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Uncle Wiggily

Uncle Wiggily Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object
  • Setup
  • How to Play
  • Other Movement Rules
  • Starting a New Draw Pile
  • Winning the Game

Contents

2 To 4 Players

  • 1 gameboard
  • 4 Uncle Wiggily playing pieces
  • 4 plastic stands
  • 54 rabbit cards
  • 18 red (paw print) cards

Object

Be the first player to get your Uncle Wiggily to Dr. Possum's house at space number 100.

Setup

  1. Carefully remove the Uncle Wiggily playing pieces from the cardboard sheet.

  2. Each player picks an Uncle Wiggily playing piece and inserts it into the plastic base of the same color. Players then place their Uncle Wiggily playing pieces on the purple START position near Uncle Wiggily's bungalow.

  3. Shuffle the rabbit cards and the red cards separately. Then place both decks facedown near the gameboard, where all players can reach them.

How to Play

Choose one player to go first. Let's pretend that you are the first player. Here's what you do:

  1. Draw a rabbit card from the top of the deck and do what the card says.

    • If the rabbit card has a number on it, read the rhyme and move your Uncle Wiggily playing piece forward the number of spaces the card says.
    • If the rabbit card has a rabbit paw print on it, read the rhyme, then draw a red (paw print) card from the top of the red card deck and do what it says.

    EXAMPLE: If the red card has a [backward-arrow symbol with the number 5 on it] (the printed icon is not reproduced in text; rendered here in words), read the rhyme and move your Uncle Wiggily back 5 spaces.

    NOTE: Red cards are only drawn when a rabbit card tells the player to take one.

  2. After you have moved your Uncle Wiggily as directed, place your card faceup in a discard pile next to the card deck. Put rabbit cards and red cards in separate discard piles. Your turn is over.

  3. Play continues clockwise for each player as described above.

Other Movement Rules

  • More than one Uncle Wiggily can be on the same space at the same time.
  • As shown on the gameboard, if you land (by exact count) on any of the orange spaces (number 6, 26, 33, 43, 80 or 90), you must go back 3 spaces. If you land on the green space (number 58) by exact count, you move ahead 3 spaces.

Starting a New Draw Pile

If all of the rabbit cards have been drawn and no one has won the game, shuffle the rabbit card discard pile and place it facedown. This becomes your new draw pile. Do the same for the red cards if all of them have been drawn.

Winning the Game

The first player to land on the purple space numbered 100 (Dr. Possum's house) by exact count is the winner.

EXAMPLE: If your Uncle Wiggily is on space number 97, you need to move exactly 3 spaces to win. If you draw a card with a number less than 3, move your Uncle Wiggily as directed. If you draw a card greater than 3, you cannot move your Uncle Wiggily forward. Wait until your next turn to try again.