Family
FOR 2-36
®
EQUIPMENT
1 gameboard, 300 question-and-answer
cards (150 for adults, 150 for kids),
2 card holders, 6 scoring tokens, 36 scoring
wedges, 1 die.
OBJECT
To be the rst player 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!
e dark blue cards are for players aged
14 or older. e bright blue cards are for
younger players. Decide who should play
from what deck at the start of the game and
always return cards to the appropriate deck.
THE SETUP
1. Take an empty Scoring Token for each
player or team and place it on the center
space of the gameboard.
2. Take a deck of dark blue and a deck of
bright blue cards and place each into its
matching card holder.
3. Roll the die to decide who will go rst.
Highest number rolled takes the rst turn.
ON YOUR TURN
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 color of the space you’re on.
Each color corresponds to a category. ese
are listed on the other side of these rules.
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, 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.
Scoring Token Scoring Wedge
WRONG ANSWERS
Sorry, if you get it wrong, that’s the end
of your turn. e player to your le rolls
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 into your scoring token!
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.
ROLL AGAIN
SPACES
When you land on one
of these spaces, you
may roll the die again.
Roll Again Space
WINNING THE GAME
As soon as you have won a scoring wedge
of each dierent 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.
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 & Culture
GREEN ...........Science & Nature
Short Game
In this version of the game, you don’t have
to land on a wedge space to win a wedge.
Instead, every time you get a correct
answer, you win a matching-colored wedge.
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.
SHORTCUT
SPACES
ere are six spaces
around the board with
a picture of a small
colored wedge. When
you land on one of
these shortcut spaces by exact count, move
directly to the matching-colored wedge
space. Answer the question correctly to win
a wedge of that color.
Shortcut Space
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 older players.
TRIVIAL PURSUIT, the associated logo, the distinctive design of the game
board, trivia cards, game tokens, and scoring wedges are trademarks of
Hasbro. ©1981, 2008 Hasbro, Pawtucket, Rhode Island 02862. All Rights
Reserved. TM & ® denote U.S. Trademarks.
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.
1017301300
PROOF OF PURCHASE
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Family
®
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