SMART ASS


Smart Ass Board Game

OBJECTIVE OF SMART ASS: Be the first player to reach the final space on the board by correctly answering trivia questions before anyone else does.
NUMBER OF PLAYERS: 2 to 6
MATERIALS: Game board, 6 playing pieces and stands, 411 question cards, jumbo category die, jumbo movement die
TYPE OF GAME: Trivia party game
AUDIENCE: 12+


OVERVIEW OF SMART ASS

University Games published Smart Ass as a trivia board game built on one rule that separates it from most games in the category: anyone can shout out the answer at any point, mid-clue included. Knowing the answer first is what matters, not whose turn it technically is. That single design choice turns a trivia night into something considerably louder.

Each question builds through a numbered list of clues, starting broad and getting more specific as the list progresses. Players race to name the subject before the clues run out. A wrong shout removes that player from the current question only. The cost of guessing early is low enough to keep the game moving fast.

The Smart Ass trivia game has appeared in multiple editions since University Games first released it. Smart Ass instructions can vary slightly between versions. Component counts, player ranges, and clue numbers are among the differences. A dedicated section below covers each one.


WHAT’S IN THE BOX

How to play Smart Ass

Every copy of the current Smart Ass board game includes:

  • Game board
  • 6 playing pieces and stands
  • 411 question cards across four categories
  • Jumbo category die
  • Jumbo movement die

Older editions shipped with 220 question cards, 8 playing pieces, and a two-sided card format. Those two sides doubled the available questions without increasing the physical card count.


HOW TO SET UP SMART ASS

Sort the Smart Ass cards into four separate stacks: Who Am I?, What Am I?, Where Am I?, and Hard Ass. Place each stack within easy reach of wherever the Reader will sit. Every player picks a playing piece, clips it into its plastic stand, and places it on the Start space.

The Smart Ass game instructions suggest the oldest player reads first. The role then rotates left after each question, regardless of whether the Reader moved their own piece during the round.


THE READER’S ROLE

As Reader, your job is not to answer the current question. Draw the correct card and read each clue aloud one at a time. When two players shout simultaneously, you call the result. Readers still benefit when a question stumps the table. If no player answers correctly, the Reader wins that round, rolls the movement die, and moves their piece forward.

That arrangement keeps the Reader invested in a challenging card. It also means every player cycles through a spell at a competitive disadvantage. The role passes to each person in turn.


HOW TO PLAY SMART ASS

A turn begins with the Reader rolling the category die. The coloured face that lands up determines which question stack to draw from. The Reader takes the top card and reads the first clue aloud.

From that moment, any player can shout an answer. There is no hand-raising, no set turn order, and no requirement to wait for a clue to finish. A correct answer wins the round immediately. An incorrect answer removes that player from the current question only. The next clue is then read, and the remaining players keep competing.

The Reader works through the clue list until someone answers correctly or all clues are exhausted. If no correct answer arrives, the Reader takes the win and the movement roll.


THE SMART ASS GAME CARDS

Following the Smart Ass game rules correctly starts with understanding how the cards work. Each card uses a funnelling structure that is central to how the game creates tension. An early clue on a Who Am I? card might describe a period in history or a broad profession. Later clues narrow through specific achievements, physical descriptions, or named works.

Who Am I? covers people, including historical figures, entertainers, athletes, and scientists. What Am I? covers objects, animals, concepts, and inventions. Where Am I? focuses on places: cities, countries, landmarks, and geographical features. Hard Ass cards draw from the same broad pool, reserved for the bonus board space and tie-breaking rounds.

Older editions of the Smart Ass card game gave 10 clues per card. The current edition provides 8. That reduction raises the chance of a question going unanswered. The field has fewer opportunities to narrow in before the clues run out.


SPECIAL SPACES ON THE BOARD

Landing on certain spaces after rolling the movement die changes what happens next. Three of them carry named effects.

  • Dumb Ass space: Any player who lands here sits out the next full round. They cannot answer questions or act as Reader. If that player was next in rotation to read, the role passes to the following player on the left.
  • Hard Ass space: This is a bonus question space. The Reader draws from the Hard Ass pile and reads the clues. Only the player who landed on the space may answer. A correct answer earns a bonus roll of the movement die and an extra advance along the board. An incorrect answer ends the turn normally and the Reader does not roll or move.
  • Kick Ass space: Landing here moves the player three spaces back along the board. No question follows and no roll is offered.

EDITIONS AND WHAT CHANGED

Smart Ass has gone through several versions, and some differences affect actual play. The Smartass board game sometimes appears under slightly different packaging. Check what’s in your box before reading the Smart Ass board game rules aloud to the table.

The older version supported 4 to 8 players and included 220 question cards in a two-sided format. Yellow-side questions were played first. Once those ran out, the deck flipped to the green side. Hard Ass cards held two separate questions per side. The top question was used first, with the bottom question following once all top questions were finished.

The current University Games edition reduced the player range to 2 to 6. It replaced the dual-sided format with a single 411-card deck. The clue count dropped from 10 to 8 per question. The Smart Ass rules for special spaces, the category die colours, and the shouting mechanic remain consistent across all editions. If your box includes the two-sided format, play through all yellow questions before flipping to green.


TWO-PLAYER ADJUSTMENT

When only two players are at the table, a Dumb Ass space landing creates a problem. Sitting out one player leaves no one to answer the following question. The Smartass game rules address this directly. Any player who lands on Dumb Ass takes a free roll of the movement die instead of sitting out. Play then continues normally. Every other Smart Ass game rule stays the same.


HOW TO WIN SMART ASS

Reaching the final space at the end of the board first wins the game. There is no exact-number requirement. Any roll that lands on or clears the end space ends the game in that player’s favour.


TIE-BREAKING

When two players shout the correct answer at the same moment, the Reader decides who was first. If the Reader genuinely cannot separate them, a Hard Ass card settles the dispute. Only the tied players may answer. The first correct shout wins the round and the movement roll. If neither player gets it right after all clues are read, the Reader takes the win and the roll.

Christine Ellison
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