Hasbro Shrek 2 Twisted Fairy Tale Instructions

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Shrek 2 Twisted Fairy Tale Instructions - Hasbro Board Game Manual | Manualzz
2 to 4 players/AGES 6+
Includes advanced gameplay for
older players and basic gameplay for
younger players
Welcome to Far Far Away, where nothing is what it seems and
adventure lies around every corner. It's a place where fairy godmothers
launch evil plots, a feline enemy can become a trusted friend, and a kiss
from Prince Charming is the worst thing that could possibly happen to
a Princess.
Shrek and Donkey are lost in the forest with their new enemy-turned-
friend, Puss in Boots. In the Grand Castle, Princess Fiona is being held
captive under a spell by her Fairy Godmother.
Shrek, Donkey, and Puss in Boots must make their way through the
forests and streets of Far Far Away, fighting off enemies along the way.
They must find a way to get across the castle moat and do battle with the
scheming Fairy Godmother before it's too late... before Prince Charming
kisses Fiona and steals her love away from Shrek forever!
CONTENTS
* Gameboard * 4 Shrek/ Donkey/Puss in Boots Pawns with Stands
* 4 Gingy Tokens * 1 Spinner Assembly ¢ 30 Event Cards * 18 Help Cards
* 3 Dice * Label Sheet
OBJECT
Be the first player to defeat the Fairy Godmother in the Grand Castle.
ASSEMBLY
* Carefully remove the pieces from the cardboard part sheets. Discard
the cardboard waste.
* Remove all of the pieces from the plastic bag. Discard the plastic bag.
* Following the instructions on the label sheet, apply the labels to the
three dice.
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* Carefully remove the plastic arrow and
arrow base from the runner. Discard the
runner. Assemble the spinner by pushing
the arrow base up through the hole in the
spinner card, then pushing the arrow
down to secure it. See Figure 1.
SETUP
* Place the gameboard in the center of the play area.
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* Each player chooses a Shrek/Donkey/Puss in Boots pawn, inserts it
into a pawn stand and places it on the Start space. Each pawn is a
different color, so remember which one is yours. Place any extra
pawns and stands back in the box.
+ Place the spinner, dice and Gingy tokens next to the gameboard
within reach of all players.
e Separate the cards into two decks (Event cards and Help cards)
according to the card backs. Shuffle each deck separately and
place them facedown next to the gameboard.
ADVANCED GAMEPLAY
The person wearing the most green goes first. If no one is wearing
green, the youngest player goes first. Play then passes to the left.
ON YOUR TURN
Spin the spinner and move your pawn. If the spinner stops on the
line between numbers, spin again.
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* You must move forward the full amount spun. (EXCEPTION: See
The Castle Moat (and Gingy) on page 5).
* More than one player may be on the same space at the same time.
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Where did you land? If you end your move on a space
with a Help card symbol, draw the top Help card, secretly
look at it and place it facedown in front of you.You may
only have three Help cards in front of you at any one time.
If you already have three Help cards and you need to draw
another, draw a new one and then you must choose one of
your four to discard. Help cards indicate when you can play
them and what they do. If there are no cards left in the Help card draw
pile, end your turn here. DO NOT reshuffle the discards.
If you end your move on a space with an Event card
symbol, draw the top Event card, follow its instructions
immediately and discard the card. If there are no cards left
in the Event card draw pile, end your turn here. DO NOT
reshuffle the discards. NOTE: If the card drawn is a Battle
card, you may get to spin and move again (see The Cards
below). If your spin moves you to another space with an
Event symbol on it, draw another Event card and follow the directions
immediately. If your spin moves you to a space with a Help symbol on it,
draw a Help card.
If you move onto a space with no symbol, your turn ends.
THE CARDS
There are two types of cards in the game, Event cards and Help cards.
Let’s take a quick look at each.
Event Cards
There are three kinds of Event cards: Location cards,
Battle cards and Activity cards. Once you play an Event
card, discard it.
Location Cards have a picture of a location from the
gameboard on them. If you draw a Location card,
immediately move your pawn to the space shown on
the card. This ends your turn.
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Battle Cards have pictures of enemies (Angry Villagers,
Corrupt Cops or Royal Knights) as well as dice symbols
(Shrek, Donkey and/or Puss in Boots). If you draw a Battle
card, roll the three battle dice.
* If you roll all of the dice symbols shown on the card,
you win the battle! Now spin the spinner again and
move forward that many spaces.
* you don't roll all of the symbols shown on the card, you lose the
battle. Spin the spinner again and move backward that many spaces.
Activity Cards have instructions for fun things to do, like
reading movie quotes with your best character impression,
singing parts of songs, and making Shrek-like noises.
* The player who draws the Activity card must do the
activity described on it.
