The Tick character,
comics and cartoons are copyrighted by Ben Edlund, New England Comics,
and Fox Kids. I'm probably omitting a genius or two.
Deep In Evil
The TICK Boardgame
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Most of these sections
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not out there anywhere
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copy & display them, please link back to Bovine Intervention...it's
the Tick thing to do.
COLLECT AS MANY GOOD GUY AND BAD GUY TOKENS AS POSSIBLE
SO YOU CAN HAVE THE HIGHEST SCORE.
PLAYERS PLAY 18 ROUNDS, THEN THE FINAL BATTLE.
AND FOUR PLAYERS PLAY 12 ROUNDS, THEN THE FINAL BATTLE.
the GOOD GUY TOKENS face down on the COMET CLUB
in the center of the board.
7 each of the Chairface Chippendale, Dinosaur
Neil, El Seed and Breadmaster tokens in their
respective corners. Place the rest face down
on the Evil Eye in the center of the board.
the 3 MOON DISKS near Chairface's corner;
...."......EL SEED DISK ..".. El Seed's
....".....6 BREAD CARDS..".. Breadmaster's
...."......ASPIRIN DIE....".. Dinosaur
Battle Spaces for images!
the TIMECARD on its stand at 6:30 (the time
on the alarm clock in the show's opening!).
The 1st player is the timekeeper, and at the
beginning of each round he/she must move the
marker to the next hour.
game includes these cards on a stand to represent players
on the board (blue, orange, green, & purple) and
the coveted Arthur. BUT we have a blast using our PVC's;
Vance is always the Tick and I'm always American Maid,
but if we have a guest who wants to be Arthur, we give
the guest the PVC and bring out the Arthur card. Each
player chooses a different color tick gamepiece
or PVC and places it at ARTHUR'S APARTMENT.
player gets a SCORE CARD.
let your cat step on it; it's your way of keeping
track of double value tokens. Notice that there
are tokens of the same sort on each side; the
value is determined by how you get the token,
not the token itself.
START OUT BLANK...
rolls the die to see who goes first. Remember: the first
player is the timekepper — you must move the timecard
ahead 1 hour after each round. If you're a little behind,
or trying to snag Arthur*
before the end of the game, you can't conveniently forget
to buy time. Hmmm...turning rogue to serve a personal
agenda...sounds like a Jim Rage move to me. (if you
happen to notice that the timekeeper forgot to advance
on his turn, you may remind him during the round)
play moves clockwise, with each player rolling the die
and moving clockwise around the board, following instructions
along the way. Now, scroll down a little to see what
the spaces are...
will soon learn why it's important to have Arthur at
the end of the game!...or you can click on his name
to find out now.
APARTMENT (1) - Get Arthur and get a
friend from the Comet Club.
MOVE OVER! (1)
of your Bad Guy tokens become a double point token.
GET ARTHUR! (3) - Get Arthur and get
a friend from the Comet Club.
CAR POOL! (1) - Take
a token from any player and all Ticks (or PVC'c) move
to this space.
OUCH! (1) - You fall through the roof
to the space of your choice.
DOUBLE TAKE! (1) - If you roll a 2 in
2 tries, take 2 tokens from the Evil Eye.
GOOD GUYS (4) - Take
a Good Guy token from the Comet Club.
BAD GUYS (4) - Take
a Bad Guy token from the Evil Eye.
TICK TALK (8) -
Follow the instructions; some are picured
below, but others include:
MAID WHIPS OFF HER HEELS AND SENDS THEM FLYING
BY YOU! IT CAUSES YOU TO SOMERSAULT FORWARD
OR BACKWARD ONE SPACE NOW. FOLLOW THE INSTRUCTIONS
FOR THE SPACE YOU CHOOSE.
CLUMSY OAF! WHILE ROOF-JUMPING, YOU FALL OFF
AND BONK THE BAD GUY OF YOUR CHOICE. TAKE ONE
BAD GUY FROM THE EVIL EYE CAFE.
IS LIKE ONE BIG SQUARE DANCE. SWITCH PLACES
WITH ANY PLAYER AND FOLLOW THE INSTRUCTIONS
FOR THAT SPACE!
