My Account
Your cart is currently empty.
Shop by Age Shop by Players Kids Family Strategy Card Party Puzzles Toys Extras
Pre-Order Games Ashland Store Eugene Store Facebook Facebook
Join Our Newsletter
The Great Brain Robbery
Get Funagain Points by submitting media! Full details, including content license, are available here.
You must be logged in to your account to submit media. Please click here to log in or create a free account.
Store:  Family Games
Series:  Friedey's
Theme:  Humorous, Cowboy / Western

The Great Brain Robbery

Funagain Games does not stock this edition of this title [], usually because it's out of print.

Notify me if/when this item becomes available:
(you will be asked to log in first)

Ages Play Time Players
10+ 90 minutes 3-7

Designer(s): James Ernest, Phil Foglio

Manufacturer(s): Cheapass Games

Please Login to use shopping lists.

Product Description

"What do we want?"


"When do we want 'em?"


Welcome to the Old West, Zombie style. The undead line cooks at Friedey's Chuck Wagon are fed up with having only one Brain to pass around. So they've decided to take matters into their own hands and rob a speeding train full of Brains. They'll bring home the best Brain they can find, and then pass that around instead.

Hey. No one said it was a good plan.

Game Synopsis: This is the fourth game in the Friedey's series, and the first Cheapass board game to come in a sturdy cardboard box. The "Board" is composed of eight double-side Train Cars, and the Train grows and shrinks throughout the game. New cars appear in the front as players move forward, and old cars fall off the back, well, sort of randomly. To win the game, you need to find the Brain with the highest IQ before the Train comes to a stop, and defend it from all the other Zombies who'd rather beat you up than find a better Brain on their own.

Product Information

  • Designer(s): James Ernest, Phil Foglio

  • Manufacturer(s): Cheapass Games

  • Artist(s): Brian Snoddy

  • Year: 2000

  • Players: 3 - 7

  • Time: 90 minutes

  • Ages: 10 and up

  • Weight: 164 grams

  • In order to play The Great Brain Robbery, you will have to provide Pawns for every player, Dice, and Counters.

You might be interested in these related products as well:

Give Me the Brain envelope edition Out of Stock

Lord of the Fries envelope edition Out of Stock

Change! Out of Stock

Lord of the Fries De-lux edition Out of Stock

Change! Out of Stock

Give Me the Brain envelope edition Out of Stock

Lord of the Fries envelope edition Out of Stock

Product Reviews


Average Rating: 3.5 in 4 reviews

Sort reviews by:

Silly, but fun
August 21, 2003

Our grouup played three Cheapass games this week - this one, Big Idea and Kill Dr. Lucky.

When the players were asked afterwards which was their favourite, the majority picked this one.

However, for this game to really work for a group, the players should not be too serious-minded - if only to be able to stand all the bad jokes that the game is likely to generate.

Of course, as with many other Cheapass games, this one has an incredible 'value for money' but it also has a higher replay value than many other games from them.

Ten minutes of giggling over new zombie art, then tragedy!
June 05, 2001

The Great Brain Robbery sounded like an interesting idea: zombies on a train, fighting over brains! In actual practice, it doesn't work. Our group managed to play a single game, and we quickly discovered that: 1. zombies who lose fights with other players get rewarded with an experience point, and 2. zombies who win fights get to rearrange the losers' brains. Our play group quickly devolved into a dogpile where each player attacked the only one with a brain. The attackers had nothing to lose, and only experience to gain. The defender couldn't stop the repetitive challenges. The direct conflict between zombies is very obviously player vs. player conflict, a point on which our group is divided.

In the other Cheapass games about zombies, it's not a big deal to have to draw cards (Give Me the Brain), or get stuck with all the cheese and score poorly (Lord of the Fries). Fighting in The Great Brain Robbery results in the losers customarily being stripped of all their hard-fought brains (the one in their head and the two in their hands), leaving them with nothing but experience points that are next-to-useless. Having spent ten rounds accumulating enough experience to 'install' a brain, only to see it casually discarded, is a depressing event, and is so cruel that it's hard to derive sadistic glee.

Will I ever play the Great Brain Robbery again? Maybe. Will I be able to convince ANY of the other players to try it another time? No.

What do we want? Brains! When do we want 'em? Brains!
March 12, 2001

When twisted people get stuck on an idea, the results can get quite unusual. James Ernest seems to like Zombies a bit more than most people would consider healthy, and The Great Brain Robbery shows this off.

The idea is that you are once again tossed into the role of a Zombie fast food jockey at Friedey's, the Restaraunt of the Undead. You and your co-workers are getting tired of having just one lousy brain to pass amongst each other, and have formed a plan. You have decided to rob the local train as it passes through the area, find the best brain on the train, and pass that around instead.

Nobody said it was a good plan.

While this game is touted as a board game, it is more or less essentially a mini-RPG. Your character has various characteristics which give him/her/it a bonus for certain situations. Some brains let you run faster. Some make you fight harder. Some are cheese. You see, since you're not that smart, you sometimes pick up what you thought to be a brain, plop it into your skull, and discover it to be a nice block of Cheddar. Anyway, each time you get in a fight, you get experience. Each time you pick up a brain (or piece of cheese) you get experience. You use experience to pay for installing better brains.

The board consists of several larger cards (about 8.5' x 5.5') which have an overhead map of a train car printed on each side. Each car is different. You start in the cabose, and end in the engine.

By the standard rules, the game can go on for quite some time, or be over in just a few short rounds. This is because the rules call for random selection of the next train car as you move out of the present car. You could draw the Engine, and if you have a good brain, end the game by landing on the brakes.

There is only one irritating quality about this latest example of James Ernest putting his Wal-Mart cardstock to its maximum use: Brain tokens. The rules call for 'about 50.' I used my Icehouse set of 60 pyramids and ran out. Buy a bag of flat marbles from a garden supply store if you don't already have some. About $1.00 for a bag of 100, usually.

Show all 4 reviews >

Other Resources for The Great Brain Robbery:

Board Game Geek is an incredible compilation of information about board and card games with many descriptions, photographs, reviews, session reports, and other commentary.