
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.