Dude Perfect the Board Game
Dude Perfect the Board Game Rulebook
Table of Contents
Table of Contents
Components
- 40x Dude Cards (10 of each): Tyler, Cody, Garrett, and Twins
- 6x Panda Cards
- 9x Action Cards (3 of each): Steal a Golden Boy, Just Say No, Spin That Wheel
- 11x Roll Cards (1 each): Lucky Roll 2 through Lucky Roll 12
- 2x Dice
- 5x Dude Characters
- 4x each: Football, Basketball, Golf Ball, and 1x Golf Ball Holder
- 2x Flicker
- 1x Golf Flag
- 1x Spinner
- 20x Golden Boy
- 1x Board and Turntable
Setup
- Open the board and place the turntable in the center of the board.
- Carefully insert the basketball assembly into the turntable, and place the golf flag anywhere on the green area.
- A. To access the field goal, remove the backboard. B. Slide the yellow field goal post upwards and rotate left or right to lock in place.
- Attach the top portion of the flicker into the flicker base.
- Shuffle the cards and place half of the deck into the two Draw areas on the gameboard.
- Each player chooses a Dude character. Place your Dude on the "LETS GOOO!" starting space.
- Place the dice, sports balls, ball holder, and flickers by the gameboard.
- Each player starts the game with 5 cards and 1 Golden Boy. Do not show your cards to other players.
- As a group, agree on the Wheel of Consequences punishments for the loser of the game and list them out, 1–10. When the game is over, the player with the least amount of Golden Boys will spin the Wheel of Consequences. Whatever number the spinner lands on, the loser will perform the corresponding consequence on the pre-determined list. *NOTE: If there are multiple players with the least amount of Golden Boys, those players will compete in one of the three mini battles to determine the last place finisher.
It's My Turn
- Roll the Dice.
- Move your Dude character along the board to the number on the dice.
- Carry out the action on the board space you land on.
- Once the action is complete, you can either make a play or pass the dice to the person on your left. Each player is only allowed to make one "play" per turn. Examples of a play include:
- Trading in three of the same Dude cards for a Golden Boy.
- Using "Steal a Golden Boy" or "Spin That Wheel" card on another player.
Board Space Actions
| Space | Action |
|---|---|
| STEAL | Steal a random card from another player. The person stealing cannot see which specific card they are choosing. |
| ROLL AGAIN | Roll the dice again and move your game piece accordingly. Do not play the action on the board space you land on from the additional roll. |
| BATTLE (Football, Basketball, Golf) | Choose a player to battle with. The winner gets to steal a card from the other person's deck at random. |
| DRAW | Pick a card from the Draw pile, then decide if you want to make a play before the next person's turn. |
| RAGE MONSTER | Discard one of your Golden Boys. |
| HIGH ROLLER | Choose a player to have a roll off with. Each player rolls one die, and whoever has the higher number gets to steal a card at random from the other player. |
| COLLECT ALL ____ | Steal all of the Dude cards from all the players' decks that match the name. If a player has multiples of the Dude card, they must hand them all over. |
| TRADE | Select one player to trade a card with. Each player can select which card they want to trade. |
| SWAP PLACES |
To Start
Determine which player goes first. You can do this by having each player roll the dice one time. Player with the highest roll goes first.
How to Win
First player to collect 4 Golden Boys wins the game! You can only collect one Golden Boy per turn.
How to Collect Golden Boys
- When a player collects 3 of the same Dude cards, they can trade the cards in for a Golden Boy.
- Panda card is wild. If the player has two of the same Dude cards, they may use the Panda as the third card to collect a Golden Boy.
- A player can only trade in their cards for a Golden Boy when it's their turn.
- Collect a Golden Boy if you land on the "Golden Boy" space on the board.
- Collect a Golden Boy by playing your "Lucky Roll" card.
Action Cards
- Luck Roll: If you roll the dice and the total number matches a Lucky Roll card in your hand, you may play that card to collect a Golden Boy. Ex: If you have a Lucky Roll "10" card in your hand and you roll a 5 and a 5 or a 6 and a 4.
- Just Say No: If another player selects you for any battle or plays an Action Card against you, you may play this card to decline the move.
- Steal a Golden Boy: Play this card to steal a Golden Boy from any player.
- Spin That Wheel: Play this card and choose any player to spin the Wheel of Consequences.
Battle Rules
- Football Battle: Choose an opponent to battle against. The player who landed on the spot goes first, and if they make the field goal on the first try, the battle is over and they steal a card at random from their opponent. Limit the battle to best of 3 shots each. If no one makes it, you move on and neither opponent loses a card. If the person who was challenged wins the battle, they steal a card at random from the initiator.
- Golf Battle: Closest to the pin wins! Place the flag anywhere on the green and choose an opponent to battle against. The player who landed on the spot goes first. If both players hit the green on the first attempt, the player closest to the pin wins. If only one player hits the green, that person wins. If neither player hits the green after their first attempts, re-play until a winner is determined. Winner of the battle steals a card at random from the other player. (Source typo "randomfrom" read as "at random from".)
- Basketball Battle: Choose an opponent to battle against. The player who landed on the spot goes first, and if they make the shot on the first try, the battle is over and they steal a card at random from their opponent. Limit the battle to best of 3 shots each. If no one makes it, you move on and neither opponent loses a card. If the person who was challenged wins the battle, they steal a card at random from the initiator.
Using the Flicker
The flicker is what will be used to launch the balls for all three of the battles. There are two holes located on the green portion of the flicker. The larger hole is to be used for basketballs and footballs, and the smaller hole for the golf balls. Place the ball on the designated hole, pull back the tab and release to launch.
Spinner Actions
If you land on a "Spin That Wheel" tile or if an opponent plays their "Spin That Wheel" card against you, you must spin the wheel and carry out the action that the arrow lands on.
The printed spinner diagram does not state its results in a list; the outcomes below are the labels on the wheel, numbered as on its outer ring.
Spinner sectors, by number on the outer ring:
- Skip your next turn
- Give away a Golden Boy to another player
- Each player steals one of your cards
- Skip your next turn
- Lose a Golden Boy
- Free Golden Boy
- Discard half your cards
- Go back to start
- Roll only one dice the rest of the game
- All pandas get put back into the deck
Wheel of Consequences
The printed sheet is a blank record form titled "Wheel of Consequences" with lines numbered 01 through 10, to be filled in by the group as described in Setup, step 9. It has no further rules text.
Suggested Consequences
- Do the dishes
- Crack an egg on your head
- Clean every toilet in the house
- Dust the baseboards
- Eat a spoonful of mayonnaise
- Trash duty for a week