RulesPal
Chat
Rulebook
Trivial Pursuit: Genus (2) Edition (German) thumbnail

Trivial Pursuit: Genus (2) Edition (German)

Trivial Pursuit: Genus (2) Edition (German) Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Goal of the Game
  • Setup
  • The Course of Play
  • Let's Go!
  • Answered Correctly
  • Answered Incorrectly
  • Corner Spaces
  • The "Jumper" Spaces
  • The Winner
  • Trivial Spezial (House Rules and Variants)

Game Components

  • 1 game board
  • 600 cards with questions and answers (six sets of 100 cards)
  • 2 card holders
  • 1 die
  • 6 knowledge pieces (Wissensspeicher)
  • 36 coloured knowledge wedges (Wissensecken)

Goal of the Game

Reach the six corner spaces with your knowledge piece, answer the questions correctly and collect knowledge wedges. Whoever then also answers the master question at the centre of the wheel correctly wins.

Setup

  1. Each player chooses an empty knowledge piece as their playing piece and places it on the centre space of the board.
  2. Choose two of the card sets and place one in each of the two card holders.
  3. Determine the turn order by rolling the die: the player with the highest number goes first. Play then passes to the left-hand neighbour in turn.

Each set of 100 cards also contains a divider card. Before the game begins, this divider card is placed at the start of the card stack. Before drawing the first card, slide the divider card behind the stack. Cards for reading out questions are drawn from the front of the stack each time and placed at the back of the stack. As soon as the divider card reappears at the front, the card set must be replaced with a new one.

Be sure to place the cards in the card holders as shown in the illustration.

The Course of Play

The first move of a player always goes from the centre outwards along any spoke of the wheel. Once you have reached the outer circle, you may turn in either direction. Plan your moves well so that you always land on a knowledge area that suits you.

It is not possible to move both forwards and backwards within one turn. However, on your next turn you may change direction, for example going back along the same spoke you just came from.

If you want to reach the opposite side of the Trivial Pursuit wheel quickly, choose a route via the centre of the board.

Any number of knowledge pieces may stand on the same space. There is no "throwing out" of pieces here.

Let's Go!

  1. The first player rolls the die.

  2. The player moves their knowledge piece as many spaces forward as the die shows. The full number rolled must be moved.

  3. If you land on a coloured space, answer a question! One of your fellow players draws a card from the front of the card holder and reads aloud the question in the colour of the space, or in the category, on which your knowledge piece stands. The categories can be found on the side flaps of the box base. The answers to the questions are printed on the back of each card.

If, during play, your knowledge piece lands in the centre of the Trivial Pursuit wheel, this counts as a "Joker" space: you choose the category in which you want to answer a question.

Answered Correctly

If the player answers the question correctly, they remain in turn: they may roll again, move, and answer further questions.

Answered Incorrectly

If the player does not answer the question, or answers it incorrectly, their turn ends. After a wrong answer, the player to the left is next to roll the die.

Corner Spaces

On the outer circle of the Trivial Pursuit wheel there are six corner spaces, each showing a large coloured knowledge wedge. If you land on one of these corner spaces and answer the question of the matching category correctly, you may place a knowledge wedge of that colour into your knowledge piece. You then remain in turn and may roll and move again.

If you could not answer the question on the corner space correctly, you must wait for your next turn and then first move away from this corner space. After that you may try again to reach the space in order to win a knowledge wedge.

If later in the game you land on a corner space whose coloured knowledge wedge you already have in your store, treat it as a "normal" coloured space and try to answer a question in order to remain in turn.

The "Jumper" Spaces

On the outer circle of the wheel there are six spaces, each showing a small coloured knowledge wedge. As soon as you reach one of these "jumper" spaces with your rolled number, you may jump directly to the corresponding corner space. You then only need to answer the question correctly, and you have won a knowledge wedge!

The Winner

As soon as you have collected a knowledge wedge of every category colour in your knowledge piece, you make your way to the centre of the Trivial Pursuit wheel. You must reach this space with an exact die roll. If you "overshoot" the space, you must keep circling until you land on it exactly.

Once a player has reached the centre space, the other players choose the category in which the contender must answer the master question, without first looking at the next card. If the contender cannot answer the master question correctly, they must leave the centre space. On their next turn they may try again.

If the player answers the master question correctly, they have won the game. Congratulations!

Trivial Spezial (House Rules and Variants)

House rules: Before the game begins, all players together decide how much time a player has to answer a question. Agree also on how exact an answer must be. For example, it may be enough for a player to know only the surname of a sought person in order to win a knowledge wedge. You may also set special answer rules for younger and older players, or for a player with particular "special knowledge".

Short game (Kurzspiel): In this variant you do not first have to land on a corner space in order to win a knowledge wedge. You may already receive a knowledge wedge when you land on a normal coloured space and answer the question correctly. The use of the "jumper" spaces follows the rules described above.

Breakthrough (Durchmarsch): Because you can keep rolling and reaching a new corner space after each correct answer, it is possible to march straight through on your very first turn, collecting all 6 knowledge wedges and also answering the master question. In this case the game does not end immediately: all following players may also try their luck, and so the game may possibly end in a draw.