Bonkers!

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Bonkers! (officially “This Game is Bonkers!”) is a classic 1978 race-and-score board game where players roll dice to move around a track, placing directional Track Cards that alter subsequent movement. The board has Score spaces that earn points and a Lose space that costs points. Players strategically place cards to create paths toward Score spaces, including the ability to set up Entrapment combos. The first player to score 12 points wins. The tagline is “It’s Never the Same Game Twice!” because the board changes as cards are placed.

Components

Setup

  1. Give each player a token and a Large Lose Card.
  2. Select a Scorekeeper who shuffles the Track Cards and deals 4 to each player. Place remaining Track Cards facedown on the table.
  3. Scorekeeper places a peg for each player in the starting position on the Scoring Pegboard.
  4. Turn your 4 Track Cards face-up in front of you.
  5. Place your token on Start.
  6. Roll dice; highest roll goes first. Play proceeds to the left.

Turn Structure

On your turn:

  1. Roll both dice and move your token forward that many spaces.
  2. Resolve the space you land on based on its type and whether it is occupied or has a Track Card.
  3. Continue moving if applicable (see movement continuation rules below).
  4. If you placed a Track Card this turn, draw a replacement from the deck when your turn ends.

Movement Continuation Rule: After resolving a space, continue moving until you land on:

You may place at most 1 Track Card per turn.

Actions

Landing on Spaces

Unoccupied Track Space (no Track Card): Place one of your Track Cards next to your token and immediately follow its directions. Continue moving per the continuation rule.

Unoccupied Track Space (with Track Card): Follow the existing card’s directions. Continue moving.

Occupied Track Space (opponent’s token present): Roll again. Do NOT place a Track Card. Do NOT follow any existing Track Card. Continue moving.

Score Space: Gain 1 point (Scorekeeper advances your peg). If the Score space is occupied by an opponent, earn your point and roll again. If unoccupied, earn your point and your turn ends.

Lose Space: Lose 1 point (peg moves back 1). Your turn ends immediately, even if the space is occupied. Score can never drop below zero.

Special Rules

Double 6s: If you roll double 6s, score 1 point immediately. Move 12 spaces forward and resolve normally.

Entrapment: If a Track Card sends you to another Track Card that sends you back (e.g., “Back 3” leads to “Forward 3” creating a loop), score 1 point and stop on the forward space. This can be an excellent strategic tool.

Exchange Cards: The deck contains 2 Exchange Cards. When you play one or land on one, you may take any Track Card already on the board, move it next to your token, and replace the moved card’s position with the Exchange Card. Then follow the moved card’s directions.

Track Card Types

Track Cards include directional movement cards (Forward X, Back X) and the 2 Exchange Cards. They determine both direction and distance of additional movement after landing.

Large Lose Cards

Each player receives 1 Large Lose Card at game start. You may use it on any opponent during their turn to immediately:

Once used, the Large Lose Card is removed from the game permanently.

Permanent Spaces

The board has 2 permanent “Go to Lose” track spaces that always send players to the Lose space.

Scoring / Victory Conditions

Objective: First player to score 12 points wins.

Scoring:

Scores cannot drop below 0.

Special Rules & Edge Cases

Player Reference

Turn Summary:

  1. Roll dice, move forward
  2. Resolve space (place card / follow card / score / lose)
  3. Continue until reaching an empty trackless space, empty Score space, or Lose space
  4. Draw replacement Track Card if you placed one

Space Types:

Space Effect
Track (empty, no card) Place a Track Card, follow it
Track (has card) Follow existing card
Track (occupied) Roll again, ignore card
Score (unoccupied) +1 point, turn ends
Score (occupied) +1 point, roll again
Lose -1 point, turn ends

Win Condition: First to 12 points