Modified Trivial Pursuit Rules Purpose: In addition to preparing for the test in a fun way, it is a great way to work in groups to study for the test. You can distribute the work of studying between 5-6 or more individuals in your class, which will save you a lot of time and effort. Then you can use friendly competition to learn the material, which is extremely efficient. Why does studying have to be torture? Objective: The objective is to move around the circular track and spokes by correctly answering questions on prepared color-coded index cards (or within color-coded Manila folders) and acquiring wedges at the ends of the spokes in squares that have wedge shapes in them. Once all 6 wedges have been collected, the first player back to the hub at the center is the winner. Quick Start 1. Each player and/or team prepares index cards with questions and answers on opposite sites and put them in color-coded index-card holders. Each player and/or team is assigned a category using the sheet at the end of the instructions. 2. Put the remaining information from Powerpoint presentations and/or textbooks into color-coded Manila folders. 3. Start the game by putting the moving game pieces (i.e. movers) into the center hub of the game board. 4. Roll the dice to see who goes first. Individuals counter clock-wise to the first player go second, third, etc. 5. For the first turn, roll the dice to determine how many squares you need to move away from the hub in the center of the game board. 6. You can move any direction across the board by the number of squares specified on the dice. 7. During your turn, an individual counter-clockwise from you (or your choosing) will ask questions from the index cards (first) and Manila folders (second) to you. Use a timer to more realistically simulate test conditions. 8. You can challenge questions that you think are erroneous or unreadable. If you challenge a question and you are wrong, you lose your turn for that round. If the individual, who wrote the question, is wrong, they lose their turn for that round. 9. The key to winning the game is acquiring wedges at the ends of the spokes of the wheel. 10. A player wins, when they acquire all the wedges and return to the hub at the center of the game board. Detailed Instructions 1. Prepare the index cards. Each player or team will fill out the questions (lined side) and answers (blank side) on index cards from individual color-coded index-card holders. The questions can be true/false, multiple choice or fill in (see examples at the end of the instructions). Place the answer-side (i.e. blank side) away from the opening of the index card holder, so the answers are not revealed during the game. (Optional) Use the enclosed colored sharpie to put a small mark on the card to denote, which index holder it should go in. The color-coding corresponds to the wedges and squares on the game board. The index cards made in each of the index card holders can correspond to a category such as NSAIDs decided by the group, or can be non-specific and correspond to the player or team that made them. 2. Put the remaining materials into color-coded Manila folders. You should put the information that you used to make the index cards into color-coded Manila folders in the event that you run out of index cards. You have a couple of options: a. Print out the PowerPoint presentations, assign them a color and put them into an appropriate color-coded Manila folder. If you want to add some randomness to the questions that are chosen from the Powerpoint presentation, put index cards into the Manila folder with references to specific slides. b. Assign chapter(s) or section(s) of the textbook to a specific color. You can put the page numbers of chapeter(s) or section(s) on index cards and then insert them into an appropriate color-coded Manila folder. Putting multiple index cards into the Manila folder will add some useful randomness to potential questions that are asked. 3. Starting the game. All players start in the hexagonal hub at the center of the game board with the circular colored game pieces, which are known as movers (Figure 1). The colored movers are chosen by the player’s Figure 1. Game preference or a high dice roll. piece mover 4. Determine first, second, third, etc. player. Each player will roll the die and the player with the high roll goes first. The individuals counter-clock-wise to the first player will go second, third, etc. 5. First turn. Each player rolls the die to determine which square they will land on away from the hexagonal hub at the center of the board. The color square that they land on determines, which index card holder (or Manila folder) that they will retrieve an index card from. If a player rolls a 6, the player can go to the square at the end with a wedge of a specific color in it, which is also known as the category headquarters. If the player answers correctly while in this square, they get a colored wedge, which they insert into their game piece mover (Figure 1). 6. Moving around the board. The players will roll the dice to determine, which square they will land on. Players can move down the spokes out onto the circular track. Players can move in either direction around the track, clock-wise or counter clock-wise. 7. Answering questions. The question that the player answers will depend on the color of the square that they land on. When a player lands on a colored square, the individual counter clock-wise to the player or an individual of the player’s choosing will retrieve an index card from the front of the appropriate color-coded index card holder. If the index cards have been used up, the chosen individual will need to come up with a question using the Powerpoint, chapter or section referenced from materials in the color-coded Manila folder. The individual will then ask a question, instead of the player themselves, to prevent the player from seeing the answer. If the question is answered correctly by the player, the player can roll again and continue migrating around the board. The answered index card is put into the back of the index card holder (or into the Manila folder) to avoid it being asked again. a. Use a timer to realistically simulate test conditions: You can use the included 30 second wedge timer (Figure 2) to limit the time a player has to answer the question. If you want more realistic preparation for the test, determine the average time you will have for each question by dividing the total time to take the test by the number of questions. Then use the included digital timer to monitor the time. Figure 2. 8. Challenging a question. There is always a chance that one of the questions Included Wedge and answers will be incorrect or unreadable, since the players and/or teams Timer. make them. a. If the player or team believes that the answer to a question is incorrect, the individual that wrote the question and answer has to prove to the group that the answer is correct. If the answer is incorrect, the player can roll again and the individual that wrote the question loses their turn. If the question and answer is correct, the player loses their turn. b. If the question or answer is unreadable, the individual can request that the person, who wrote the question, to read the question for and reveal the answer to the player. If the question and answer are still unreadable, the person that wrote the question loses their turn. 9. Acquiring wedges. Colored wedges are acquired, when a player lands on the squares at the ends of the spokes (a.k.a. category headquarters) and answers the question correctly. 10. Winning the game. A player wins, when they acquire all six colored wedges, and returns to the hub at the center of the board (Figure 3). The remaining players can continue the game, until each player has acquired all the wedges Figure 3. Winning and returned to the hub or the game can be restarted. Game Piece. Contents of the Game ☐ Trivial Pursuit: Master Edition (Source= www.amazon.com) ☐ 1 Game Board ☐ 6 game movers ☐ 36 game wedges ☐ 2 boxes of trivial pursuit cards (not used) ☐ 1 die ☐ 30 second wedge timer ☐ Acu rite digital timer (Source OfficeMax) ☐ 6 Color-coded Manila envelopes (Source= OfficeMax) ☐ 6 Color-coded opaque index card cases (Source= OfficeMax) ☐ 6 Sharpie Pens: Blue, Pink, Yellow, Brown, Green and Orange (Source= OfficeMax) ☐ [In] Place 3 inch Recycled Wallet Example Index Cards Categ ories Index Card Holder Name of Player or Team Category