MOVING AROUND THE BOARD
Jumping, Bumping, and Other Movement Rules
You may jump over your own or another player’s pawn if it is in your way, counting it
as one space.
• If you land on a space that’s already occupied by an opponent’s pawn, bump that
pawn back to its own color Start space. (The exception is a pawn with the Ice token,
which cannot be bumped.)
• Two pawns of the same color may never occupy the same space, except for Start
and Home. If your only possible move would make you land on a space already
occupied by one of your pawns, you forfeit your turn.
• If at any time you cannot move, you forfeit your turn.
• If at any time you can move, you must move, even if it would put you at a
disadvantage.
Home
You must bring all three of your pawns into Home by exact count. Once Home, do not
move that pawn again for the rest of the game.
Slide
Any time you land by exact count
on the triangle at the beginning of
a Slide that includes your color,
slide ahead to the end and Bump
any pawns in your way − including
your own! − back to their own
Start spaces. If you land on a Slide
that does not include your color,
don’t slide, just stay put on the
triangle. Note that a pawn with the
Ice token cannot be bumped.
Safety Zone
Only you may enter your own color
Safety Zone. All other rules apply.
No pawn may enter its Safety Zone by a backward move. However, a pawn may move
backward out of its Safety Zone.
Safety Zone Entry Space
When moving along the outside track, you may not move your pawn forward past your
own Safety Zone entry. However, you may pass the entry space on a backward move
(4 or 10 card).
THE CARDS
1. Move the Ice token, then move forward 1.
You must move the Ice token from its current location to any opponent’s pawn on
the board, except pawns in Start, Safety Zone, or Home. (If an opponent’s pawn
is not available, return the Ice token to the center of the board.) After you move
the Ice token, move one of your pawns forward 1 space.
ICE POWER-UP
The Ice power-up stops the pawn that has the Ice token
from being moved for any reason. An Iced pawn cannot
be moved, bumped, swapped, sent back to Start using the
SORRY! card, pulled into Home with the Fire token
power, or landed on by a pawn. A player whose pawn is
in line to land on an Iced pawn must move another pawn or
forfeit his turn.
2. Move the Fire token, then move forward 2.
You may move the Fire token from its current location to a new pawn you control
anywhere on the board. Then move one of your pawns forward 2 spaces.
FIRE POWER-UP
The Fire token gives a pawn two powers.
•TheplayerwiththeFiretokenpawncanmoveforwardto
the next fire space before drawing a card on his turn. The
player then draws a card and plays normally after the Fire
move.
•AFiretokenpawnthatmovesintoHomecanbringany
other pawn into Home with it from any where on the
board, including Start. Placing the Fire token on a
pawn already in Home does not let you bring an additional
pawn Home.
3. Move one of your pawns forward 3 spaces.
4. Move one of your pawns backward 4 spaces.
5. Move one of your pawns forward 5 spaces.
7. Move one pawn forward 7 spaces or split the forward move between two pawns.
If you use part of the 7 to get a pawn Home, you must be able to use the balance
of the move for another pawn.
8. Move one of your pawns forward 8 spaces.
10. Move one of your pawns forward 10 spaces or move one of your pawns backward
one space.
11. Move one of your pawns forward 11 spaces or switch any one of your pawns with
an opponent’s.
•Youmayforfeityourmoveifyoudonotwishtochangeplacesanditis
impossible to go forward 11 spaces.
•Youmayonlyswitchpawnsinplayontheopentrack,notatStart,Home,orin
a Safety Zone. A pawn that has the Ice token cannot be switched.
•Ifyourswitchlandedyouonatriangleatthebeginningofa
slide that includes your color, slide to the end.
12. Move one of your pawns forward 12 spaces.
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