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Bezzerwizzer Familie

Bezzerwizzer Familie Rulebook

Table of Contents

Table of Contents

  • Components
  • Before the Game
  • Course of Play
  • Deciding the Game
  • ZWAP
  • BEZZERWIZZER
    • Who Attacks and Who Defends

Components

The game contains: 1 game board, 4 houses, 20 category tokens, 8 BEZZERWIZZERs, 4 ZWAPs, 4 playing pieces, 1 box for question cards, 300 question cards, 2 category overviews, 1 bag, 1 pencil, 1 notepad and 1 rulebook.

The category tokens cover ten categories:

  • Film & TV: films, TV programmes, actors, roles and directors.
  • Music: artists, albums, songs, instruments and concepts.
  • Leisure: computer games, toys, hobbies, amusements, food and drink.
  • Nature & Science: animals, plants, physics, chemistry, mathematics and astronomy.
  • Geography: countries, cities, seas, rivers, lakes, islands and mountains.
  • History: historical persons, places and events.
  • Literature & Art: titles, authors, literary characters, artists and works.
  • Society: politics, organisations, the labour market and the royal household.
  • Sport: athletes, sports, events and achievements.
  • Language: foreign languages, foreign words, idioms and expressions.

Before the Game

Each team chooses a house and a playing piece of the same colour. The participants are divided into two, three or four teams. A team may consist of one or more participants. The more teams there are, the more the game is shaped by tactics and teasing. A game typically takes between 30 and 60 minutes.

The playing pieces are put into the bag, and one piece is drawn to decide which team starts the game. The pieces are then placed on the start field.

The question cards, whose categories are in alphabetical order, are placed in the bottom and lid of the supplied question-card box. Then place a category overview at the front, so that during play it covers the front question card.

Each team is given two BEZZERWIZZERs and one ZWAP. The 20 category tokens are put into the bag, and the game can begin.

Course of Play

The game begins with each team drawing four category tokens from the bag. Each team must answer one question in each of its four categories. The points on offer increase: a correct answer gives one, two, three or four points, as shown by the dots over the spaces of the house.

Each team arranges the order of its question categories by placing its category tokens in its house, front side up. There are two category tokens for each category, so a team may get the same category twice in the same draw.

When the category tokens are in the desired order, the houses are placed along the game board. The teams are then ready for the first question.

The team that won the draw begins by answering a question worth one point. If the team answers correctly, it moves its playing piece one space in the direction of the clock. Whether the team's answer is right or wrong, the category token is turned back side up once the question has been answered.

Play then passes in the direction of the clock to the next team, until every team has received a question worth one point. Play then continues with questions worth two, three and finally four points.

A new question card is drawn for each question.

The playing pieces move in step with the points the teams gain. Each point corresponds to one space on the game board.

If all teams have received four questions and none has reached the finish, all category tokens are returned to the bag, and the course of play is repeated.

The right to begin passes in the direction of the clock each time four new category tokens are drawn.

Deciding the Game

A game is decided when all teams have received the same number of questions and one team has reached the finish. If some teams have received fewer questions than the team that reached the finish, the round of questions continues until all teams have received the same number of questions.

If all teams have received the same number of questions and several teams have reached the finish, all category tokens are put back into the bag. The teams that have reached the finish each draw one category token and answer a question in the drawn category. This continues until only one team answers correctly, and that team wins the game.

ZWAP

A ZWAP gives the right to swap two category tokens during play.

A ZWAP can only be used when the team has its turn, and before the team's question has been asked.

When a ZWAP is placed on the game board, the team may swap two category tokens that have their front side up in the houses. For example, a team can get rid of an unwanted category by swapping it with a favourite category held by an opponent. It is also possible to swap category tokens between two opponents, or to change the order of an opponent's or one's own sequence.

A ZWAP is used up after it has been used once, but the team gets it back the next time four new categories are drawn. A team is not required to use its ZWAP.

BEZZERWIZZER

A BEZZERWIZZER gives the right to answer questions that the opponents cannot answer.

When a team has its turn, an opponent may attack by saying "BEZZERWIZZER" and placing a BEZZERWIZZER on the game board. An attack may be made as soon as the category has been revealed, and until the defending team gives its answer. Once the defending team has given its answer to a question (or has passed), it is too late to attack that team with a BEZZERWIZZER. A question can only be attacked once. The right to attack goes to the team that says "BEZZERWIZZER" first.

The defending team answers first. The attacking team then has the right to give another suggestion for the correct answer. The attacking team must answer immediately after the defending team has given its answer.

If the defending team answers correctly, the attacking team gets neither points nor penalty points, but it loses its BEZZERWIZZER.

If the defending team answers incorrectly, the attacker may answer and thereby score points. If the attack was made before the question was asked, the attacker gets three points for a correct answer. If the attack was made after the question was asked, the attacker gets one point for a correct answer. If the attacking team answers incorrectly or passes, it loses one point, regardless of when the attack was made.

The attacking team moves its playing piece as many spaces as the number of points gained or lost. A team standing on the start field cannot lose points.

If the defending team is in the finish area marked with white dots, the attacker may choose instead to use the points to move the defending team's playing piece back. Each point corresponds to moving one space on the game board.

If the defending team uses its ZWAP to replace a category that has just been attacked, the attacker may choose to cancel the attack and take its BEZZERWIZZER back. If the attack is cancelled, another team may attack the new category.

A BEZZERWIZZER is used up after the attack, but the next time four new categories are drawn, each team gets two BEZZERWIZZERs back. A team is not required to use its BEZZERWIZZERs.

It is important that the answers to the questions are not revealed too early. Both the team that has to answer and any attacker must give their answer before the reader reveals the correct answer. If the reader reveals the answer too early, the reader's team loses one point.

Who Attacks and Who Defends

An adults' team may not hear the answer options before it has to answer a question. When attacking with a BEZZERWIZZER, it is therefore important to follow the rules below. The rows show who defends and the columns show who attacks.

  • Defender: children's team; attacker: children's team. Both the defender and the attacker may hear the answer options, which are therefore simply read out together with the question.
  • Defender: children's team; attacker: adults' team. The attack must take place before the answer options are read aloud. The attacker must write their answer on the notepad before the answer options are read aloud to the defender.
  • Defender: adults' team; attacker: children's team. The defender must answer before the answer options are read aloud to the attacker.
  • Defender: adults' team; attacker: adults' team. The answer options are not used, since neither the defender nor the attacker may know them.

Have fun putting the whole family's knowledge to the test!