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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.

Hip Deep In Evil
The TICK Boardgame

This page is loaded with images, so please be patient; it'll be worth it! These images are
not out there anywhere else that I'm aware, so if you appreciate seeing them enough to
copy & display them, please link back to Bovine Intervention...it's the Tick thing to do.

Most of these sections are small...it's probably easier to just scroll...


Object:

COLLECT AS MANY GOOD GUY AND BAD GUY TOKENS AS POSSIBLE SO YOU CAN HAVE THE HIGHEST SCORE.

TWO PLAYERS PLAY 18 ROUNDS, THEN THE FINAL BATTLE.

THREE AND FOUR PLAYERS PLAY 12 ROUNDS, THEN THE FINAL BATTLE.

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Set Up

Place the GOOD GUY TOKENS face down on the COMET CLUB in the center of the board.
Ü

BAD GUY TOKENS

Place 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.
Þ


Place the 3 MOON DISKS near Chairface's corner;
...."......EL SEED DISK ..".. El Seed's ".

....".....6 BREAD CARDS..".. Breadmaster's ".
...."......ASPIRIN DIE....".. Dinosaur Neil's ".

See Battle Spaces for images!


Place 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.


Place the TICK TALK CARDS face down in the center of the board.

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Playing

The 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.



SIDE 1


SIDE 2

Each player gets a SCORE CARD.

Don't 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.


THEY START OUT BLANK...

Everyone 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)

The 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...

*You 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.

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The Spaces

ARTHUR'S APARTMENT (1) - Get Arthur and get a friend from the Comet Club.
MOVE OVER
! (1) -
One 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:

  • AMERICAN 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.
  • YOU 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.
  • LIFE IS LIKE ONE BIG SQUARE DANCE. SWITCH PLACES WITH ANY PLAYER AND FOLLOW THE INSTRUCTIONS FOR THAT SPACE!
  • YOU'RE DESTINED TO GIVE ONE OF YOUR GOOD GUYS TO ANOTHER PLAYER NOW.
  • AH, THE TWISTED HAND OF FATE TAKES ONE OF YOUR BAD GUYS AND GIVES HIM TO THE PLAYER WHO HAS THE FEWEST BAD GUYS.
  • LOOK 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 CLUB.
  • ON 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 NOW!
  • YOU 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.
  • YOU 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 !

THERE ARE OVER TWENTY CLEVER SAYINGS!




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The Battle Spaces

The four corners are battlegrounds...When you land on one of these spaces, you fight the villain of that space (see below).

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.


Battling EL SEED...

When you battle El Seed, the player on your left places either message in the window ("YOU PLANT EL SEED IN JAIL" or "FLOWER POWER RULES"). Roll the die; rotate the disc that number of spaces, (the next window is 1) and the message is the outcome.

 

Battling CHAIRFACE...

When you 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!

   
No picture available.
This game piece is a die with two blank sides and four 'aspirin' sides

Battling DINOSAUR NEIL...

When you battle Dinosaur Neil, you get 3 rolls of the die and they ALL must turn up on an 'aspirin' side to win!

   

Battling BREADMASTER...

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!


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The Final Battle

I didn't include images of the Final battle Cards; they're just 1x1 cards numbered 1-6.

Each 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...

The 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.

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ARTHUR

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 value)...KEEN, HUH?

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Scoring

After 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!

*Or 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?

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