RulesPal
Chat
Rulebook
Frogger thumbnail

Frogger

Frogger Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object of the game
  • Preparation
  • To Play
  • 3. The Frogs
  • 4. The Logs
  • 5. The Cars
  • The winner

Contents

  • 1 gameboard
  • 9 barriers on a runner
  • 1 label sheet
  • 6 frogs
  • 4 logs
  • 2 cars
  • 1 dice

Object of the game

To be the first player to get all three of your frogs safely across the two roads and the river to the opposite swamp.

Preparation

  1. Carefully twist off the frogs, logs, cars and barriers from their runners.
  2. Open the gameboard and fit each of the 9 plastic barriers as follows: place one of the studs into a keyhole slot and gently flex the barrier to allow the second stud to slip into the other slot. Note that the studs are of different sizes and the larger stud must be fitted into the larger hole. Finally, straighten the barrier and engage the two small pegs into the holes in the gameboard (see FIGURE 1).

FIGURE 1 shows the STUD and KEYHOLE of a barrier being fitted into the gameboard.

  1. Peel off the "fly" labels from the label sheet and apply one to the recess on the smooth side of each log (FIGURE 2).

FIGURE 2 shows a log with a fly label applied to its recess.

  1. Each player chooses which colour frogs he will move and sits on that side of the gameboard.
  2. Position the frogs, cars and logs (fly side down) as shown in FIGURE 3, and place your frogs in the coloured starting area in the swamp nearest you.

FIGURE 3 shows the gameboard with the PLAYING AREA, the CAR, FROGS FOR PLAYER 1, FROGS FOR PLAYER 2 and LOGS positioned for the start of play.

To Play

  1. Choose a player to start.

  2. On your turn, throw the dice. A. If you throw a number, you may move your own frogs or any coloured obstacle (car or log), or combinations of both, the number of spaces indicated by the dice. You may move the pieces in any order.

    Here are examples of some possible moves on a throw of 3:

    • move 1 of your frogs 3 spaces;
    • or move 1 of your frogs and any combination of 2 obstacles;
    • or move all obstacles and no frogs, etc.

    B. If you throw a log symbol, turn over any one of the 4 logs. You will either cover up or expose a fly by doing so. C. If you throw a frog symbol, move ALL the frogs in the playing area (yours and your opponent's) 2 spaces directly forwards if possible. If a car forms an obstacle and a frog cannot go 2 spaces forward then it remains where it is. Frogs still in the swamps are not moved.

3. The Frogs

A. Starting move. Your frog's first jump will be from his coloured starting area into any one of the 8 spaces in the nearest road lane. B. Game spaces. Your frogs may move the number of spaces indicated by, either, part of the dice throw, or, the full dice throw. There are 8 rows of 8 spaces. Frogs can land on any of these spaces in the road or in the river. C. You can move only your own colour frogs, except when you throw a frog symbol. Then you move ALL frogs in the playing area 2 spaces directly forward, if there is no obstacle in the way. D. Frogs may be moved sideways or forwards but NOT diagonally or backwards. E. Two or more frogs CANNOT be on the same space at the same time. If one of your frogs lands on another frog (either one of your own or one of your opponent's), move it on to the next space forwards or sideways. F. Jumping over or landing on logs. Frogs may land on logs or river spaces. When a frog is on a log, it is considered "safe" and cannot be knocked off into the river. Count a log as 1 space if you are moving forwards, or as 2 spaces if you move sideways on it. Each log is 2 spaces long (FIGURE 4). G. If one of the frogs lands by exact count on a log with the fly side up, or is sitting on a log when the fly side is revealed on the throw of a log symbol, you must move that frog 2 extra spaces forward immediately. H. A frog cannot jump over or land on a car.

FIGURE 4 shows the gameboard with the SWAMP, RIVER and HIGHWAY areas labelled, and a note that a log covers 2 spaces and can be counted as either 1 game space or 2 spaces (if you move sideways on it).

4. The Logs

The logs may be used as game spaces for your frogs to land on or they may be moved in their own right.

A. You may move any colour log. B. You may move a log that has a frog on it, either yours or your opponent's. C. You may use all or part of your dice count to move a log or logs. The dice count determines how many logs you may move, not how many spaces to move them. To move a log, keep it in its lane and slide it from one side of the board to the other or to any position within that lane. This constitutes 1 move on the dice throw. E.g.: If you throw a "2", you may move 2 logs, or you may move 1 log and 1 other playing piece (a frog or car). D. If your opponent's frog is occupying a space in the river, and is not on the safety of a log, use part or all of your dice count to slide a log into your opponent's frog so that the log covers the space where the frog was. Your opponent is penalized and must return the frog to its swamp to begin again. E. Since logs are safety spaces in the river and landing on a log with a fly will reward you with 2 bonus spaces, you may wish to use your dice throw to slide a log into a position so that your frog can land on it and use it as a stepping-stone to cross the river.

5. The Cars

A. You may move either car. B. You may use all or part of your dice throw to move a car or cars. E.g. If you throw a "2", you may: - Move two cars; - or make two moves with one car; - or move one car and one frog, etc.

  You may move a car in two ways:
  - slide a car in either direction in its lane to any position in that lane or out into the turning area. This counts as one move;
  - or move a car into the NEXT lane and slide it to any position or up to the end of that lane. This counts as two moves.

C. If your opponent's frog is occupying a space in a road, use part or all of your dice throw to slide a car into your opponent's frog so that the car covers the space where the frog was. Your opponent must return the frog to his swamp to start its journey again. Since a frog cannot jump over or land on a car, use your dice count to slide a car into the path of an opponent's frog to act as an obstacle.

The winner

The first player to get all three of his frogs into the opposite swamp is the winner.