Wow! Jeff Foxworthy made a board game?! ...Wait, who? Wikipedia informs me that Jeff Foxworthy is a comedian famous for "You might be a redneck if..." one-liners and also for being the host of "Are You Smarter Than a 5th Grader?". Also, he kinda looks like my dad.





So anyway, this game. Each player moves their comically drawn redneck character around the board of old tires with the goal of collecting all six redneck necessities from around the board and finally returning to your own trailer. These necessities (a recliner, TV, hound dog, jerky, flyswatter, and satellite dish) are all available for pickup at key locations around the board such as "Uncle Junior's Recliner Liquidator" and "the Mother-in-Law's trailer". The person with the reddest neck goes first (yes, it's in the rules) and there you go. That premise and the amusing art on the game board and necessity cards are pretty much the only interesting things this game has to offer.





But hold on, I haven't yet explained half of what makes this game ... special. In order to move around the board, you have to try to correctly identify which of three possible punch lines is the original Jeff Foxworthy punch line to a given "You might be a redneck if..." joke. So when it's your turn, another player will read you a "joke" and the possible punch lines. If you get it right, you get to move further than you would otherwise, and the distance moved depends on the joke card that is drawn.





This is the core gameplay, and if you aren't familiar with any of Jeff Foxworthy's jokes, it'll just come down to random guessing every time since each punch line tends to be equally plausible (and unfunny).





That's basically the entire game, but there are a couple more spaces on the board worth mentioning. First are the Dumb Luck spaces. Landing on one of those forces the player to draw a Dumb Luck card containing a silly command like "howl like a hound dog" or something game-related like "return your satellite dish". Even if you land on one of these spaces though, all hope is not lost! After reading the card's command, you get to flip a coin to decide whether you must follow the command or whether you can pass it off to another player. ...Unfortunately, most of the Dumb Luck cards aren't really all that exciting and the spaces are easily avoided.

The final weak attempt at fun this game has to offer is the handful of signpost spaces. These also have instructions for the player who lands on them, but these instructions apply for the rest of the game. Some are easy (go barefoot), but some are obnoxious and easy to forget (talk in a heavy accent). The rules don't list any penalties for forgetting to follow the signs, so I guess if your friend stops talking in a thick accent, you can just shoot them or something.



