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Trivial Pursuit

Six categories, six wedges, and one very long final question.

🎉 Party GamesVersion 12 min readEditor reviewed

Overview

Move around a wheel-shaped board answering questions in six categories, earning a wedge for each. Fill your wedge holder, then answer one final question to win.

Checked against Hasbro's Trivial Pursuit Classic Edition instructions (C1940, ©1981, 2016). Other editions change the questions and sometimes the rules, so check your own box.

1. Setup

2 to 6 players, alone or in teams. Each player or team puts an empty wedge holder on the central hub. Choose who goes first.

The six categories in the Classic Edition:

  • Geography
  • Entertainment
  • History
  • Art & Literature
  • Science & Nature
  • Sports & Leisure

2. A turn

  1. Roll the die and move exactly that many spaces, in any direction, but not both ways in one move.
    • The hub counts as one space. You can go straight across it or turn down another spoke.
    • Land on the hub exactly and you choose any category.
    • Land on Roll again and you roll and move again. You may change direction after a Roll again space.
  2. Answer a question. The player to your left reads the question matching the colour of your space. In teams, anyone on the team can answer.
  3. The reader puts the card at the bottom of the deck, and play passes left.

On an ordinary category space, a right answer means you roll again. A wrong answer ends your turn.

3. Wedges

Wedges are won only on a category headquarters space, at the end of a spoke. Answer correctly there and you add that colour's wedge to your holder. You can't earn a second wedge of the same colour, though you can keep answering questions in that category.

If you miss at a headquarters, on your next turn you must move away from it before you can land there and try for that wedge again.

Any number of players can share a space.

4. Winning

  1. As soon as your holder has six different wedges, move it straight back to the hub. You don't need to roll there.
  2. On your next turn, the other players choose the category for your final question, before the card is drawn.
  3. Right answer: you win. Wrong answer: your turn ends and you stay on the hub. Next turn you try another final question, in a category the others pick again, until you get one right.

Commonly argued

  • You don't need an exact roll to reach the hub at the end. A full holder goes straight there.
  • A wrong final answer doesn't send you away. You stay on the hub and try again next turn.
  • Opponents choose the final category, and they must choose before the card is drawn.
  • Wedges come only from headquarters spaces.
  • A right answer on an ordinary space earns another roll.
  • You may move either way round, but not both ways in one move.

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