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.