←

Bump Home

Draw a card, race your ducklings home

Play on this device

Players:
Of them, computers:

You against 1 computer. Each turn turns over a card that says how far to move. Land on someone to bump them back to Start, ride the other colors’ slides, and get all four ducklings Home first.

Not in the same room? Play online while you talk on a call, each on your own phone.

More info

How to play

  • Everyone has four ducklings in their Start. On your turn a card is turned over, and you must use it if you can.
  • 1 or 2: bring a duckling out of Start onto the square in front of it, or move one forward. After a 2, take another turn.
  • 3, 5, 8, 12: forward that many. 4: back four. 10: forward ten or back one.
  • 7: forward seven, or split the seven between two ducklings (3 and 4, say).
  • 11: forward eleven, or swap places with another player’s duckling on the track.
  • Bump!: take a duckling from your Start and put it in place of another player’s duckling on the track. That one goes back to its Start.
  • Land on another player’s duckling and it goes back to its Start. You can’t land on your own.
  • Land on the arrow at the start of a slide that isn’t your color and you slide to its end, bumping every duckling on it, yours too.
  • Your ducklings go once round the board, then turn into your five safe squares, where nobody can bump them. Home needs the exact number. Get all four Home to win.

Tips

Your safe squares start just behind your Start, so a 4 (or a back 1 from a 10) from the square outside Start nearly finishes a lap. Keeping a duckling in Start means a Bump! card is never wasted. A split 7 can bring two ducklings into the safe squares at once.