* The other players vote on how well he/she did.
* If the players approve, the player who drew the activity card draws a
Help card. If the players don’t approve, end your turn here.
Help Cards
You want to keep these secret from the other players; so
when you draw a Help card, read it to yourself and place
it facedown in front of you. Help cards aid you on your
way to the Grand Castle. You may be able to re-roll the
dice during a battle, switch places with another player
or escape from prison without battling. Keep your Help
cards in front of you until used, but once played, discard them. You may
play more than one Help card on a turn, but they must be played (and
resolved) one at a time.
REMEMBER:
You can only
have 3 Help cards
in front of you at
a time.
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SPECIAL SPACES
Far Far Away Maximum Security Prison
If you draw a Location card that shows the Prison,
you must go directly to the Prison space. Corrupt
Cops, whom you must battle in order to escape,
guard the Prison. Roll the three battle dice. The
battle dice symbols that you need to defeat the
cops are printed on the prison space.
* You may NOT battle the cops on the same turn that you were sent to
the prison. You'll have to wait until your next turn.
* If you defeat the cops, move across the dotted line back to the gamepath.
Aye, that'll do! Now draw an Event card and continue your turn.
* If you did not defeat the cops, do not move. Try again on your next turn.
The Castle Moat (and Gingy)
You must have a Gingy (the Giant Gingerbread
Man) token in order to cross the moat and enter
the Grand Castle. You get a Gingy token by
drawing the Help card which allows you to take
one of the tokens. If you make it to the Castle
Moat space (you don't need to reach it by exact
count) and you do not have a Gingy token, you
must stop and immediately draw a Help card.
* If you draw the Gingy card, move immediately
into the Grand Castle.
* If you don't draw the Gingy card, stay where you are and draw one
Help card per turn until you find one. When you do, move immediately
into the Grand Castle.
EXCEPTION: You may enter the Grand Castle
without a Gingy token if you use a Magic |
Wand Help card to switch places with a
player who is already in the Grand Castle.
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The Grand Castle
After you cross the Castle Moat, you enter
the Grand Castle. This is the final space on
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the gameboard. The evil Fairy Godmother is guarding Princess Fiona who
is locked in the highest room of the highest tower. IMPORTANT: You
may not battle the Fairy Godmother on the same turn that you enter the
Grand Castle. You'll have to wait until your next turn.
Then try to defeat the evil Fairy Godmother. Roll the three battle dice.
The battle dice symbols that you need to defeat the Fairy Godmother are
printed on the Grand Castle space.
* Do not move backwards if you lose in battle to the Fairy Godmother.
Stay where you are and try again on your next turn.
WINNING THE GAME
If you're the first player to defeat the Fairy Godmother by rolling the dice
symbols shown on the Grand Castle space, you win!
BASIC GAMEPLAY
Remove the Activity cards from the Event card deck.Then place them
back in the box along with the Help cards and the Gingy tokens.
Now follow the rules for the advanced game with the following exceptions:
Your turn ends when you land on a space with a Help card symbol, or
one with no symbol at all.
* You do not need a Gingy token to get across the moat into the Grand
Castle.
We will be happy to hear your questions or comments about this game. Write to: Hasbro Games,
Consumer Affairs Dept., PO. Box 200, Pawtucket, RI 02862. Tel: 888-836-7025 (toll free). Canadian
consumers please write to: Hasbro Canada Corporation, 2350 de la Province, Longueuil, QC
Canada, J4G 1G2.
Shrek is a registered trademark of DreamWorks L.L.C. Shrek 2, Shrek Ears and Shrek “S” DesignTM
and © 2004 DreamWorks L.L.C.
The HASBRO, MILTON BRADLEY and MB names and logos are © 2004 Hasbro. All Rights Reserved.
® denotes Reg. US Pat. & TM Office.
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www.shrek2.com 41677-1
MB
PROOF OF PURCHASE
MB B SHmrek 7
TWISTED |
BRADLEY 1167 FAIRY TALE —:
GAME

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Key Features

  • For 2 to 4 players ages 6 and up
  • Based on the popular Shrek 2 movie
  • Features characters such as Shrek, Donkey, Puss in Boots, and Princess Fiona
  • Players move their pawns around the game board, battling enemies and completing quests
  • The first player to reach the Grand Castle and defeat the Fairy Godmother wins the game
  • Great way for families and friends to spend time together

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Frequently Answers and Questions

What is the object of the game?
The object of the game is to be the first player to defeat the Fairy Godmother in the Grand Castle.
How many players can play the game?
The game can be played by 2 to 4 players.
What ages is the game appropriate for?
The game is appropriate for ages 6 and up.
What is the average playtime?
The average playtime is not specified in the manual.
What are the dimensions of the game board?
The dimensions of the game board are not specified in the manual.
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