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.UNCLE WIGGILY
Parker Brothers on eBay
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.Uncle Wiggily by Parker Brothers ... 1960s
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Uncle Wiggily by Parker Brothers ... 1970s"Uncle Wiggily" Longears is an old rabbit gentleman who lives in a hollow stump bungalow in the woods, with Nurse Jane Fuzzy Wuzzy, his muskrat lady housekeeper. "Uncle Wiggily" has the rheumatism, and starts for Dr. Possum's house, No. 151 Green Moss Avenue, on the other side of the forest. "Uncle Wiggily wants to be cured of his rheumatism". On the way to Dr. Possum's office, he has many adventures. The object of the game is to take Uncle Wiggily Longears safely to the doctor's and whoever first does this, wins. The white cards tell Uncle Wiggily the number of hops to make, and the red cards direct him to places in the forest. The folding board is the forest where Uncle Wiggily lives, and the yellow numbered spaces are the jumps he takes.

Game components include : Gameboard, 56 White cards, 28 Red cards, 4 Uncle Wiggily playing pieces & instructions.

Two to four players. Ages 5 to 11. Parker Brothers from 1967.

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Additional info: Rules ...

NOTE: This is the rules from the 1967 version. Other versions / years may be different.

RULES: The uncle Wiggily game may be played by 2, 3 or 4. There are 4 Uncle Wiggily pieces, each of a different color. Each player takes one piece, which he/she hops along the path according to the directions on the cards. Any number of Uncle Wiggily pieces may be on the same space at the same time. To start the game, first separate the red cards from the white ones, making two piles. Put these on the table where all can reach them with the instructions facing down. Always keep the red cards and white cards separate. Play the white cards first. The red cards are only used when the white ones tell you to take one.

The first player draws a white card, and does what it tells him/her to do. The second player follows, and so on. If after the first 3 plays, anyone draws a card which makes his/her Uncle Wiggily piece move back more than it has moved forward, that player may have another turn, hoping for better luck.

As you draw the white or red cards, and do what they tell you to do, place the cards instruction side down in separate piles in front of you. If all the white cards have been drawn, and no one has won the game, shuffle both sets of cards, and use them over again, until someone gets to Number 151.

If you get on space No. 9, you are in the Alligator's Den ; if on space No. 22, in the Rabbit Hole ; Nos. 39 & 115, in the Woods ; No. 67, in the Pipsisewah's Cave ; Nos. 78 & 141, the Den Of The Fox ; Nos. 101 & 130, the Trap ; and No 109, the Skeezicks. If you get on these spaces, you must do what it tells you to do --- lose turns, or in the case of No. 22 (the Rabbit Hole), go back to Number 13.

Some of the white cards send you to the Bow Wow Dog House, the Cluck Cluck Chicken House, the Bushytail Squirrel Tree, the 2 And 3 Cent Store, or the Wibble Wobble Duck Pond. On your next turn, before drawing a card, follow the directions given on these spaces.

When you have moved your Uncle Wiggily piece close to Dr. Possum's office, which is Number 151, you need the EXACT number of hops to reach it. For example, if you are on space 147, you need 4 hops. If the card which you draw calls for more than 4 hops, you forfeit your turn and try again on your next turn.

The player who first gets to Dr. Possum's Office, No. 151, wins the game.
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