The Dukes of Hazzard Game
The Dukes of Hazzard Game Rulebook
Table of Contents
Table of Contents
General Instructions
Players choose their pawns and place them on the matching spaces, according to their colour, and the police car is placed on the POLICE space. Players are each dealt $30 and the remaining money is placed in the Bank (Trapeza), with the cards placed on the CARDS (ΚΑΡΤΕΣ) space.
To determine the starting order, each player throws a die. The player who gets the highest number plays first, then the next highest, and so on. In case of a tie between two pawns, those players throw again.
According to the starting order, players place their pawns on spaces 1, 2, 3 and 4 of the road, and the game begins.
Each player, in turn, throws the first die and moves the car of the matching colour, starting from START. The second die corresponds to the police car, which the player may move forward or backward, as the game terms allow.
The game continues with the players throwing two dice at the same time: one die for their own car, which moves only forward, and the other for the police car, which, as stated, moves forward and backward. The police car is not affected by the various markings, obstacles or penalties.
Each player tries to move his car as quickly as possible so that it finishes first, while at the same time trying to make the police car difficult for his opponents.
Game Rules
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When your car lands on a red square with a question mark, the player must draw a card and carry out the instruction written on it exactly. Afterwards the card is placed outside the game. When the cards run out, they are shuffled and placed again on their space.
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When any car, on its move, lands on a square that already has another car, the car that was there before must be paid $5 by the arriving player for the tow, and the car stays one space behind.
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When the police car, on its move, lands on any car, the player who owned that car receives a fine and must pay $5 to the bank.
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When the car reaches the spaces "SYNERGEIO" (Cooperation), "MPAR" (Bar) or "FYLAKH" (Prison) and then steps onto a blue square, in order to continue its path it must follow the entire circuit, as the arrow shows.
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When the car lands on a yellow square that gives some instruction, the player must carry out that instruction.
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When the car is about to reach the finish, it must bring exactly the number needed to enter the square with the MAURO-KITRINO (black-yellow) card. If it brings a larger number, it stays on its square and waits for its turn to try again.
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If a player's money runs out before he reaches the bank entrance, the player immediately turns to the START space, takes $30 from the bank, and begins the game again. If his money runs out after the bank, he turns back one space from the bank entrance, tries to bring in money, passes the bank entrance, takes money, and continues the game as normal from there.
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If the players agree to play two or more games, the winner is the player who gathers the most points. The scoring for each game is: 9 points for first place, 7 points for second, 5 points for third, and 3 points for fourth. In each new game, players take their starting positions according to where they finished in the previous game.
How to Assemble the Pawns
Carefully separate the five cards from the cars (the pieces with the cars on them).
Fold each card in two and place the folded cards in their bases.
(The General Lee goes on the coloured bases and the police car on the black base.)