Here are some games for "Road Rovers" from fans that have been sent in over the years. Feel free to check them out. But please remember, that the items found here aren't mine. They belong to the artists who have graciously allowed me to post them here. A lot of hard work has gone into each item. Thank you.
ROAD ROVERS: THE DRINKING GAME
Created by: Ricky Galahad
Please send any comments, suggestions or additions to:
daily_bread@hotmail.com
You need:
1) A tape of any episode of "Road Rovers".
2) Several cans of your favorite beverage (non-alcoholic PLEASE).
3) A group of friends (you can't play alone).
Terminology:
1) Sip-just a taste
2) Drink-one mouthful
3) Chug-finish the whole can
Rules:
1) Gather everyone around the television; things begin from the
opening sequence.
2) Drink according to the circumstances listed below.
3) Once you have to excuse yourself to the bathroom, you're out.
4) If there is still more than one person left after the show is
finished, start another one (preferably a different episode).
5) The winner is whoever can hold the most liquid, or decides to
pee in their pants rather than accept defeat and go to the
lavatory.
On to the Game!!!!
Guzzle if:
HUNTER
1. Says: "I would not have predicted this. Bummer." - 1
drink (2 drinks if anyone else besides him says this)
2. Says: "Yet another unexpected twist." - 1 drink
3. Says: "To the power of the pack!" - 1 drink
4. Says: "Let's hit the road Rovers!" - 1 drink
5. Says: "Cool" - 1 drink
6. Says: "Beware of Dog(s)" - 1 drinks
7. Doesn't realize he's being made fun of - 2 drinks
8. Claims to possess a super power other than super speed - 1 sip
for each power
9. Leaves a trail of flame behind him when he runs - 1 drink
10. Is confused by something someone says - 1 sip
11. Is totally oblivious of Colleen's intentions - 3 drinks
12. Crashes a vehicle (usually a plane) - 1 drink
13. Argues with Blitz - 2 drinks
COLLEEN
1. Says a British phrase or word such as "blimey" or
"blokes" - 1 drink
2. Gives a battle cry before she pummels a baddie - 1 sip for
each cry
3. Does something inelegant (spinning around on one foot while
holding open her mouth is one example) - 2 drinks
4. Gets Blitz's name wrong - 1 sip for each false label (chug if
Colleen actually gets his name right)
5. Gives Blitz an alias - 1 sip per alias
6. Knocks the stuffing out of Blitz - laugh and then take a drink
7. Calls Hunter "Huntie Wuntie" - 1 drink
8. Obviously makes fun of Hunter - 1 drink (take an addition sip
when Hunter misses the insult)
9. Mentions one of her passions (ex: squeaky toys shaped like
bananas, etc.) - 2 drinks
10. Can be seen moving gracefully in the background - 1 drink
11. Does something medical - 3 drinks
12. Makes a funny face - 1 drink
EXILE
1. Says a Russian phrase or word like "nyet" - 1 drink
2. Butchers an English word - 1 sip for each word
3. Mixes up a famous saying - 1 sip for each saying
4. Uses any one of his special visions (heat, freeze, x-ray) - 1
drink for each (take a second drink if it doesn't entirely work)
5. Mentions something about Russia (father or mother)- 2 drinks
6. Tells Blitz not to be a weird boy - 1 drink
7. Comments about Blitz's obsession with tooshies - 1 drink
8. Gets Blitz in trouble with Hunter - 3 drinks
9. Is reading some kind of book - 1 drink (2 drinks if it is not
a children's book)
10. Says "Why for _____" - 1 drink (2 drinks if he gets
an answer)
BLITZ
1. Says "Let the biting begin" - 1 drink
2. Complains about Hunter being the leader - 2 drinks
3. Obsesses about tooshies, tuchuses or anything of the sort - 1
drink
4. Actually bites a tooshie - 2 drinks
5. Talks romantically to Colleen - 1 drink (take a second drink
when she doesn't know who he is)
6. Gets beat up by Colleen - 1 drink
7. Uses his claws or teeth to destroy something - 1 drink
8. Goofs up - 3 drinks
9. Pleads for his life - 1 drink
10. Does something else cowardly - 1 drink
11. Acts genuinely heroic or brave - chug
12. Pulls out his little black book - 3 drinks
13. Asks for a peppermint milkshake - 2 drinks
14. Actually has a peppermint milkshake - 3 drinks
SHAG
1. Whimpers - 1 drink
2. Mumbles something - 1 sip per mumble (take a drink if you can
understand what he's saying)
3. Jumps into someone's arms - 1 drink
4. Someone jumps into his arms - chug
5. He hides in some fashion (sticking his head in the sand
counts)
6. Pulls food out of his fur - 1 drink (take a second drink if he
eats it afterwards)
7. Pulls a weapon or a piece of equipment out from his fur - 1
drink (take a second drink if he's the one who uses it)
8. Pulls some other item out - 1 drink per item
9. Something living is in his fur (Colleen, etc.) - 2 drinks
