The Great Book of Games in the Fairy World

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WARNING!

This book can carry players into fantastic fairy-tale lands populated by witches, genies, adventurous children and talking animals. Are you sure you are ready to become the main characters of these beloved, fascinating stories?

If you are, this is what awaits you…

An adventurous Game of the Goose set in the jungle where Mowgli, Bagheera, Mother Wolf and Baloo live. But don’t forget that Shere Khan, the terrible tiger, is also there…

Two kinds of tic-tac-toe, which you can also play in teams, as twins Hansel and Gretel, or on your own, as the evil candy witch.

You could then challenge someone to play a match of Snakes and Ladders, a game as wonderful as the Land visited by little Alice.

You’ll be able to fy to Neverland and challenge Captain Hook to a match of Ludo, a game which is also known as “Don’t get upset!” (some advice he certainly won’t take, as he’s so bad-tempered!)

An adventurous game made of four crossing paths will allow you to explore the reign of the Wizard of Oz. There are many perils awaiting you, whether you’re playing as little Dorothy or as one of her friends in the journey that takes them to Emerald City.

The Magical Pied Piper, in the meantime, has flled the town of Hamelin with little mice. Walk with them along the roads that make up this version of the Mill game. But don’t get distracted by the pipe’s magical music or your rival will seize the chance!

You’ll fnd a very different challenge while exploring Mr. Geppetto’s clock collection; he’s the creator of Pinocchio, the cheekiest puppet ever. Each player will have to follow an ever-changing path that is based entirely on luck, and don’t forget to keep an eye on your opponents!

And last but not least, you’ll have a chance to faunt a brain worthy of the mischievous Aladdin by using Genie-like moves while challenging your opponent to a match of Pong Hau K’i, a traditional Chinese game for the smart and cunning.

Wait! Where are you going?

There are important preparations to do before you start playing!

PIECES

You’ll fnd all the pieces you need to tackle these board games in the last page of the book. Here they are:

To build character pieces, pull them off the page, together with the pedestal that will allow them to stand once assembled. The tokens, on the other hand, are ready as soon as you pull them out! When you have fnished playing, you can put the pieces and tokens back in their spaces, ready for another match.

DICE

Even the dice is fairytale-like! We don’t know if it was magically created by a witch or by the powers of Aladdin’s genie, but it sure is much more fanciful than an ordinary dice!

To assemble it, pull out its four pieces and put them together by following this picture.

To use it, toss it like a normal dice and read the number that appears on its upper face, then move on for as many squares in your game as that number.

Have fun!

All you need now is to start playing.

The Jungle Book
Peter Pan
Pinocchio
Aladdin
Alice in Wonderland
The Wizard of Oz
Hansel and Gretel
The Magical Pied Piper

If that seems too diffcult, then try not to fall on the square with the caged monkey! Whoever gets there will stay on that square until someone takes their place. But what happens, instead, to the person that ends up facing Shere Khan, the fearsome tiger? They get so scared they go back to square 1! The jungle, however, also hides friends like Hathi the elephant.

The person who meets him will get his help and be able to toss the dice again to continue the journey. The last obstacle is the fnal square: players must score an exact number to win, if they score a higher number, they must count the extra points and go backwards.

Hansel and Gretel

Number of players: 2 (or 2 teams made up of several players) Equipment: Pieces with red candy for one player and with blue candy for the other

Goal of the game: Arrange three of your pieces in a horizontal, vertical or diagonal row

How to play: When it’s their turn, each player chooses a square of the empty grid and puts their game piece on it. You should roll the dice to decide who goes frst: the frst piece will be put by whoever scores the highest number!

If the grid is flled but no player has managed to complete a whole row

with three symbols, the game ends with a draw and you can call it a “tied” match.

Be careful, besides putting your own pieces, your moves should also prevent your opponent from completing his or her sequence.

Psst... Do you want to learn a trick the clever Hansel learned to improve

his chances of winning against the witch?

