In Strip #584, Jenny and Albert left on their honeymoon, a trip across Umbria.  Since I don't show any of that trip in the comic strip, I've decided to make it into something anyone can experience if they want to, by playing


The Jenny and Albert Game.

The rules for the game are simple, and as follows:

This is a game for two players.

Player 1 is trying to get Jenny and Albert to the end of their trip around Umbria in fifteen turns or under.  He or she will roll two dice at the beginning of each turn, and move their game piece the number of spaces indicated.  Anytime Player 1 rolls doubles, he or she draws one "Jenny and Albert" card.

Player 2 is trying to prevent Jenny and Albert from getting to the end of their trip around Umbria on schedule (which would be in fifteen turns or less).  Every time Player 1 lands on or passes a square marked "2," Player 2 draws one "HAZARD!" card.

A card for either player does not have to be played immediately, and both players may play as many cards on their turn as they desire.

At the end of fifteen turns, if Jenny and Albert have reached the end of the game board, they've gotten back to the castle on time, and Player 1 wins.  At the end of fifteen turns, if Jenny and Albert have not reached the end of the game board, they'll arrive home late, and Player 2 wins.

There are ten "Jenny and Albert" cards, and twenty-five "HAZARD!" cards.  Here are the backs of each type of card:

                



And here are the contents of the fronts of each card:


Jenny and Albert cards

Albert remembers a shortcut.  Go forward two spaces.

Albert remembers a shortcut.  Go forward two spaces.

Albert meets a "helpful" relative.  Go forward six spaces, but you can't move at all next turn.

A wizard you meet on the road agrees to help the next time you call his name.  Skip any one hazard you want.

The carriage horses get spooked by a snake.  Go forward double the number of spaces you rolled, then back two spaces to get back on track.

Jenny anticipates a problem before it happens.  Skip any one hazard you want.

Part of the road is better paved than you expected.  Go forward three spaces.

Jenny doesn't want to stay at a town you pass by.  Go forward two spaces.

Someone gives Jenny a pair of two-league boots.  Go forward four spaces.

A lake you stop by to refresh the horses is enchanted, and they don't need to sleep for a whole day.  Go forward five spaces.


HAZARD! cards

Albert remembers a shortcut.  Go back two spaces.

Albert remembers a shortcut.  Go back two spaces.

Albert catches a cold.  Go back one space.

Jenny catches a cold.  Go back one space.

You see a member of Felincia's family!  Run back two spaces to avoid them.

The mayor of a small town demands you stay for dinner.  Go back one space.

You're too close to the Ligand border!  Go back three spaces to get on track.

The royal carriage gets stuck in the mud.  Go back one space.

Albert thinks he sees a dragon!  Go back two spaces.

A thief steals your carriage.  Don't move for one turn.

Albert loses the map.  Go back five spaces to get back on track.

Jenny gets depressed about her mother.  Don't move for one turn.

Jenny sees a park she wants to detour through.  Go back three spaces.

One of the carriage's horses runs away.  Move back two spaces.

Jenny and Albert have a fight.  Go back three spaces.

Jenny reads the map wrong.  Go back two spaces.

A pack of pixies arrives!  Run back one space to avoid them.

Jenny wants to stay an extra day at a beautiful town you visit.  Don't move for one turn.

A landslide has covered part of the road.  Go back two spaces to avoid the rubble.

Jenny loses her suitcase.  Go back two spaces to find it.

A fairy offers to help you!  Unfortunately, that fairy is Lullela.  Go back two spaces.

Albert tries to avoid a relative.  Go back three spaces.

Albert gets lost, and won't ask for directions.  Go back four spaces.

A lake you stop by to refresh the horses is enchanted, and they fall asleep.  Don't move for one turn.

An out-of-tune bard tries to follow you from a town you pass by.  Run back four spaces to avoid him.


You can put the cards together any way you choose, but I'd recommend printing out ten copies of the back of the "Jenny and Albert" cards and twenty-five copies of the back of the "HAZARD!" cards, and then writing the contents on the front by hand.  If you don't want to do that, you can also always print out the text I've written above and cut it up to paste onto the cards, or copy it to a word-processing program of your choice and format them to print out yourself.  I apologize that I couldn't post the cards all together here, but since they have a front and back, that isn't really too feasible.

There's one final thing you'll need to play the game, and that's the game piece Player 1 uses to keep track of where he or she is on the board, so here it is:

Have fun playing, or at least reading the rules here!



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