The Peter Pan GameTM
OBJECT OF THE GAME:
To be the first
player to rescue Wendy, Michael and John from the Pirate Ship after
matching his/her Tinkerbell card with the picture on the board and
obtaining a lifeboat card.
EQUIPMENT:
4 Peter Pan playing
pieces, 8 Tinkerbell Cards, two piece game board (Never Never Land and Pirate
Ship) and a spinner.
TO START PLAY:
1.
Assemble the
playing pieces and the spinner. Punch
out the playing pieces, fold them in half, and place them in the plastic
stands. Insert the spinner into the
center of the spinner platform. Place
the two game boards (Never Never Land and Pirate Ship) next to each other so
that the paths connect.
2.
Separate the lifeboat
cards from the rest of the cards. Place
the lifeboat cards next to the Crocodile Bridge. Shuffle the remaining cards and deal one
card to each player. (note: If only two players, deal 2 cards to each player.)
3.
Select a playing
piece and place it on the space marked “Start”.
PLAYING THE GAME:
1.
The youngest
player starts first by spinning and moving his/her playing piece the correct
number of spaces toward the picture that matches his/her Tinkerbell card
(The Lost Boys, The Pirates, Captain Hook, The Indians, or The Animals). S/he may start in either direction.
2.
Game play
proceeds clockwise. Players can move
forward and backward around the board, but may move in only one direction per
turn. Two players may occupy the same
space. Players may move through Start,
counting it as one space.
3.
Matching Your
Tinkerbell Cards: A player matches his/her Tinkerbell
card with the picture on the board when s/he lands on or passes the Tinkerbell
space next to that picture. S/he then
places the card face up on the board, covering the picture.
4.
Lifeboat
Cards: When a player lands on or crosses over the Crocodile
Bridge s/he may pick up a lifeboat card.
(Only one lifeboat card per player.)
Note: A player may cross over
the Crocodile Bridge either before or after matching his/her Tinkerbell
card.
5.
Once a player
has matched all of his/her Tinkerbell cards and reached the end of Never
Never Land (the lower board), s/he may then use the lifeboat card to
connect the two paths. This is done by
leaning the card against the side of the box.
6.
Once a lifeboat
card is used, it should be returned to the deck of lifeboat cards.
7.
Red Spaces: If a
player lands on a red space or spins red, s/he moves back 3 spaces. If a player on the upper board (Pirate
Ship) spins red, s/he should not move back beyond the edge of the upper
board.
8.
Green Spaces: If a
player lands on a green space or spins green, s/he moves ahead 3 spaces.
HOW TO WIN:
The first player to
jump into the Pirate Ship and save Wendy, Michael and John wins the game. An exact spin is not required.
NUMBER OF PLAYERS:
From 2 to 4 people
can play.
Copyright ©1989 University Games