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About the
Game…
The Uncle Wiggily
Game is most enjoyed by children 4 to 8 years of age. Players join Uncle
Wiggily on an adventure through the forest. They take turns moving their
Uncle Wiggily tokens, according to the card drawn. The simple rhymes
found on each card are fun for children to learn; each verse tells the
player how many spaces to move. The cards also feature numbers—so
children who cannot read are able to play. (Pre-readers will enjoy
having a "grown-up" read the rhymes on the cards.)
The Uncle Wiggily
story "Uncle Wiggily Visits Dr. Possum" is an original new Uncle Wiggily
story that follows the gentleman rabbit on one of his adventures
The
story sets the scene for the game and should ideally be read prior to
playing the game for the first time. It is a perfect introduction for
new players to both the game and the world of Uncle Wiggily, a beloved
children’s classic.
OBJECT
Be the
first player to get your Uncle Wiggily token from his home (START) to
Dr. Possum’s house (at space number 100). Even if you’re well behind
during the game, you might just catch up and win!
SETUP
1.
Each player picks an Uncle Wiggily playing token and places it on or
behind the START space.
2.
Shuffle the Rabbit Verse cards and place the deck face down on the game
board, on the title of the game.
HOW TO PLAY
Choose
one player to go first. We recommend that you choose the youngest player
to go first.
Let’s pretend you
are the first player. Here’s what you do:
1.
Draw a Rabbit Verse card from the top of the deck and do what the card
says. Read the rhyme and move your piece that amount of spaces, moving
first to space #1, then to space #2 and so on along the path. (For
children unable to read, move forward according to the number on the
card.)
2.
If you land on a space requiring you to move back by three, do so. Then
end your turn. If you land on Space #58 you’re in luck—you’ve landed in
the rabbit hole! Pick up your piece and move immediately to space #83
(you’re popping out the other side of the rabbit hole) before ending
your turn.
3.
A few cards require the player to move backwards a certain number of
spaces. A backwards-pointing-arrow appears on these cards, along with
the number of spaces to move back.
4.
BUMPING. Two pieces cannot be on the same space. If you land on a space
occupied by another player’s token, you "bump" that token backwards one
space. If that space is occupied, bump the token there one space
backwards. If a bumped token lands on a space requiring it to move
further, do so.
5.
After a player completes his or her turn, according to the card drawn,
play passes to the player on the left.
6.
Place used cards in a separate pile, off of the board. When the draw
pile is gone, shuffle these cards and form a new draw pile.
WINNING
The
first player to land on space 100 (Dr. Possum’s house) by EXACT COUNT is
the winner.
If you are near Dr.
Possum’s House, and you draw a card whose number would move you past
space 100, you must stay where you are. For example, you are on space 97
and you draw a card instructing you to move ahead 4 spaces, you cannot
move because Dr. Possum’s House is only 3 spaces ahead. You could move
ahead if you drew a "1" or a "2" space card. A "3" space card would win
the game for you as you could move your piece, by exact count, onto Dr.
Possum’s House.
UNCLE WIGGILY is a trademark of and is used with the permission of Uncle
Wiggily Classics, Inc. ©2000 Uncle Wiggily Classics, Inc. All Rights
Reserved. Made & marketed by Winning Moves, Inc., Danvers, MA 01923.
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