A If you get a four of your pawns pawns HOME first, first, you win! win! If you p ay again, again, the winner goes first.
HE BOARD Home: You must bring all four of your pawns into HOME by xact count! Once HOME, do not move that pawn again for the rest of the game. Regard d ess of which card card Slide: Regar sent you there, any time you you and by exact count on the triang e at the beginning of a SLIDE that is not your own color, slide ahead to the end and BUMP pawns in your way—inc way—inc uding your own!— own!— bac to their their ow own n ST RT space spacess. If you land on a SLIDE of your own co co or or,, don’t don’t s ide, just stay put on the triang triang e.
to 4 players A + o be the first p aye ayerr to get a four of your pawns from from your coor START to your color HOME.
Safety Zone: nly you
QUIPMENT
may enter your own co or S FET FETY Y ZO ZONE NE.. othe ot herr ru es app y. No pawn may enter its SAFETY ZONE by a backward move; however, a pawn may move bac war ward d out out of its S FET FETY Y ZON ZONE E and and on on subsequent turns move back into the ZONE as cards permit.
SORRY® Ga Gameb meboar oar • Dec Dec of car s (no (no 6s or 9s) 9s) • 16 16 Pawn Pawnss (4 each each of 4 co ors)
ETUP • Choose four four pawns pawns of the same co or. Put Put a four on that o or START START space. space. (For (For a faster gamep gamep ay ay,, p ace three of our pawns on your START. START. Put the fourth pawn on the circ e ust be ow your START START.) .) • Sh Shuf ufff e the the ca carr ec an p ac acee itit fa face ce own on th thee “P “P ac acee ac Here Here”” on on the gameb gameboar oar to form form the the Draw Draw pi e. • Pic a p ay ayer er to to go fir first. st. Mo Movem vement ent is c oc wis wisee aroun aroun the boarr (uness instr boa instruct uctee oth otherw erwise ise!) !) an p ay pass passes es to to the the eft eft..
A
When n moving a ong afety Zone Entry Space: Whe he outside track, you may not move your pawn orward beyond orward beyond your own own S FETY ZONE ZONE entry. owever owev er,, you may pass pass the entry space on a bac ward move (4 or 10 card) or as the resu t of a SORR SORRY!” Y!” r “switch” ( 11) card played against you.
A
Note: If on your irst turn you you o not hav havee a pawn on the trac , n you o not not ra raw w a car tha thatt ets you star startt a pa pawn, wn, yo you u must must orfeitt (s ip) your orfei your turn. turn.
n ll turns , ta e the the top top car car on the the Dra Draw w pi pi e an move ccor ing y (see (see “The “The Car Car s, s,”” righ right) t) if you you can. can. P ace the car aceup on on “Discar “Discar Here Here.” .”
o Start a Pawn o move a pawn pawn from your your START START out onto the trac , you must draw either a r . If it is a , o as it says, then raw gain gai n an mo move ve if if possib possib e. You may not start a pawn out with ny other cards!
umping and Bumping You may JUMP over your own or another p ayer’s pawn that’s n your way way,, counting it as one one space. BUT BUT...if ...if you an on a pace that’ that’s a rea y occupie occupie by an opponen opponent’ t’ss pawn, pawn, BUMP BUMP hat pawn pawn bac to its own own co or START START space.
card, d, ta e a pawn pawn tart a Pawn Here: f you’ve drawn a 1 car from ST RT and put onto this this circ circ e; your your turn ends. ends. If If you raw a 2, move a pawn out AND draw again! You may not have wo pawns on an entry circ e at the same time. time. If another p ayer’ ayer’ss pawn paw n is on your your entry entry circ circ e, BUMP BUMP it bac to its own own ST RT.
HE CARDS 2 3 5 7
ov ng ac war he 4 an 10 car s move move you you backward . If you have have success successfu fu y move mo ve a pawn pawn bac wa warr at eas eastt two two spac spaces es bey beyon on yo your ur own own START space, you may may,, n a subsequent turn , move into your wn SAFETY SAFETY ZONE ZONE without without moving moving a the way way aroun aroun the boar .