10. Growls - 2 drinks
11. Becomes distracted on a mission (cellular phone, etc.) - 3
drinks
MUZZLE
1. Growls - 1 drink
2. Foams at the mouth - 1 drink
3. Moves by hopping instead of having to be pushed - 2 drinks
4. Is let out of his restraints to thrash some baddies - pray
silently and then take a drink
5. Burps - 1 drink
THE MASTER
1. Says "You're good good dogs" - 1 drink
2. Calls a Rover - 1 drink
3. Has a close up - 2 drinks
4. Becomes annoyed - 2 drinks
GENERAL PARVO
1. Says "complete world domination" - 1 drink (drink 2
more times if the Groomer says this)
2. Breaks into a fit of coughing - 1 drink
3. Says "Lozenge!" - 1 drink (take a second drink if he
doesn't get it)
4. Rubs his mustache - 1 drink
5. Is attempting to take over the world - 1 drink
6. Manages to capture the Rovers - 2 drinks
GROOMER
1. Calls Parvo "General" - 1 drink
2. Gives Parvo a lozenge - 1 drink
3. Fails to give Parvo a lozenge - 2 drinks
4. Makes a snide remark (usually regarding Parvo) - 1 drink
5. Gets romantic around Parvo - toss your lunch, chug, and then
chug again for good measure
CAPTAIN ZACHERY STORM
1. Goes off in a fit of lunacy - 1 drink
2. Manages to capture the Rovers - 2 drinks
3. Defies authority in some way - 1 drink
Take 1 drink in the episodes that each
of these characters appears (1 drink per character):
1) Jeffrey Otitus (Let's Hit The Road and Reigning Cats And Dogs)
2) Fluffy (Let's Hit The Road and Reigning Cats And Dogs)
3) Dalmat (Let's Hit The Road and Reigning Cats And Dogs)
4) The Werewolves (A Hair Of The Dog That Bit You)
5) Confuseus (A Hair Of The Dog That Bit You)
6) Gustav Havoc (Where Rover's Dare)
7) Lieutenant Skeam (Where Rover's Dare)
8) Wolfie (the injured wolf from Where Rover's Dare)
9) Ninja dogs (Let Sleeping Dogs Lie)
10) Donavan Bell (The Dog That Knew Too Much)
11) Sport (The Dog That Knew Too Much)
12) Olivia Peru (The Dog That Knew Too Much)
13) Judge Fore (The Dog That Knew Too Much and Take Me to Your
Leader)
14) Sergeant Curse (Hunter's Heroes)
15) Hawkins (Hunter's Heroes)
16) Felo-Mutants (Dawn Of The Groomer)
17) Professor Eugene Atwater (Still A Few Bugs In The System and
Take Me Yo Your Leader)
18) Flea, Tick and Mange (Still A Few Bugs In The System)
19) Greta (Still A Few Bugs In The System)
20) Luka and his mother (Gold And Retrievers)
21) Oso (Gold And Retrievers) - two drinks if you love the
Strayers!
22) Digit (Gold And Retrievers)
23) Sydney (Gold And Retrievers)
24) Fish-Mutants (Gold And Retrievers)
25) Space Rovers (Take Me To Your Leader)
26) Aliens (Take Me To Your Leader)
27) Hunter's mother (A Day In The Life)
28) Sam Donaldson (A Day In The Life)
OTHER EVENTS
1. The Rovers are in their pre-transdogmafied state - 1 sip per
dog
2. The Rovers howl together - 1 drink (take an extra sip if
someone else joins in)
3. Any of the Rovers appear in anything other than their usual
uniforms - 2 drinks
4. Hunter is in a vehicle he isn't driving - 1 drink (take 2
drinks if it's Colleen)
5. A vehicle transforms - 1 sip for every time that is does
6. We learn Muzzle's original name - 3 drinks
7. There's a flashback - 2 drinks (take an extra drink if it
involves the Master)
8. Time passes and the dog years appear in parentheses under the
human time - 1 drink (take two if it is the other way around)
9. Any of the Rovers reach behind their back and produce a weapon
out of thin air - 1 drink
10. Any of the Rovers are seen in the transport tunnels - 1 drink
11. Any of the world leaders make an appearance - 1 sip per
leader
12. Two characters are reunited in an emotional scene - 1 drink
13. You catch a mistake in the animation - 2 drinks for everyone
else
14. The Rovers are seen eating dog food - 1 drink
15. The Rovers are seen eating human food - 2 drinks
16. Your favorite character appears - cheer and take a drink
17. Someone is rendered unconscious (fainting counts) - 1 drink
18. A non-Rover vehicle explodes - 2 drinks
19. Any of our heroes are bummed out - 1 drink
20. Colleen appears in her non-groomed state - chug until she's
gone
21. A Rover does something dog-like in their Cano-Sapien form - 1
drink
22. Anyone sings - 1 drink if you like it; chug if you don't
23. Parvo or the Groomer takes off their helmets - 2 drinks
24. There is a quote in the ending credits - 1 sip per quote
Events requiring something extra if they
ever happen (if new episodes are ever made that is):
1. We meet the parents of any of the other Rovers - chug your
drink, and then your neighbors (chug a third one if it's Blitz's)
2. Hunter and Colleen get together - finish off the case then go
down to the store and restock
3. A two part episode is made - drink until the conclusion next
week