FOR 2-36 PLAYERS
Triple the Fun for Everyone!
AGES 12
®
+
EQUIPMENT
1 gameboard, 432 question-and-answer cards, 6 card
holders, 6 track pawns, 6 scoring tokens, 36 scoring
wedges, 1 die
OBJECT
To be the rst player (or team) to ll all six spaces
on your Scoring Token with dierent colored
wedges by correctly answering questions. Get
back to the center rst and answer a nal question
correctly to win!
THE SETUP
1. Unwrap the
card packs and,
facing them the
same way, place
each deck in its
matching card
holder as shown.
2. Each player or team takes an empty scoring token
and places it on the center space of the gameboard.
Scoring WedgeScoring Token
3. Place the card holders around the gameboard,
near their matching colored wedge space.
4. Place all of the wedges in a pile by the gameboard.
5. Roll the die to decide who goes rst. Highest
number rolled takes the rst turn. Play continues
clockwise.
THE TWIST
If you’re familiar with Trivial Pursuit®, all you need
to know is “the twist.”
e twist on the gameboard is that
it features a bonus track around the
outside. Each player (or team) takes
a track pawn and places it on the
Start space.
Track Pawn
Play as normal, e.g. when you land on a colored
space, you have to correctly answer a question from
that category. e twist on the questions is that each
category’s card contains questions about one topic
within that category. Questions 1 and 2 are easy, 3
and 4 are medium, and 5 and 6 are hard. Your die
roll dictates which question you have to answer.
If you correctly answer the question, as well as
having another turn as normal, you also move your
track pawn clockwise around the bonus track. A
correctly-answered “easy” question moves it one
space, a correctly-answered “medium” question
moves it two spaces and a correctly-answered “hard”
question moves it three spaces.
e bonus track contains four active zones:
1. FACE-OFF ZONE
If a player lands on a wedge space, anyone that has
their track pawn in this zone can declare a face-o!
When this happens, someone not involved in the
face-o reads the question that matches the wedge
space’s category and die number rolled. e rst
player to answer correctly wins the face-o and the
wedge! As usual, if no one gets the answer right, no
one wins the wedge. You can declare a face-o only
once while you’re in the zone.
Strategy hint: You can declare a face-o even if you
already possess a wedge of that color, just to try and
stop it from being won by another player. If you win
the face-o, just return it to the pile of wedges by
the gameboard.
2. SLOW IT DOWN ZONE
While you are in this zone, you can move someone
else’s scoring token to any other space on the
gameboard to slow them down. You’ll probably want
to target the player with the most wedges. You can
do this only once while you’re in the zone.
3. EASY CHEESY ZONE
Try to land on a wedge space while your track
pawn is in this zone. It gives you the opportunity to
answer an easy question no matter what your die
roll! So, if there’s a category that you’re not so hot
on, make a beeline for it. You can do this only once
while you’re in the zone, so choose wisely!
4. FREEBIE ZONE
is is the smallest zone (only one space) and for
good reason! If you land on or pass this zone, you
can take a wedge of your choice for free!
ON YOUR TURN
®
44951
PROOF OF PURCHASE
25
Anniversary
th
1. Roll the die.
2. Move. Always move the full amount shown
on the die.
3. When you land on a space, answer a question!
One of the other players picks up the rst card from
the front of the appropriate card deck and reads out
the question that matches the die roll—1 and 2 are
easy questions, 3 and 4 are medium questions and
5 and 6 are hard questions. Answers to the questions
are printed on the back of the card. If you land on
the center space during the game, you can choose
any category for your question.
HOW TO MOVE AROUND
THE BOARD
At the start of the game, move away from the
center, along any of the spokes. When you reach the
circular track, you can move in any direction. Plan
your moves carefully so that you land on the space
that suits you best.
Never retrace your steps on the same roll of the
die. For example, you cannot roll a “5” and move
three spaces clockwise, then two spaces counterclockwise. However, the next time you roll the
die, you can decide to change direction and go the
opposite way from your last move.
You can make your way to the other side of the
board by cutting across the middle along the spokes.
You can land on the same space as another player.
