RULES FOR PLAYING
"DWI" THE GAME
Congratulations and thank you
for learning about the exciting DWI The Game, an entertaining
diversion guaranteed to make players aware of the seriousness
and consequences of driving while intoxicated (DWI).
EQUIPMENT:
- D.W.I. GAME BOARD
- Set of Dice
- Cards: Traffic Stop, e-mail
& ATM, Roadblock, Court Decision, Helping Hand and Start
& End Cards.
- Two Game Players Card Decks.
These include the Driver Deck of the average man, housewife,
office worker, lobbyist, politician, Rehab Guy, and the "Deewie",
and the Special Interests Club characters such as Judge, Police,
Lawyer, Auto Insurance, Auto Towing, DMV, and Mad Mudder. The
last player card is the highly special Banker card. Much as the
"Deewie" is somewhat cursed, the Banker is blessed
with extra power as the game Facilitator.
- Player
Driving Record Pads
(License, Registration, Insurance Card, DWI, Point and Surcharge
Record)
- Game Character Playing Tokens
(7) Colored Cars, although 4 players is the recommended number.
- Game Money
- Pre determined
DWI sentencing guidelines booklet
(Fines, Insurance Surcharges, Suspensions, Loss of License)
PREPARATION:
Each player starts the game with the following steps::
- A game token and a Start/End
card.
- A toss of the dice for each
position highest number wins the game Banker/Facilitator position.
Lowest point establishes the "Deewie" Player. The "Deewie"
Player as you can imagine starts with a DWI plus 3 Points on
s/his record.
- The remaining players pick
One (1) Card from both Game Character Decks, The Banker just
picks a driver card & the "Deewie" picks from the
Special Interests Club. While the Driver Cards remain fixed,
the Special Interest Club roles can suddenly change with the
draw of a card, so keep them handy.
- Each Player Starts with a
bankroll of $10,000 as follows: 5-$1,000, 6-$500, 15-$100, and
10-$50. The Banker also gets an additional $10,000.
- Four (4) Helping Hand Cards.
- One Page from the Drivers
Record Pad, which players must use to record Fines, Points, &
DWIs on the honor system. Note: if a player is caught cheating
on the point score, s/he misses a turn.
Play:
Each player rolls the dice, and the high roller
goes first. Player moves the number of whole spaces indicated.
If the dice thrown show a DWI & $ player misses turn. When
a numeric double is rolled the player has the option to move
the amount shown or double the move, (I.E. if a 2 and 2 is rolled,
player has the choice to move 4 or 8 spaces).
Each die
has numbers 1 to 4 plus a DWI and $. Anytime during play when
a double DWI is rolled, the player is fined $500.00, paid to
the bank, and loses a turn. If double $ is rolled the player
collects $500.00 and has the option to roll again.
When a character
lands on a space with R.B., the player draws a Road Block Card.
When a character lands on a space with a $, the player draws
an e-mail & ATM. Landing on a space with a *, forces the
player to draw a Traffic Stop Card. When one of these cards is
drawn, the player must follow the card instructions unless choosing
to use a situation card to nullify it. If fines or fees are assigned,
they are paid in one of two ways:
- Where applicable, the appropriate
player controlling the Special Interest Group is given the money.
- In the case where there is
no Special Interest Club Character of that type in play, the
money instead goes to the Banker.
If a player
is charged with a motor vehicle violation by one of the cards,
there are two distinct methods to resolve the case, depending
on the type of violation. Either method, as well as being required
to draw any card, can be bypassed with an appropriate Helping
Hand card. Lacking a Special Situation card, the player must
either:
- All charges other than a DWI
offense: draw one of the Court Cards and follow its directions.
- For a DWI offense: appear
before the judge whose decisions are guided by the game penalty
booklet. If convicted, the amount of fine & penalty as in
the real world is based on the player's driving record. The player
may loose his/her license, be directed to pay designated fines
and surcharges. In addition, the appropriate amount of points
for the convicted offense must be recorded on the player's driving
record.
After a Helping
Hand card is used during play to avoid trouble, it is placed
in the bottom of the deck and a replacement is drawn. Certain
Helping Hand cards can be quite valuable in certain situations
(i.e. about to receive a fatal third DWI or faced with a huge
lawyers fee). Therefore, these cards can be traded or sold among
players for whatever the market will bear.
JAIL:
When a player lands in jail from a court case,
s/he can get out as follows:
- Pays $500.00 Fine to get out.
- Throws doubles with the exception
of double DWI which results in missing three turns.
- Uses a special situation card.
When a player
leaves Jail or Court, s/he places game token on the X in the
Board's center circle and resumes play from that Position.
Reaching A Destination:
A player may choose any direction to get to
his/her trip destination. Passing through a destination other
than that on his/her Start & End Card, allows the player
to collect $500.00. Upon crossing the target destination, the
player can choose to collect $500.00 reward or roll dice for
$150.00 x number thrown (i.e. rolling a 6 gains 6 x $150.00 =
$900.00). However, if the player rolls double DWI on this check,
then s/he keeps the completed destination card but must go to
DWI court. If the player rolls double $ on this check, there
are two advantages. First, there is extra money of either a fixed
$1000.00 or a new roll times $300.00 with double DWI and double
$ ignored. Second, a roll is made to determine the amount of
points to deduct from the driving record. On a roll of double
$ one (1) DWI from the player's record is removed for each completed
trip, including the one initiating the check.
The player
then selects a new Start & End Card. The player holds each
completed Start & End Card. These completed trip cards have
a value of $1000.00, and are included as assets at the end of
the game to help determine the winner, unless they are sold or
traded to raise needed cash during game play.
Ending the Game:
When a player's current total of DWIs reaches 3
during a trip, he/she is immediately removed from the game even
if some DWIs were removed from his/her record previously. Play
continues after one player is eliminated until all entire remaining
players reach any destination. This means players may choose
to play the game as long as they like, as long as one continues
to avoid destination places.
Once play
ends, the game winner, as in the real world, is the player with
the most money remaining after deducting $1000.00 for each point
on the player's driving record.
HAVE FUN
PLAYING "DWI." We hope you enjoy this unique informative
game. If questions arise which are not provided for in the rules,
common sense or a majority vote of the players decides.
AGES 14 TO ADULT
THREE TO SEVEN PLAYERS
SUPERVISION RECOMMENDED FOR PLAY BY SMALL CHILDREN
Copyright 1992
By E.R. Rossi
WWW.DWItheGAME.com
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