HASBRO Disney The Enchanted Slippers User Manual

Collecting Tokens
Each Slipper token represents a pair of slippers that you're trying to "catch." Place each token you collect in front of you. You can collect tokens in the follow­ing ways:
If you land on a space with one or more pawns,
collect one token from each player on that space.
If you land on a space with one or more tokens, collect any tokens on that space. Exception: You can't collect any tokens on an Evil Queen space.
If you land on any of the Fairy Godmother spaces,
as
collect tokens
explained under Space Directions.
HOW to Win
Keep playing until a player who has three or more Slipper tokens reaches or passes the Finish space. That player wins the game! (Players may have to move around the gameboard several times before one lucky princess has enough tokens to win!)
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O
The HASBRO,
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happy to hear your questions or comments about this game.
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BRADLEY
1G2. ~urd~ean consumers please
children
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parts
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choMng
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INSTRUCTIONS FOR 2 TO 4 PLAYERS
Contents:
stands
Object:
spell by catching the enchanted slippers? Be the first player to reach the Finish space with three slipper tokens, and you win!
The First Time
Carefully detach the game part; from the cardboard sheet and discard the waste.
Fit
each pawn into a cardboard stand by sliding the
notches into each other.
*Gameboard
*8
Slipper tokens *Die
.6
Princess pawns with
Can you help your Princess break the evil
YOU
Plav
Let's Get Ready!
1.
Open the gameboard and place
all
within easy reach of
2.
Place a number 3 Slipper token and a number
players.
Slipper token on each of the four Evil Queen spaces
on the game path.
it
on a flat surface
4
---------------------.a
3.
Choose a Princess pawn and place
Start
space.
it
on the
Let's Play!
Each player rolls the die. The highest roller takes the
first turn, and gets to move the Slipper tokens on
each of her turns!
Moving the Slipper tokens:
turn, you must mowall
the game path
mow each
"4"
token four s@cm
start
to
On each
all of the tokens forward at the beginning of your
turn,
there will be fewer and fewer tokens (maybe none
at all) to move.
ON
Roll the die, then move your Princess pawn forward
along the path the full number of spaces shown on
the die. Follow any
you land on. After you follow any space directions,
your turn
is
As
YOUR
Moving
Move your pawn forward on the game path, unless
otherwise directed.
Move your pawn the full count shown on the die,
unless you move onto a space that says STOP. See
Directions.
Space
beforsw
"3"
tohiahr &es forward, and each
with
theY&ns
d
y~w
future
ptayers collect tokens from the spaces,
TURN
Is
over.
Your Pawn
If
you're taking the
Bf
the Slipper tabs ahead on
art
yow turn. To do this,
f-
directions
W.
d6$est
to
the FINISH space.
turns,
remember to move
(if
any) for the space
The
first
easiest place
The Prince:
give you some help! Move your pawn forward or back the number
I
of spaces shown, to a Fairy Godmother
,
-
Royal Coach Shortcut:
your pawn forward along the
ribbon to the Royal Coach space
at the other end.
1
Lose 1 Turn:
next turn. Lay your pawn down on the space, then stand the turn you miss.
directions on'it.
\
MI
Queen:
Place the token on this space.
You must skip your
it
The Prince
mace. and follow the
Move
You lose one token.
up again on
'
-
1
is
here to
Pawns may share spaces. Players landing on occupied spaces may get to collect tokens from the other players on those spaces. (More about this
Collecting
under
Space
If you land by exact count on a space with no
directions, your turn
must follow the directions.
Directions
Tokens.)
is
over. On all other spaces, you
Fairy Godmother:
the Slipper token(s) from the nearest space (either forward or
backward) and place of you.
Collect
it
in front
STOP! Dungeon space:
When you move onto this
L
space, stop even if you have moves
r
-
forward that number of spaces. stay here, then try again on your next turn.
Fairy Godmother Catc
the Wave of Her Wand:
.
If you land on any one of these five yellow spaces, collect any Slipper tokens on these spaces, and put them in front of you.
Roll the die again. If you roll
2,
4
left
on your die roll.
or
6,
move your pawn
If
you roll
1,3
or
5,
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