Race Games Codexery

Bonkers! (game)

A race-style board game whose slogan is 'It's Never the Same Game Twice!'

Bonkers! (also called This Game is Bonkers!) is a race-style board game created by Paul J. Gruen. It was originally published by Parker Brothers, later by Milton Bradley, and had a short reissue from Winning Moves. The goal is to be the first player to reach 12 points by placing instruction cards into empty spaces on the board, aiming to move a pawn to various scoring stations. The game's slogan, for all versions, is "It's Never the Same Game Twice!"

The game includes a board with a 55-space looping track, four pawns, a stack of cardboard track cards, two dice, and a score card with plastic peg markers. The track cards include “Ahead” and “Back” cards numbered 1 through 6, 10, and 12 (two of each), plus special cards: “Go to Nearest Score,” “Roll Again,” “Go to Start,” and “Exchange Cards.” There are also four large “Go to Lose” cards. The board has three “Score” stations (one is also the start), a “Lose” space, two “Go to Lose” spaces, and one “Back 15” space.

The original 1978 Parker Brothers version starts with each player dealt four track cards and one large “Go to Lose” card, placing their pawn on the start space. On a turn, a player rolls the dice and moves that many spaces. If the space is empty, they place a track card in the outline next to it and follow its directions; if a card is already there, they follow that card’s instructions. A turn ends if the player lands on an unoccupied “Score” space (earning 1 point), the “Lose” space (losing 1 point), or an unmarked space after playing one card.

After the turn, the player draws a card to replace any played. Most track cards show a number and direction (“ahead” moves forward, “back” moves reverse). Special cards include “Roll Again,” “Go to Nearest Score,” “Go to Start,” and “Exchange Cards” (which swaps the Exchange card for any other track card). If a space is occupied by another pawn, the player rolls again (except on the Lose space) and ignores adjacent track cards, though they still score on Score spaces.

Scoring happens by landing on a “Score” space, or through “Entrapment”: if a pawn ends in a loop (e.g., ahead 2, ahead 3, back 5), the player leaves the pawn at the loop’s front and scores 1 point.

Quick Facts

Publisher
Parker Brothers, Milton Bradley
Players
2-4
Random chance
High (dice rolling, card drawing)

Facts from the source article.

A Game That Kept Coming Back

Bonkers! first hit shelves in the late 1970s under Parker Brothers, dressed in the full disco-era aesthetic of its time—glittering text, funky motifs, and a visual identity that screamed 1978. Designed by Paul J. Gruen, the title (sometimes expanded to "This Game is Bonkers!") carried the punchy tagline "It's Never the Same Game Twice!" a promise that would hold true for decades. After Parker Brothers, the game passed to Milton Bradley, which gave it a complete visual overhaul in the early 1990s: the board looked sculpted from modeling clay, complete with goofy clay-carved faces in the logo and scattered across the track, while a fluorescent color palette and updated typography replaced the disco look.

In 2016, Winning Moves reissued the title and deliberately resurrected the original disco styling, signaling a return to roots. More recently, Hasbro Gaming picked it up again, swapping the pawns for cutesy character figures and giving the whole package a modern theme. Despite all these cosmetic reinventions, the core identity of Bonkers!—its looping track, its card-driven chaos—has remained stubbornly intact.

The Looping Track and Card Chaos

At the heart of Bonkers! sits a 55-space circular track that players navigate counterclockwise. What sets the game apart from a standard race is the track-card system: most spaces carry an empty outline where a player can slot a cardboard card, and those cards persist on the board, altering the path for every subsequent player who passes through. On a turn, you roll two dice, advance your pawn, and if the space is empty you place one of your four hand cards there and follow its instructions; if it is already occupied, you simply obey whatever card is already sitting there.

Most cards show a number from one to six, plus ten and twelve, paired with a direction—either "ahead" or "back"—sending your pawn forward or backward around the loop. Special cards like "Roll Again," "Go to Start," "Go to Nearest Score," and "Exchange Cards" (which lets you swap the card for any other one currently on the track) add layers of unpredictability. The result is a board that literally reshapes itself every round, making no two games identical.

Scoring, Traps, and the Lose Space

The stated goal is straightforward: be the first to reach twelve points. But the paths to scoring are deceptively varied. Landing on one of three Score stations (one of which doubles as the starting space) earns a point, as does rolling a twelve. The most distinctive scoring method is "Entrapment": if a sequence of cards sends your pawn into a closed loop—say, ahead two, ahead three, back five—you are "trapped," your pawn parks at the front of the loop, and you collect a point.

The Milton Bradley edition renamed this "Going Bonkers" and changed the resolution so the pawn advances to the nearest Score space instead. On the penalty side, a single "Lose" space deducts a point and ends your turn instantly, even if other pawns are already there. Two spaces on the track's back send you straight to Lose, and each player holds a large "Go to Lose" card that an opponent can play at any moment during your turn to yank you there. Once used, that card is removed for the rest of the game. No matter what happens, a score can never dip below zero, and the first to twelve wins.

Rule Tweaks Across Editions

Despite the game's visual reinventions, the rulebook has seen only modest changes. The Milton Bradley version introduced a few targeted adjustments. The "Exchange Cards" mechanic was tightened: instead of swapping the card with any track card on the board, players could only exchange it with a card directly to the left or right. The "Entrapment" rule was rebranded as "Going Bonkers," and the resolution shifted—rather than simply parking at the front of the loop, the pawn now advanced to the nearest Score space before the point was awarded.

The "Go to Nearest Score" card was swapped for a "Go Ahead to Score" card, a change likely aimed at reducing confusion at the table. Beyond those three tweaks, the Milton Bradley rules were essentially identical to the 1978 Parker Brothers original. The 2016 Winning Moves reissue and the subsequent Hasbro Gaming edition both reverted to the original Parker Brothers rule set, confirming that the designers' initial framework remained the strongest version.

The game's identity, in other words, was never really in question—only the surface treatment and a handful of clarifications shifted with each new publisher.

More in Race games

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →