Euro Disneyland
Euro Disneyland Rulebook
Table of Contents
Table of Contents
Contents
1 gameboard 1 Disneyland steam train 1 castle set 1 Big Thunder Mountain set 1 galleon 1 Adventure Isle set with 6 treasure chests 1 Orbitron spaceship 1 cargo module 3 Alice in Wonderland figures 6 bottles 4 playing pieces with bases 4 pairs of Mickey Mouse ears 4 pairs of balloons 4 teddy bears 4 souvenir shopping bags 1 die 6 ball bearings 2 magnets 4 baseball hats
Object of the Game
To collect four different souvenirs from your day at EURO DISNEYLAND Park and be the first player to join Mickey's Victory Parade on Main Street, U.S.A.
The souvenirs include a pair of Mickey Mouse ears, balloons, a teddy bear and a souvenir shopping bag. The souvenirs you collect will fit onto your playing piece. You can collect them in any order, but you must collect the souvenir shopping bag first.
Playing the Game
Follow the step-by-step assembly and set-up illustrations on the inside of the box lid.
Place the train next to the starting platform on Main Street Station, pointing in the direction of the arrow.
Place the playing pieces on Main Street, U.S.A. – the starting space. Keep the souvenirs in a safe place, next to the gameboard.
The youngest player goes first. Play continues in a clockwise direction.
Movement
There are two ways to get around EURO DISNEYLAND Park:
(a) You can travel around the park using the Euro Disneyland steam train.
(b) You can follow the inner path on foot.
In each case, you always travel in a clockwise direction. Each point scored with the die allows you to move one space.
Boarding the Train
The Euro Disneyland steam train takes up the same amount of space as two spaces on the footpath. If you land on a shaded footpath space level with the rear of the train, you can jump onto the train's footplate.
If another playing piece is already on the footplate, simply swap positions – your opponent steps down onto the footpath and you jump on the train. No more than one player can travel on the train at the same time.
Running and Riding
You can use any combination of travel during your turn:
(1) Moving a few spaces along the footpath and then catching a ride on the train.
(2) Travelling by train first and stepping off onto the footpath to reach the space you want.
(3) Moving the train when not on board and moving your own playing piece separately along the footpath.
Remember – travelling by train enables you to get around the board faster than on foot.
For example: If you throw a '5', you could move one space along the footpath to draw level with the footplate at the back of the train, step onto the train and travel two railroad spaces before stepping off and completing your turn by moving the remaining two spaces along the footpath to your desired destination.
Note: Stepping up onto the train or stepping off never counts as a move. You may always move the number of spaces shown on the die.
Special Spaces on the Gameboard
Tinker Bell, Mickey Mouse and Minnie Mouse Spaces
If you land on any of these spaces, you must choose any opponent's playing piece to come and join you on your space. This can be a clever way to foil your opponents and slow their souvenir chase around EURO DISNEYLAND Park!
Castle Spaces
If you land on a castle space by exact count, drop the marble into the top of the castle. If the marble falls out of the dragon's jaws and the door at the front stays still, you end your turn immediately.
If the marble falls out and you see the door swing, you can move to any other space on the gameboard (except another castle space).
Your Journey Around Euro Disneyland Park
To collect the four souvenirs and to join Mickey at the end of the game, you must win each of the four challenges on the Euro Disneyland gameboard. You can take up a challenge when you land on one of the four souvenir spaces at each corner of the gameboard.
The Four Challenges
Frontierland: Big Thunder Mountain
Set up: Place the runaway train at the top of the mountain behind the retaining barrier. The ball bearing should sit at the back of the train between the train's platform and the track. Place the shovel at the bottom of the mountain in the right hand chute and the gold nugget on the special inset halfway down the mountain railroad track.
Playing the game: The object is to catch the gold nugget in the mining trolley at the bottom of the mountain. Trigger the train by pulling back the retaining barrier at the top of Big Thunder Mountain. The train will rush down the track and knock the gold nugget into the depths of the mountain's inner tunnels.
- If the nugget appears in the left hand chute, you've dug up nothing but rubble. Your turn ends immediately.
- If the nugget drops into the shovel, try again: This time, drop the nugget through the opening in the top of Big Thunder Mountain.
- If the nugget lands in the mining trolley in the middle slot, you've struck gold! Collect the souvenir shopping bag.
Adventureland: Pirates of the Caribbean
Set up: Place the pirates' galleon on its illustration in the Blue Lagoon. The galleon must be level before you start the game.
Playing the game: The object is to stack all six treasure chests without making the galleon keel over. Place each chest, one by one, anywhere on board – in the rigging, in the crow's nests, or on deck. If any fall into the Blue Lagoon or if the ship tips to one side, you've lost the challenge. Stack all six successfully and you win the Mickey Mouse ears souvenir.
Discoveryland: Master of the Orbitron
Set up: Place the Orbitron spaceship and the cargo module on their matching illustrations on the gameboard.
Playing the game: The object is to guide the cargo module along the spacepath using the magnetic power of the Orbitron spaceship, but without making contact, and to reach the destination square marked "X".
Guide the cargo module using the magnetic power of the Orbitron spaceship to "push" the cargo module along. If you make contact, continue your mission by placing the cargo module back on the spacepath square where you made contact.
You will be allowed to come into contact with the cargo module a limited number of times: before you start the challenge, throw the die to determine how many contacts you are allowed before being eliminated. Exceed this number before you reach the finish and you lose the challenge. Reach your destination safely and you win the teddy bear souvenir.
Fantasyland: Alice's Curious Labyrinth
Set up: Another player lays out the six potion bottles on the six circles around the maze, without letting any other player see the underside of the bottles.
Playing the game: To join the White Rabbit, you must make your way through the maze by going through the various doorways. But to get through, you must be the right size. There are three sizes of Alice and three matching sizes of doorway:
◆ SMALL ♥ NORMAL ♣ BIG
Start from the gateway space as a normal (medium) size Alice. You don't need dice to move – just make your way through the maze. Whenever your path through the maze is blocked by a bottle, pick up the bottle, turn it over and you'll magically grow or shrink to a different size. Match the symbols on the underside of each bottle with one of the three Alice figures to see if you grow, shrink or stay the same.
Find your way to the doorways in the maze which match your size, turning over bottles and changing size as you go, until you reach the White Rabbit. (Remember to remove used bottles from the board.)
If you run out of bottles before you can make it to the middle of the maze, your turn is over; you return to the souvenir space. If you reach the centre of the maze, you win the souvenir balloons.
Reaching the Finish
If you don't succeed in completing any one of the four challenges, you must move on around the gameboard before making another attempt later in the game. You don't have to complete a whole lap of the gameboard: you could make your way back to have another go by trying to land on one of the castle spaces.
As soon as you have collected all four souvenirs, head back to the Tinker Bell space. You don't have to land on it by exact count.
When you land on the Tinker Bell space with all four souvenirs, she will transport you magically to the top of the ramp in front of the castle door. Drop the marble into the top of the castle. If the falling marble kicks the door and makes it swing, you'll slide down and join Mickey's Victory Parade on Main Street, U.S.A. If the marble falls out of the back of the castle and the door stays still, try again on your next turn.
The next player to complete his or her souvenir collection and land on the Tinker Bell space will automatically take the place of the player standing at the top of the ramp. The first player makes way for the next player and waits next to the castle until his or her next turn before having another go.
Winning the Game
The first player to slide down the castle ramp into Main Street, U.S.A. with all four souvenirs wins the game and joins Mickey's Victory Parade!