CORRECT ANSWERS
If you answer the question correctly, move your
track pawn around the bonus track. A correctlyanswered easy question moves it one space, a
correctly-answered medium question moves it two
spaces, and a correctly-answered hard question
moves it three spaces. en roll the die again and
take another turn. You can keep rolling and moving
as long as you get the answers right—there’s no limit
to the number of turns you can take in a row.
WRONG ANSWERS
Sorry, if you get it wrong, that’s the end of your turn.
e player to your le rolls the die.
ROLL AGAIN SPACES
When you land on one
of these spaces, you may
roll the die again. (You
may move to another roll
again space, and keep
rolling until you land on a
question or wedge space.)
Roll Again Space
WEDGE SPACES
ere are six spaces around
the board with a picture
of a large colored wedge.
If you answer a question
correctly when you land
on a wedge space, place a
matching-colored scoring
Wedge Space
wedge into your scoring
token! Don’t forget to move your track pawn!
en roll the die and take another turn.
If you get the answer wrong, you’ll have to move
o the space and along the path on your next turn
before you can come back and try to win a wedge
of that color. You do not have to try that category
immediately; you may move elsewhere on the board
and return to it later.
If you land on the same wedge space later in the
game and you already have a wedge of that color,
treat it as an ordinary space and answer a question
from the matching category.
WINNING THE GAME
As soon as you have won a scoring wedge of each
color, start making your way back to the center
space and try to land there by exact count. If you
overshoot, keep playing, answering questions in
the categories you land on, until you land on
the center.
When you get to the center, the other players
(without looking at any cards) decide from which
category you will have to answer a nal, deciding
question. As in the rest of the game, the level of
question will depend upon your die roll.
If you get the answer wrong, leave the center space
on your next turn and return later (landing by exact
count) to try again.
If you answer the deciding question correctly, you
win the game!
QUESTION CATEGORIES
BLUE ............ Geography
PINK ............Entertainment
YELLOW .....History
PURPLE ....... Art & Literature
GREEN ........ Science & Nature
ORANGE ..... Sport & Leisure
MIND GAMES
House Rules
At the start of the game, you should all agree on how
much time players should be allowed to answer a
question. Also, decide how accurate answers should
be. For example, you may agree that only giving a
last name is enough to score a correct answer. You
might, however, decide that both rst and last names
must be given to constitute a winning answer. You
might also decide to have dierent rules for younger
and for older players.
Alternative Game
If you prefer, you don’t have to use the die roll to
dictate whether you get an easy, medium or hard
question. Just agree among yourselves beforehand
on which level of questions each person should get.
Or just let each player decide on each turn which
question he or she wants to answer!
Winning Streak
As you always get another roll of the die with every
answer you get right, it is possible to collect all six
wedges on your rst turn! If this happens, any player
who has not yet had a turn can try to repeat this feat
and force the game to end in a tie.
We will be happy to hear your questions or comments
about this game. U.S. consumers please write to: Hasbro
Games, Consumer Aairs Dept., P.O. Box 200, Pawtucket,
RI 02862. Tel: 888-836-7025 (toll free). Canadian
consumers please write to: Hasbro Canada Corporation,
2350 de la Province, Longueuil, QC Canada, J4G 1G2.
1014495100
e registered trademarks Trivial Pursuit®, the distinctive design of the gameboard and
game cards, Horn Abbot®, and related property rights are owned by Horn Abbott Ltd.
and are used in connection with games used and sold under exclusive license to Hasbro,
Inc., Pawtucket, RI 02862. © 1994, 1997, 2003 Horn Abbot, Ltd. All Rights Reserved.
© 2008 Horn Abbot International Limited. A Horn Abbot game, licensed by Horn
Abbot International Limited, owner of the trademark “Trivial Pursuit.”
© 2008 Horn Abbot Ltd. e questions appearing in Trivial Pursuit 25 Anniversary
are © 2008 Horn Abbot Ltd.
e HASBRO and PARKER BROTHERS names and logos are TM and © 2008 Hasbro,
Pawtucket, RI 02862. All Rights Reserved. TM and © denote U.S. Trademarks. 44951-I