Dizzy Dizzy Dinosaur
Dizzy Dizzy Dinosaur Rulebook
Table of Contents
Table of Contents
Object
Be the first player to move all five of your movers to the cave in the center of the board to win.
Contents
Gameboard, Dizzy Dizzy Dinosaur wind-up figure, 20 movers (5 of each color), labels for movers, dice.
Set-Up
Carefully remove the labels from the label sheet and place them on the movers.
Each mover should have 2 of the same labels, one for each side.
(Note: Bottom of movers has raised platform). See illustration 1. Each player chooses a color and places all 5 of their movers on their START color.
Roll one die to see who goes first (roll again if you roll a dinosaur). Highest roll goes first, then play moves to the left. Place Dizzy off the board.
Illustration #1: wind-up figure, shown with its Top and Bottom. Hold the figure by its wheels (on the bottom) as you wind it.
Playing
On a turn each player rolls both dice which tells them the number of spaces they can move along the path. Each paw print counts as 1 space, and you only move along your color path. You can either move one mover the total number rolled, or split the roll between two movers.
Example: If you roll a 2 and a 4, you can move one mover 6 spaces or you can move one mover 2 and another mover 4.
Rolling a Dinosaur
If you roll a dinosaur on one of the dice—here's what happens. First move a mover the number rolled on the other die. Then wind up Dizzy Dizzy Dinosaur, holding his wheels (on bottom) as you wind. Then, place him in the CAVE area, aim him in any direction, then let him go! Once Dizzy moves off the board or stops in his path, any movers that he knocks down go back to their START area. Also, any movers that are moved completely off the paw print go back to START.
The player then rolls the die with the dinosaur again and moves a mover the number rolled. (If you roll a dinosaur again, wind up Dizzy and set him down again. Then reroll the dinosaur die.)
Rolling Two Dinosaurs
If a player rolls a dinosaur on both dice, let Dizzy go around the board once. Then wind him up and set him down for a second time. The player then rolls both dice again and takes the turn.
Stacking
Once a player has moved all five of his movers out of the START area, he can begin stacking his movers and move them as one piece. A stack may never be higher than 3 movers. (see illustration 2.)
Illustration #2: once a player has moved all five of their movers out of the START, they can begin stacking their movers—up to three high—and move them as one piece.
Reaching The Cave
It is not necessary to enter the cave by exact count. Once a mover or movers reach the CAVE, these pieces are safe from Dizzy and should be removed from the gameboard.
Winning The Game
Once a player has reached the CAVE with all five of his movers, that player is the winner! Players may want to continue the game to see who comes in second, third and fourth.