DESTINED TO GIVE ONE OF YOUR GOOD GUYS TO ANOTHER
THE TWISTED HAND OF FATE TAKES ONE OF YOUR BAD
GUYS AND GIVES HIM TO THE PLAYER WHO HAS THE
FEWEST BAD GUYS.
OUT, CHUM, IT'S THE DEADLY NOSE, HEADLESS HENDERSON,
PROFESSOR CHROME DOME AND THE GUY WITH EARS
LIKE RAISINS. TAKE TWO GOOD GUYS FROM THE COMET
TOP OF THE GROTESQUE SUNDAE OF CRIME IS THE
ROTTENEST CHERRY OF ALL - CHAIRFACE CHIPPENDALE.
GO TO HIS BATTLE AREA AND TRY TO UNSEAT HIM
STOP TO VISIT THE MUSEUM OF SKIN DISORDERS.
WHILE STROLLING THROUGH THE FASCINATING HALL
OF ACNE, ONE OF YOUR BAD GUYS ESCAPES BACK TO
THE EVIL EYE CAFE.
TELL DOT HER HAIR IS LIKE A HALO OF MOUSE BROWN
FIRE. SHE LENDS YOU THE CAR. YOU CAN DRIVE TO
ANY SPACE AND FOLLOW THE INSTRUCTIONS THERE
ARE OVER TWENTY CLEVER SAYINGS!
The Battle Spaces
four corners are battlegrounds...When you land on one
of these spaces, you fight the villain of that space
If you win, you get a token (see SET
UP) which goes in the DOUBLE column on your scorecard...If
you lose, no harm done; you lose nothing.
battle El Seed, the player on your left places
either message in the window
PLANT EL SEED IN JAIL" or "FLOWER POWER
the die; rotate the disc that number of spaces,
(the next window is 1) and the message is the
battle Chairface Chippendale, the player on your
left chooses a moon disc and places the other two
moon discs face down. He says, in his/her best C.C.
voice: "OK, TICK, YOU WERE ABLE TO STOP ME
FROM WRITING MY NAME ON THE MOON! BUT I DID
GET AS FAR AS (C, CH, or CHA - AND
HE MAY BE BLUFFING; IT DOESN'T HAVE TO BE THE DISC
HE'S HOLDING!) ."
You decide if he's bluffing or not, and if you're
right you win!
This game piece is a die with two blank sides and four
When you battle
Dinosaur Neil, you get 3 rolls of the die and they ALL
must turn up on an 'aspirin' side to win!
When you battle
the Breadmaster, the player on your left shuffles the
6 bread cards and holds them out face down; you pick any
two and if they make a complete slice, you win!
The Final Battle
I didn't include images of the Final
battle Cards; they're just 1x1 cards numbered 1-6.
player sets aside any, all, or none of his single point
Good Guy tokens to be wagered in the final battle. If
he wins, those tokens become double point value! If
he loses the battle, he loses the tokens. The first
player battles first and it moves clockwise...
Final Battle Cards (6) are placed face up and the player
rolls the die. After each roll (you get 3), the player
turns over two cards that equal the number he rolled.
To win the battle, you must complete the 3 rolls and
have at least 4 cards face down!...This can be tricky;
if the die is unkind it won't matter how carefully you
choose the cards. The die has been my adversary many
times - and just about anything I have to spin.
Okay, why is it
so cool to have Arthur at the end of the game?
Because you get
take any one token (even a double pointer) from any player
AND one Good Guy token from the Comet Club (single point
everyone has completed their final battle, the youngest*
player randomly chooses a FINAL EDITION CARD; the card
is 2-sided and he may study it before he chooses a side.
Add up your tokens according to the point value on the
card, doubling those in the double point column. Using
the card above, the total on the scorecard pictured
earlier is 58. The highest score wins!
if, like us, it's the same group of players all the
time, have some other predesignated way of determining
which player chooses this card...for example, the player
with the fewest points or the player who got slapped
the most by the twisted hand of fate — and, for
cryin' out loud, if someone went through the entire
game and never had Arthur then predesignated, shmedesignated...let
'em pick this card! Remember how blue Tick was when
he had no sidekick?