What the Logo Board Game Is
The Logo Board Game is a trivia game about brands, logos, products and packaging. Players or teams race around a board by answering questions, and the first to get through the Winning Zone in the centre wins. It was launched by Drumond Park in 2009 and is listed for two to six players or teams, aged 12 and up.
A second edition with a new box design and an updated question set has since been released. According to the publisher, the rules are the same as the first edition, so this guide covers both. There are also themed spin-offs that follow the same format, for example sets focused on food, British brands, or TV and movies.
What Is in the Box
- A game board with a path leading to a Winning Zone
- Playing pieces for up to six players or teams
- A tray of question cards
- A rulebook
Each card has four questions, one for each of the colours purple, green, yellow and red. There are three kinds of card:
- Picture cards, where the questions relate to an image on the card
- Pot luck cards, with general questions
- Theme cards, where all four answers share a common theme that is revealed on the card
Setup
- Unfold the board and place it on the table.
- Each player or team picks a playing piece and puts it on START.
- Put the question cards in the tray with the picture or theme side facing the right way for the Question Master to read.
- Choose a Question Master (QM) for the first turn. In team play, the team with the youngest player goes first, and the oldest player on the other team becomes the first QM. In individual play, the oldest player starts as QM and asks the player on their left.
How the Board Works
The path from START to the Winning Zone is made of spaces in the same four colours as the questions. The first four spaces follow the same order as the colours on a card: purple, green, yellow, red. After that, the order of colours is mixed, so a player who answers only one question correctly can sometimes get ahead of a player who answers two or three.
Team Play
- The QM takes the top card and asks the playing team the purple question, keeping answers hidden. For picture and theme cards, the QM shows the picture side to the playing team.
- A correct answer moves the team’s piece to the next space matching the question colour. The QM then asks the next question on the card.
- If the playing team gets a question wrong, the QM asks the same question to the QM’s own team. A correct answer there wins a bonus move to the next matching space, but it does not give that team the turn.
- If no one answers correctly, the QM reads out the answer to both teams and asks the next question to the playing team.
- The turn ends when all four questions have been asked. The card goes back into the other end of the tray, and teams swap roles.
Individual Play
- The QM asks the player on their left the purple question, then continues down the card while the player keeps answering correctly.
- A wrong answer ends that player’s turn. The QM then passes the same question to the next player on the left, who moves forward if they answer correctly and can keep going through the remaining questions.
- If no one can answer a question, the QM reads out the answer and returns to the original player for the next question.
- When the card is finished, the QM role passes to the player on the left.
Entering the Winning Zone
When a correct answer would take you past the last space of that colour on the path, you move into the Winning Zone and stay there for the rest of the game. If questions remain on the current card, you continue answering them.
How to Win
Once you are in the Winning Zone, you win by correctly answering either:
- a red question, or
- two questions in a row.
For example, if you enter the Winning Zone on a green question, you need to answer the remaining yellow and red questions correctly. If you enter on a yellow question, you only need to answer the red one.
If Both Teams Are in the Winning Zone
In team play, if the playing team misses a question while both teams are in the Winning Zone, the QM asks it to the other team. If that team answers correctly, they are asked the next question, and if they get that right too they win. Otherwise the QM reads out the answers and play continues.
Tips
- Pick a QM who will not give anything away with their expression while reading answers.
- With larger groups, team play usually moves faster than a full six-player individual game.
- Theme cards reward listening: once you hear the first answer, you can often guess how the rest connect.
Who the Game Suits
Logo works well for adult and teen groups who enjoy pub-quiz style rounds. If you prefer a game where everyone draws instead of answers, see Pictionary rules.