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How To Play - River Crossing Junior - Game Rules
The Perilous Plank Puzzle - Lagoon Adventure
40 River Crossing and Cat Rescue Challenges To Play!
Now the junior version of River Crossing®, one of our all-time best-selling games is here!
 

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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

  1. Place a Challenge Card on the game grid.

  2. Put a stump (a solid stump, not a hollow one) in each hole.

  3. 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

  1. Place a Challenge Card on the game grid.

  2. Put a hollow stump in each hole that has a thick brown border.  Put solid stumps in each of the other holes.

  3. 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

  • Hiker crosses the water by walking along planks from stump to stump.

  • Hiker can step only on planks and stumps that touch each other - no jumping between stumps, planks, and shore.

  • Sometimes, the clever hiker has to plan ahead pick up a plank, carry it, and then use it later to continue the path.

  • Hiker can pick up, carry, and move only one plank at a time.

  • Hiker can pick up a plank only if one end touches the stump where he or she is standing.

  • 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:

  • Hiker must build a single, uninterrupted path of planks from the island to the shore for the kitty's escape route.

  • Cat must walk from island to shore on its own - no carrying from the hiker is allowed.

  • Cat can't jump between stumps, planks, island, or shore.

  • 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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