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"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.
Click
here
for my complete list of Parker Brother listings.
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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