Close this window

Bewitched

A game for 2-4 players. Age 8-Adult.

Deep in the forest a wicked witch has cast her evil spell on all the princes in the land, and has turned them all into frogs - they are Bewitched! The race is on to find the spell book that will reverse the spell. Danger lurks around every corner - stubborn cats and deadly snakes faithfully guard the secret spell. Only one frog will survive to become a prince again and live happily ever after.

Contents:
Playing Board
8 Cats
4 Frogs (1 red, 1 blue, 1 green, 1 yellow)
8 Magnetic Frogs (2 red, 2 blue, 2 green, 2 yellow)
12 Snakes (7 deadly, 5 harmless)
4 Hats
4 Spell Books
4 Spell Book Pages (3 frogs, 1 prince)
4 Antidote Cards
2 Dice
Rules

Object of the Game;
To be the first player to find the spell book showing the prince, and return home safely with it.

Preparation for Play:
1. Insert the spell book pages into the four spell books.
2. Close and shuffle the spell books, and place one at random on each of the four circles in the centre of the playing area. Cover each book with a hat.
3. Players choose a set of three frogs (all the same colour), and place them on the appropriate starting point (e.g. red frogs on red lilies, etc.). At this stage players should not know which of the frogs are magnetic.
4. Place one cat on each of the eight spaces marked with a paw print.
5. Place the snakes on each of the twelve spaces marked with a snake. At this stage players should not know which of the snakes are deadly (i.e. attracted to the magnetic frogs).
6. Place the antidote cards by the side of the playing board, until required.

Game Play:
1. Choose a starting player. Play follows in a clockwise direction.
2. On their turn, players throw both dice, and then move either
- a) Two frogs (one frog for each die, but not one frog for the total of both dice), or
- b) One frog for one die, and one cat for the other (in any order).
Frogs are moved from their lily pad onto either of the two adjoining spaces (the lily pads do not count as spaces). Frogs can sit on, or move over, only their own lily pad. Cats cannot move onto any lily pads.
NB. If players have only one frog, they still throw both dice, and move either their frog for one die, and ignore the other, or their frog for one die, and one cat for the other (in any order).
3. Frogs and cats can be moved in any direction, but cannot retrace their own steps as part of one move.
4. Only one frog is allowed on one space at one time. If a frog lands on a space occupied by another frog, it moves forward to the next unoccupied space. (If this is impossible the frog is moved back to the next unoccupied space or, if necessary, stays where it is.)
5. Players throwing a double move as normal, and then have an extra turn (except when 'stealing a spell book' - see rule 11).
6. Cats
FROGS CANNOT LAND ON, OR PASS OVER, SPACES OCCUPIED BY CATS. If a frog's path is blocked by a cat, it cannot proceed until the path is clear (i.e. when the offending cat has been moved as in rule 2b). The frog may move up only as far as the cat, and must then stop, regardless of any higher dice score. Cats can pass over, but not land on, spaces occupied by snakes, frogs, books or other cats. If a cat lands on a space occupied by a snake, frog, book or other cat, it moves forward to the next unoccupied space. (If this is impossible the cat is moved back to the next unoccupied space or, if necessary stays where it is.)
7. Snakes
When players move one of their frogs over, or onto a space occupied by a snake, one of the following happens:
- a) If the snake bites (i.e. it attaches itself to the base of the frog), both the frog and the snake are removed from play, and take no further part, or
- b) If the snake bites, and the player holds an antidote card (see rule 8), only the snake is removed, and the frog continues as normal, or
- c) If the snake does not bite, it remains on the board, and the frog continues as normal. The frog, however, cannot occupy the same space as the snake, and must move forward to the next unoccupied space. (If this is impossible the frog is moved back to the next unoccupied space, or, if necessary, back to where it was.)
NB. A frog must make contact with a snake when passing over it.
8. Antidote Cards
These protect frogs from the snake's bite. When players land one of their frogs on a space marked with a magic flower, they collect one antidote card. An exact throw is not required, but the frog must stop on the space, until the player's next turn, regardless of any higher dice score.
If any of that player's frogs are bitten by a snake (as described in rule 7b), the antidote card is placed back on the pile, and the frog is saved. Players may hold only one antidote card at any one time.
9. Spell Books
To collect a spell book, players must move one of their frogs onto a space adjacent to a hat (an exact throw is not needed, but the frog must stop on the space until the player's next turn, regardless of any higher dice score). The player then takes the book from under the hat, looks at it secretly, and slots it into the frog. (The player must take the book, whether it shows the prince or not - it could be used as a decoy, in order to get another frog home with the real book.) A frog can carry only one book at a time, but players can have more than one of their frogs carrying a book. Having collected a book, the frog must be moved away on the player's next turn - unless the path is blocked.
10. Swapping a Spell Book
A frog that already carries a spell book can also be moved onto a space adjacent to a hat. In this case, players may swap the book under the hat for the one on their frog. (The frog is moved up to the hat, and moved away on the player's next turn as explained in rule 9.)
11. Stealing a Spell Book
If players move one of their frogs over an opponent's frog, they can steal or swap the book the frog may be carrying. The player, who has swapped or stolen the book, then has an extra turn to escape. To do this he throws one die only, and moves the frog accordingly. If players throw a double, and use it to steal or swap a book, they do not get an extra turn for the double.
Players may also swap books between their own frogs as above, but they do not get an extra turn to escape.
12. If a frog carrying a book is bitten by a snake, and removed from the game (see rule 7a), the book is left on the space marked by the snake. If players land one of their frogs (not already carrying a book) on this space, they may pick up the book. An exact throw is not required, but the frog must stop on the space until the player's next turn, regardless of any higher dice score.

Winning the Game:
The first player to get one of his frogs back to its lily pad is the winner - provided that it carries the spell book showing the prince! (An exact throw is not required.)

© Waddingtons Games Ltd 1989.

Your advertisement here?

adverts@TheGamesForum.com
_______________________          _______________
TheGamesForum Home page            Close this window