THE CARDS
1
Either start a pawn OR move one pawn forward 1 space.
2
Either start a pawn OR move one pawn forward 2 spaces.
Whichever you do—or even if you couldn’t move—DRAW
AGAIN and move accordingly.
3
Move one pawn forward 3 spaces.
4
Move one pawn
backward
4 spaces.
5
Move one pawn forward 5 spaces.
7
Either move one pawn forward 7 spaces—OR split the
forward move between any two pawns.
Notes:
You may not use
7
to start a pawn.
If you use part of the
7
to get a pawn HOME, you
must be able to use the balance of the move for
another pawn.
8
Move one pawn forward 8 spaces.
10
Either move one pawn forward 10 spaces—OR move one
pawn
backward
1 space.
Move one pawn forward 11 spaces—OR switch any one of
your pawns with one of any opponent’s.
Notes:
You may forfeit your move if you do not wish to change
places and it is impossible to go forward 11 spaces.
You may only use
for pawns in play on the open track—not
at START, HOME or in a SAFETY ZONE.
If your switch landed you on a triangle at the beginning of
another player’s slide, slide to the end!
THE CARDS
(continued)
12
Move one pawn forward 12 spaces.
SORRY!
Take one pawn from your START, place it on
any space that is occupied by any opponent, and BUMP
that opponent’s pawn back to its START. If there is no
pawn on your START or no opponent’s pawn on any
space you can move to, you forfeit your move.
VARIATION—Team rules
RED is always YELLOW’s partner, and GREEN is
always BLUE’s.
All regular rules apply and you may move—or BUMP!
—your own or your partner’s pawn in accordance with the
card drawn.
If you land on a space occupied by a partner’s pawn,
BUMP it back to its START!
SORRY!
cards
must
be used. If there’s no one else to pick
on, this means you might send your own or your partner’s
pawn back!
7
means you may split a move among any or all eight of
your team’s pawns.
If you drew a
or
, you may start or move a pawn of
either partner; if it was a
, when you draw again, you may
use that card for any of your team’s eight pawns.
WINNING:
The first partnership to get all eight pawns
into their respective HOMEs wins the game.
VARIATION FOR ADULTS—
Play for points
All regular rules apply
except:
Shuffle the deck and deal five cards facedown to
each player. Place the rest of the deck facedown on
“Place Pack Here.”
On your turn, select one card from your hand and move
according to its instructions. Discard it and draw a new
card to bring your hand back up to five cards.
If none of the cards in your hand allows you to move,
discard any one card and draw a new one. Your turn ends;
do not move a pawn until your next turn.
The first player to get all four pawns HOME wins.
SCORING:
All players score 5 points for each pawn
on HOME. The WINNER also scores as follows:
5 points
for each opponent’s pawn
not
in its HOME
25 points
if no opponent has more than two pawns HOME
50 points
if no opponent has more than one pawn HOME
100 points
if no opponent’s pawn reached HOME
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