Notes: • Two pawns of the same color may never occupy the same space. f your on y possib possib e move move wou d make make you and on a space space a read readyy ccupied by one of your own pawns, you forfeit your turn. • f at any time you you cannot move, move, you you forfeit your your turn. • But if at any time you can move, you must move, move, even if i t’s to our disadvantage. • If you run out of cards in the Draw pile, shuffle the Discards
8 10 11
Either start a pawn pawn OR move one pawn pawn forwar forwar 1 space. Either start a pawn pawn OR move one pawn pawn forwar forwar 2 spaces. Whichever you do—or even if you couldn’t move—DRAW AGAIN AG AIN an mo move ve acc accor or ingy. Move one one pawn forwar forwar 3 spaces. spaces. ove one pawn backward spaces. Move one one pawn forwar forwar 5 spaces. spaces. Either move move one pawn pawn forwar forwar 7 spaces—OR sp it the forwarr move between any forwa any two pawns. pawns. Notes: • You may not use 7 to start a pawn. • If you use part of the 7 to get a pawn , you must be ab e to use the ba ance of the move for another pawn. Move one one pawn forwar forwar 8 spaces. spaces. Either move move one pawn forwar forwar 10 spaces—OR move move one p n ackward 1 space. Move one pawn pawn forwar forwar 11 spaces—OR switch switch any one of your pawns with one of any opponent’s.
otes: • You may forfeit your move if you do not wish to change places and it is impossible to go forward 11 spaces. • You may on y use 11 fo forr pawns pawns in in p ay on on t e open open trac trac —no —nott at START, HOME or in a SAFETY ZONE. • If your switch landed you on a triangle at the beginning of anot e r p ayer’s s i e, s i e to to t e en en !
(con (c onti tinu nuee )
12 Move one one pawn pawn forwar forwar 12 spaces. spaces. ORRY! a e one pawn pawn from your STAR START T, p ace it on ny space space that that is is occupie occupie by any any opponent, opponent, an BU BUMP MP that opponent’s opponent’s pawn bac to its START START. If there is no pawn on your START or no opponent’s pawn on any pace you can move to, you forfeit your move.
VARIATION—Team rules • RED is a way wayss YELLOW’s YELLOW’s partner partner,, an GREEN is ways BLUE’s. • A re regu gu ar ru ru es app app y an yo you u may may move move—or —or BU BUMP MP!! —your own own or your partner’s partner’s pawn pawn in accor ance with the ar ra rawn wn.. • If you an on a space space occupi occupiee by a part partner’ ner’ss pawn, pawn, BUMP BU MP it bac bac to its STAR START! T! • ORRY! car s must be use . If there’ there’ss no one one e se to pic n, this means you might might sen your own own or your partner’s awn ba bacc ! • 7 means you you may sp it a move move among any or a eight of our team’s pawns. • If you you rew a 1 or 2, you may start or move a pawn of ither partner; if it was a , when you raw again, you you may se that car for any any of your team’s eight eight pawns. pawns.
WINNING: The first partnership partnership to get a eight pawns pawns into their respective HOMEs wins the game.
A A Play for points
A
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All regular rules apply except: • Shuf Shufff e th thee ec an ea fiv fivee ca carr s fa face ce own to ach p ay ayer er.. P ace the re rest st of the the ec fac facee ow own n on on P ac acee Pac Pac He Here re.” .” • On your your tur turn, n, se se ect one car car fr from om your your han an mo move ve ccording to its instructions. Discard it and draw a new ar to br brin ingg you yourr han han ba bacc up to to five five ca carr s. • If none none of the car s in your your han a ow owss you you to to move move,, iscar isc ar an anyy one one car an ra raw w a new new one one.. Your tur turn n en en s; o not move a pawn unti your next turn. • The first player to get all four pawns HOME wins.
CORING: A p aye ayers rs score score 5 points points for each each pawn pawn n HOME. HOME. The WINNER WINNER a so scores scores as fo fo ows ows:: 5 ponts for each opponent’s pawn ot in its HOME 25 points if no opponent has more than two pawns pawns HOME 50 points if no opponent has more than one pawn HOME 100 points if no opponent’s pawn pawn reache reache HOME We will will be happy happy to hear your your questions questions or comments comments about about this game. game. Write to: Hasbro Hasbro Games, Consum Consumer er Affairs Affairs Dept., Dept., P. O. Box Box 200, Pawtucket, RI 02862, or telephone 888-836-7025 (toll-free). Canadian consumers write to Hasbro Canada Corporation, 2350 de la Province, Longueuil, QC Canada J4G 1G2. ©1934, 2003 Hasbro, Pawtucket, Pawtucket, RI 02862. A Rights Reserved. ® denotes Reg. US Pat. & TM Office.
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