Honor System

BREAK THE BANK

This game is based on the famous radio and television show, "Break The Bank" which has been on the air for over ten years and is the grandaddy of all quiz shows.

CONTENTS

The game consists of: Playing Board; Automatic Colour Selector (which may be removed from the box but should always be resting on a flat surface when in use. For best results, the lever should be pressed in slowly and released quickly); 360 questions for youngsters and grown-ups; Play Money in five denominations; 12 Break The Bank Gold Coins (which should be removed from envelope and placed in slots on playing board); 6 Enameled Playing Men. turned) upside down for shipping).

OBJECT

The object of the game is to win the most money by answering questions correctly and may be played by 2 to 6 players in the regular game or 4 to 12 players in the team game. You will notice that the six colours of the lanes leading to the Bank correspond with the colours of the cards in the six categories. Also the same colours appear in the automatic colour selector and around the six forfeits behind the funny face cartoons.

METHOD OF PLAY

Play is begun by each player selecting a colour lane and corresponding "man". After the colours are selected, any player may spin the Automatic Colour Selector. The ball will come to rest in one of the six colours. The player having the corresponding colour becomes the Banker for that game and will ask the questions of all the players. (Each time someone Breaks The Bank, a new Banker may be chosen in the same manner). After the selection of the Banker, the player on his right starts the game by spinning the Automatic Colour Selector. The Colour then appearing becomes his category for that question. For example, if the ball stops on yellow, the player’s category is History. The Banker then takes a card from the front of the yellow pack marked History, asks the question and replaces the card in the back of the pack. Each card has two questions and answers. One for the grown-up and the other for the youngster. The Banker asks all players over 14 the "grownup" question and all players under 14 the "youngster" question. If the player answers the question correctly, he moves his "man" in his lane up one step towards the Bank and the Banker pays him the same amount of money written on that space. This procedure is repeated with the same player as long as he answers questions correctly but he must spin the Automatic Colour Selector for a category selection after each question. When the Banker’s turn comes, the player on his left will ask the Banker his question so that the Banker may play in every game. When there are only two players, there should be no Banker but each player should ask the questions of the other player.

LUCKY COLOUR

If at any time during the category selection, the ball lands on the Blue space, this automatically entitles the player, regardless of his position on the board, to immediately move to the "Gateway To the Bank" and receive $50,000 from the Bank. However, his next question must come from the category marked "Bank Breakers." If he answers that question correctly, he "Breaks The Bank", collects his Gold Coin worth $100,000 and keeps all the paper money he has won. Other players also keep their money and stay in their positions. When any player Breaks The Bank he automatically loses his turn and starts from the beginning again on his next turn. When a player reaches the "Gateway To the Bank" through any normal procedure, (not being jumped there by the Automatic Color Selector), he is not forced to take a Bank Breaker question, but spins for his category as he would in any other position.

FORFEITS

When any player answers a question incorrectly, he must pay a forfeit. He does this by spinning the Automatic Colour Selector and paying the forfeit on the corresponding colour on the playing board. These forfeits are located behind the Bank at the top of the board. When a player gives an incorrect answer, he automatically loses his turn unless his forfeit indicates otherwise. When a player lands on a space because of a forfeit, he does not collect the money indicated on that space. If a forfeit says to go back one space or all the way back to the beginning and the player is still at the beginning, there is no extra penalty, he simply stays there until his next turn. If a forfeit forces a player to pay out more money than he has, the player may borrow the necessary amount from the Bank and repay the Bank from first monies earned.

TEAM PLAY

Variation "A".. Ihis game may also be played by teams of two. A team may consist of a grown-up (over 14) and a youngster (under 14). Either member of the team may spin the Automatic Colour Selector. Only one "man" and its corresponding lane is used for a team. When there are only two teams playing, each team should alternate being Banker. The Banker should ask the opposing team both questions on the card. If both answer their questions correctly, the team moves up two spaces and collects for the space landed on and the space passed. If only one member of the team (youngster or grown-up) answers his question correctly, he saves the other member and the team moves up one space and continues their turn. If both answer their questions incorrectly, the team spins for a forfeit as in the regular game.

Variation "B". Other methods of team play would be 2 grown-ups against 2 grown-ups, 2 youngsters against 2 youngsters, or 2 youngsters against 2 grown-ups. In this type of team play only one question on the card is asked, and teammates may help each other. All other rules in the regular game apply for the team game.

WINNER

At the end of the playing period, everyone will total up his Bank Roll and the player with the most money is the winner.

Made in Canada by THE COPP CLARK PUBLISHING CO. LTD. under license from Bettye-B Co., Inc.
Other Entertaining Copp Clark games: National Hockey League - Bottoms Up - "B.T,O." - Robin Hood - Stock Ticker, etc.