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HOW TO PLAY -
RIVER CROSSING JUNIOR
- GAME
RULES
RULE NUMBER ONE: DON'T FALL IN!
YOUR JOB: Help your hiker
cross the lagoon - without getting wet! Make a path across the
water using tree stumps and wood planks, so your hiker can join a friend
on the other shore or rescue a cat stranded on an island.
CHALLENGES: There are two
different types of challenges: Crossing and Cat Rescues.
Crossings: In Challenge Cards
1-20, your hiker (choose the boy or the girl) is on one shore, and the
other hiker is waiting on the other side. Get your hiker across
the water safely to meet the friend. Crossings are numbered with a
shell and color-coded from Beginner to Expert.
1-5
6-10
11-15 16-20
Beginner
Intermediate Advanced
Expert
(Green Shell) (Orange Shell) (Blue Shell)
(Pink Shell)
Cat Rescues: In Challenge
Cards 21-40, the cat is stranded on an island. Help your hiker
build a continuous path of planks across the water to rescue the cat.
Rescues are numbered with a starfish and color-coded from Beginner to
Expert.
21-25
26-30
31-35
36-40
Beginner Intermediate
Advanced
Expert
(Green Star) (Orange Star)
(Blue Star) (Pink Star)
SET-UP:
For Crossing Challenges 1-20
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Place a Challenge Card on the game
grid.
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Put a stump (a solid stump, not a
hollow one) in each hole.
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Place planks in the shadowed spaces
between stumps and choose the boy or girl hiker to place on the
shore-side showing the challenge number. Put the other hiker
on the other side.
For Cat Rescue Challenges 21-40
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Place a Challenge Card on the game
grid.
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Put a hollow stump in each hole that
has a thick brown border. Put solid stumps in each of the
other holes.
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Place planks in the shadowed spaces
between stumps and choose the boy or girl hiker to place on the
shore-sided showing the challenge number. Put the cat on the
island stump.
Note: The hiker's feet are magnetic and stick to the planks.
The cat fits only on the hollow stumps.
PUZZLE PLAY
You're all set up and ready to cross the lagoon. First, some
basics.
Crossing Rules and Moves
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Hiker crosses the water by walking
along planks from stump to stump.
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Hiker can step only on planks and
stumps that touch each other - no jumping between stumps, planks,
and shore.
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Sometimes, the clever hiker has to
plan ahead pick up a plank, carry it, and then use it later to
continue the path.
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Hiker can pick up, carry, and move
only one plank at a time.
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Hiker can pick up a plank only if one
end touches the stump where he or she is standing.
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Planks must fit exactly between stumps
on both ends - so no short planks in long spaces, no planks holding
up other planks, and no planks stacked on top of other planks!
Here is a helpful hint ... during play a
plank will often switch its orientation from up-down to sideways.
Cat Rescue Rules and Moves
The Cat Rescues use the same basic rules as Crossings, plus the
following:
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Hiker must build a single,
uninterrupted path of planks from the island to the shore for the
kitty's escape route.
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Cat must walk from island to shore on
its own - no carrying from the hiker is allowed.
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Cat can't jump between stumps, planks,
island, or shore.
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The cat can rest only on hollow
stumps.
SOLUTIONS
River Crossing Jr. uses a solution code, written as a series of
plank or Cat movements between stumps. Each stump has an assigned
number or letter. Although the location of the grid may shift on a
Challenge Card, the relationship of the numbers and letters remains the
same. The first two letters/numbers indicate where to move it.
For example, if the code reads 2F-FH, move the plank located between
stumps labeled 2 and F to F and H. In Challenges 21-40, if the
code reads (cat) L-3, that means move the Cat from stump L to stump 3.
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