As his frst move, he always puts his piece in a corner: this strategy makes your opponent more likely to make a wrong move!

the number that appeared on the dice. Be careful though: Wonderland is full of unexpected events!

Whoever falls on a square with a small bottle on it must drink some of its liquid and become tiny! This means he or she will have to go down to the number indicated by the blue vortex. On the other hand, whoever

ends up on a square with cakes will eat a piece and become very big, reaching the square indicated by the red vortex.

And fnally, if a player that is near the fnal square rolls the dice and scores a higher number than the one needed to reach the heart, he or she must count the extra points and go backwards.

a 6, another piece comes into play and they can toss the dice again. If, on the other hand, they score another number, they may move their frst piece for as many squares as that number.

Each player can add another game piece to their path only if they score a 6 when they toss the dice!

There can be two pieces of the same color on all squares but, if a player reaches a square with an opponent’s piece, this will be sent back to the

base and that player will have to wait his or her turn to try and bring it back into the game again.

After completing the entire track, the pieces can enter the path, indicated by Tinker Bell the fairy, which leads to Peter Pan and to winning the game.

The frst person that manages to position all their pieces on the squares with the stars is the winner, but only if they reach it by scoring the required number with the dice, otherwise the game will pass on to the next player.

poppy on, he or she will fall asleep for one turn, unless he’s playing as the Scarecrow or the Tin Man: in that case the fowers will have no effect and he or she may go on. Whatever the path they’ve been assigned to, however, everybody will need to pay attention to fying monkeys: whoever ends on one of their squares will fy back to square one! The person that ends on the ruby slippers will have the chance to cast a spell: roll the dice again

and continue the journey. On the other hand, whoever reaches the square occupied by the terrible Witch of the West will be imprisoned and stay there for two turns! The last obstacle is the fnal square: players must score an exact number to reach the walls of Emerald City. If they score a higher number, they must count the extra points and go backwards. Are you ready to meet the wonderful Wizard of Oz?

by preventing their opponent from forming a row of three pieces. When all the pieces are on the board, players will be able to move them, when it’s their turn, along the same row, but only if there is an empty space.

Whoever manages to have three pieces on the same row can “eat”

an opponent’s piece. The winner is the first player to leave their opponent with less than three pieces on the board or without the chance to move them.

Pino cchio

Number of players: From 2 to 4 Equipment: 1 dice, 1 game piece per player

Goal of the game: The player who is the frst to reach the big grandfather clock in the top-right wins: this is the most important piece in Mr. Geppetto’s clock collection

all possible paths start.

How to play: Each player can choose a piece: either Pinocchio, Mr. Geppetto, the Blue Fairy or Jiminy Cricket , and puts the piece on the bottom-left of the clock, where

Then, each player tosses a dice: whoever gets the highest number will start the game.

Players will move along the various possible paths in the direction indicated by the number they scored with the dice.

If the dice scores the number that is in the middle of the intersection, that player loses a turn. But they shouldn’t worry, this is a game where luck can change the players’ paths at any time!

Aladdin

Number of players:

2 (or 2 teams made up of several players)

Equipment: Pieces with Aladdin for one player, pieces with the evil Wizard for the other. Goal of the game: Be the frst player to immobilize the other. It’s the goal of this game, but maybe it’s also one of the wishes the genie will grant you...

How to play: Each player tosses a dice: whoever gets the highest number will start the game, and also put their two pieces on the carpet, choosing between the two circles at the top or at the bottom. Now it’s the opponent’s turn: he or she will put the two pieces on the remaining circles.

The frst player moves one of their pieces until it reaches the central spot. Now it’s time for players to faunt their artfulness in turn, with moves that are worth of a genie: moving their pieces along the lines, from a free circle to another, trying to block the opponent. In fact, when a player has no more free circles to reach, he or she is defeated. Will you be as fast and alert as the clever Aladdin?

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