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Family Matters
Family Matters
by Better Indeed LLC (2009)
Player Count
2 to 6

Player Ages
7+

Playing Time
1 hour
Designers
  • David Schoenberger
  • Rating: 0/10 from 0 users

    Description

    To play Family Matters (MSRP $24.99, for 2-6 players ages 7 and up) family members and/or good friends each select a colored peg and take a seat (by placing it) in the family car. Each player takes turns driving it through the town, responding to a host of funny, thought-provoking card and Playbook-based questions. Once everybody has driven, the car races toward the finish line (Weekend Wish) to see whose idea of family fun will soon come true.

    Family Matters™ invites players aged 7+ to share stories, discover trivia, do funny things and creatively explore 140 make-believe, location-based issues ("Fake Family Crises") from totally new perspectives.

    Herding your family into a single room is hard. Convincing them to talk plainly and calmly about personal or emotionally charged topics is next to impossible. As communication, or a lack thereof, has such serious consequences, effectively addressing this kind of stuff - sooner NOT later - matters a lot.

    If only there was a way to playfully facilitate self-expression and encourage collaborative conversation...

    Enter Family Matters, the game parents will wish their family played when they were kids. And if you’re a kid, you’ll be glad yours did.
    Game Objective

    Players pile into the family car, taking turns driving through town, responding to questions and/or tasks along the way. Once everyone has driven, the car races toward the finish line (Weekend Wish) to see whose idea of family fun will soon come true.

    Quick Start Guide:

    1. Players each write down their "Weekend wish" on Page 10 of the Playbook
    2. Players select a peg and place it into the car by age - youngest first, please.
    3. The driver parks the car at anyone one of the four possible starting points.
    4. The driver rolls the cube to start the car and move it forward.
    5. The driver does whatever the space suggests: (i) read/respond to a card that matches the space, (ii) move from one "Black Hole" to another or (iii) resolve, with other passengers, a location based Fake Family Crisis (found on pages 14-41 in the Playbook)
    6. See page 6 of the Playbook for instruction on how to resolve a Fake Family Crisis.
    7. Only after resolving a Fake Family Crisis is it time to change drivers (and car seats).
    8. Once all players have driven, reach takes a turn rolling toward the board's center.
    9. The first player to land upon the Weekend Wish space "wins" the game.
    10. The entire family must grant the winning player's Weekend Wish.

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