📋 Contents
1 Introduction
Sorry! has been a family game night staple since the 1930s. The premise is delightfully mean: race your four pawns from Start to Home while bumping opponents backward at every opportunity. The Sorry! card — letting you send an opponent all the way back to their Start while saying "Sorry!" — is one of the most satisfying moves in board gaming, especially when delivered to a sibling who was almost home.
Sorry! is a card-driven race game with no dice. The deck creates uncertainty and ensures no two games play out the same way. Luck plays a significant role, but managing which pawns to move, when to bump versus advance, and how to protect your leading pawns adds real decisions to every turn.
2 Components
- 1 game board with a track of spaces, colored Start and Home areas, Safety Zones, and colored slides
- 4 pawns per player (4 colors: red, blue, green, yellow)
- 45 cards: 5 each of 1 and 2; 4 each of 3, 4, 5, 7, 8, 10, 11, and 12; and 4 Sorry! cards
3 Setup
Each player places all 4 of their pawns in their colored Start area. Shuffle the cards and place them face-down in the center as a draw pile. The discard pile starts empty. Choose a starting player (youngest, most impatient, or random).
4 Objective
Be the first player to get all four of your pawns into your Home area. Pawns must travel the entire board track (clockwise) from Start, through the outer ring, and into the Safety Zone leading to Home.
5 How to Play
On your turn, draw the top card from the draw pile and follow its instructions. You must use the card if you legally can. If you cannot use the card at all, your turn ends. Discard the card face-up on the discard pile. When the draw pile runs out, shuffle the discard pile to make a new one.
Moving Out of Start
Pawns begin in Start and must be moved out before they can travel the board. Only a 1 or 2 card can move a pawn out of Start (placing it on the first space just outside Start). A Sorry! card can also bring a pawn out of Start directly to an opponent's space.
Moving Pawns
Once on the board, move a pawn the number of spaces indicated by the card (clockwise unless the card specifies backward). You choose which of your pawns to move. You cannot move a pawn onto a space occupied by one of your own pawns. If you land on an opponent's pawn, you bump it back to their Start.
6 Card Reference
| Card | Effect |
|---|---|
| 1 | Move a pawn out of Start OR move 1 space forward |
| 2 | Move out of Start OR move 2 spaces forward; draw again |
| 3 | Move 3 spaces forward |
| 4 | Move 4 spaces backward |
| 5 | Move 5 spaces forward |
| 7 | Move 7 forward, OR split between two pawns (e.g., 3+4) |
| 8 | Move 8 spaces forward |
| 10 | Move 10 forward OR 1 backward (your choice) |
| 11 | Move 11 forward OR swap one of your board pawns with one opponent pawn |
| 12 | Move 12 spaces forward |
| Sorry! | Take a pawn from your Start, place on any opponent's space (bump them to Start) |
7 Slides
There are four colored slides on the board, each belonging to one player color. When you land on the first space of a slide that is not your own color, you slide to the end automatically. Any pawns (including your own) in your path or at the slide's end are bumped back to their Start.
You do not slide on your own color's slide — you simply stop on the first space as normal. Slides can be incredibly powerful for covering large distances and disrupting opponents who are close to Home.
8 Safety Zone and Home
Safety Zone
Just before Home, each player has a 5-space Safety Zone in their own color. Only your own pawns may enter your Safety Zone. Opponents' pawns cannot enter it, making it a completely protected path. You enter the Safety Zone by passing the entry point on the board (after traveling almost all the way around).
Entering Home
Home is at the end of the Safety Zone. To move a pawn into Home, you must land on it with an exact count — you cannot overshoot. If your pawn is 2 spaces from Home and you draw an 8, you cannot use that card to move that pawn (unless you have other pawns to move). Pawns in Home are permanently safe and cannot be moved or bumped.
The game ends the moment a player moves their last pawn into Home.
9 Strategy Tips
Protect Pawns Near Home
Once a pawn enters the Safety Zone, protect it from an 11 swap by keeping other pawns on the board too. An 11 card cannot swap with a pawn in the Safety Zone — only pawns on the main track are vulnerable.
Use the Sorry! Card Wisely
The Sorry! card is most powerful against an opponent pawn that is about to enter their Safety Zone. Sending that pawn back to Start is a massive tempo swing. Resist the urge to use it early on a pawn that has barely left Start.
Splitting the 7
The 7 card lets you split movement between two pawns. Use this to get exact counts into Home for one pawn while advancing another. Splitting 7 into two exact Home entries is one of the most satisfying plays in the game.
10 Wrong House Rules
"You Can Overshoot Home"
Wrong. You must land on Home with an exact count. Extra movement is wasted on a pawn at Home's doorstep. You must wait for the right card or use another pawn.
"You Don't Have to Use the Card"
Wrong. If you can legally move any pawn with the drawn card, you must do so. You cannot forfeit a card that has valid moves just because you don't want to use it.
"Sorry! Cards Can Be Used on Your Own Pawns"
Wrong. Sorry! cards are offensive only. You take a pawn from your Start and place it on an opponent's space. You cannot place it on your own pawn's space.
11 History
Sorry! was first published in England in 1929 by W.H. Storey & Co. under the name "Sorry," derived from the "Pachisi" family of race games that originated in India. Parker Brothers brought it to the American market in 1934, and it became one of the best-selling board games of the mid-20th century. The game is a commercial adaptation of Pachisi, which is itself the game that inspired Ludo, Trouble, and other race-and-bump games.
Hasbro (which acquired Parker Brothers) continues to publish Sorry! today. Various editions have updated the card distribution and board design while keeping the core mechanics intact. A card-based electronic edition and several theme variants have been released over the decades. The game remains a perennial family favorite thanks to its combination of strategic decisions and satisfying chaos.
12 Frequently Asked Questions
How do you get pawns out of Start?
Draw a 1 or a 2 card. Place a pawn from Start onto your first board space. The Sorry! card can also bring a pawn directly to any opponent's space.
What does the Sorry! card do?
Take any pawn from your Start, place it on any space occupied by an opponent's pawn, and send that opponent back to their Start. You must have a pawn in Start to use this card.
How do slides work?
Landing on the first space of a slide not your color slides you to the end, bumping any pawns in your path. You don't slide on your own color's slide.
Can pawns share a space?
No — not your own pawns with each other. If you land on an opponent's pawn, you bump them to Start. You can never occupy the same space as your own pawn.
How do you win?
Move all four of your pawns into Home. You must land on Home exactly — no overshooting.
Can opponents enter your Safety Zone?
No. The Safety Zone is color-coded and only your pawns may enter it. It's a completely safe path to Home.
🎲 House Rules
Play Sorry! your way?
Save your house rules and share a link or QR code — friends can pull them up at the table.