Don't Wake Daddy

Players take the role of children sneaking to the refrigerator late at night, trying not to wake their sleeping father (who lies in the middle of the board on a large bed).

If the color of a noise space matches the color of an assigned card that a player holds, they are safe; otherwise, the player makes one of several noises (such as rollerblades, a baseball, a noisy clown on TV, a barking dog, a tricycle, a broken vase, a cuckoo clock, a screaming parrot, a falling picture frame, a toy piano, a bowl of fruit being knocked over, a cat whose tail has been stepped on, a falling dish with a slice of cake on it, a loud radio, falling pots and pans, and a crying baby).

(The 1992 version included a slamming door, a falling coat rack, someone's foot tripping on the dog's food dish, and a wind-up toy soldier) Then the player who made that noise must press the button on the alarm clock next to the father a certain number of times as indicated on the space (ex: four presses for the number 4); if the father stays asleep, the player's piece can stay where it landed until the next turn.

[6] The game's success was cited as a contributing factor in Hasbro's 46% increase in net income after the fourth quarter of 1992.

[9] A children's book based on the game, Don't Wake Daddy: Late-Night Snack, was published by Scholastic Corporation in 2001.