Frog Soup
Frog Soup Rulebook
Table of Contents
Table of Contents
Goal of the Game
Frog Soup is a cooperative skill game in which you must break all of the witch's magical protections, tipping over her soup and escaping. But be warned: if the witch finishes her soup, everyone loses!
Components
- 4 Jumping Frogs (green, blue, orange, red)
- 4 Frog Houses
- 1 Witch
- 1 Cauldron
- 6 Objects
- 6 Ingredient Tokens
- 1 Bat
- 4 Protection Circles, double-sided (blue / violet)
- 20 Plastic Supports
Setup
Assembly
Carefully detach all the parts from the cardboard sheets.
Place 16 plastic supports on the figures (the 6 objects, the witch and the bat). The location of each support is shown in grey at the bottom of each figure.
For future storage of the game, do not remove the supports from the objects. The figures can then be stored as they are in the box. The 4 remaining supports are provided as spares in case of loss.
1. The Witch and the Protection Circles
- Stack as many circles in the centre of the table as there are players. Place them blue side up.
- Place the witch in the centre of the circles, with the arrow of her cauldron pointing at the element outlined in gold.
Example: for a three-player game, stack three circles and place the witch in the centre of them.
2. The Frog Houses
Each player chooses a frog and places it on the house of the same colour, in front of them, at the edge of the table.
3. The 6 Objects
Arrange the witch's 6 objects around her, at a distance of at least one flat hand from the witch's protection circles.
4. First Player and the Witch's Cauldron
- The player who best imitates the croak of a frog is the first player.
- The first player places the witch's cauldron to their right, together with a stack of the 6 Ingredient tokens.
Setup Complete
The setup is complete and the game is about to begin!
If you want to play quickly, go to the quick rules. Close the rulebook and turn it over: the quick rules are on the back of the booklet. You may start playing and refer to pages 4 to 7 if you have questions during the game.
For a first game, do not play with the bat: leave it in the game box. If you want to play with this nasty creature, see page 6.
Playing the Game
1. The Witch's Turn
The witch cooks her soup. The first player turns over one Ingredient token and places it in the cauldron.
Only the first player adds an ingredient to the soup, at the start of their turn.
2. The Players' Turn
Each player has 3 jumps to knock over as many objects as possible using their frog. Players take turns in clockwise order, starting with the first player.
Preparing: You always begin your first jump from your house.
You must knock over the objects in the correct order.
The witch's arrow shows the correct object to knock over next.
Aiming: Before each jump you may:
- Orient your frog as you wish, and right it if it is on its back.
- Orient the object you are aiming at as you wish, but leave it in its place.
- Return to your house if you wish. For example, this can be a good way to get closer to the next object to knock over.
Jumping: Make your frog jump. Place your finger on the plastic tab, aim, and release!
Once your three jumps are done, put your frog back on your house. This ends your turn.
The next player then makes their frog jump three times.
Possible Results of a Jump
- You knock over the correct object: Leave the object lying down for now. Turn the witch so that she points to the next object to knock over. If you still have jumps left, keep playing.
- You knock nothing over: Nothing happens, and your turn continues if you still have jumps left.
- You knock over the wrong object, or several objects: It does not count. Stand the object or objects back up and continue your turn if you still have jumps left.
- You knock over the witch: The witch catches you! Your turn stops immediately, even if you still have jumps left.
- Your frog falls off the table: Put it back on your house and continue playing if you still have jumps left.
- An object falls off the table: Put it back in a free place on the table, near the witch's circle.
When the Last Object of a Circle Falls: the Circle Is Destroyed
- Remove the circle and put it back in the box.
- Stand the objects back up where they are.
- Turn the witch so that the tip of the cauldron points at the element outlined in gold on the new circle.
The game continues until all the circles have been removed.
Ending the Round
When all players have played, a new "witch's turn" begins, followed by a new "players' turn". The game continues in this way until either the players or the witch win.
Ending the Game
Victory of the Witch
If the first player can no longer put ingredients into the cauldron, you have lost!
The witch has won, probably by a stroke of luck.
You therefore have a maximum of 6 rounds of the table (6 Ingredient tokens) to win the game.
Victory of the Players
As soon as you remove the last protection circle of the witch, you have won!
Frogs are the strongest! Count to three, and all players make their frog jump to knock over the witch.
Helping Younger Children
For the youngest children you may adapt the rules as follows:
- Let them move their frog toward the object to knock over.
- Do not end their turn if they knock over the witch.
- Give them one extra jump.
Bonus: The Bat
The bat is an optional element of Frog Soup. It adds difficulty to the game, and we advise playing with it once you have won several games.
During setup, place the bat near the witch.
Before its first jump, and only once per turn, the player places the bat halfway between their frog and the next object to knock over.
If you knock over the bat, your turn stops immediately (as with the witch).
Will you waste time going around it, or will you take the risk of jumping over it...? But beware of getting too close to this nasty creature!
Making the Game Harder
You may use all or some of the methods below to make the game harder:
- Use the violet side of the circles.
- Move the objects away from the witch by spreading them out around the table.
- Use the bat (see above).
- Reduce the number of Ingredient tokens at the start of the game: 5 tokens - a little more difficult; 4 tokens - difficult; 3 tokens - extremely difficult.
- It is forbidden to turn the objects and to return to your house between each jump.
- Add obstacles on the table (glasses, stacks of books, etc.).
Quick Rules
Install the game as shown on pages 2 and 3. This is an abridged version of the rules. For any detail, do not hesitate to consult pages 4 to 7.
1. The Witch's Turn
The first player, and only the first player, places an ingredient in the witch's cauldron before playing.
The witch wins if there are no Ingredient tokens left to place, because they are all already in the cauldron. The frogs then go into the stew pot!
2. The Players' Turn
Starting with the first player and turning clockwise, each player has 3 jumps to knock over as many objects as possible.
The next object to knock over is always indicated by the witch.
If the correct object falls, the witch is moved one step forward toward the next object to knock over, and the player's turn continues.
If another object or several objects fall, it does not count: they are stood back up and the player's turn continues.
If the witch falls, the player's turn stops.
When the last object of a circle has fallen, that circle is removed. It is placed in the game box and the objects are stood back up where they are.
The players win if they remove the witch's last circle!
When all players have played, a new "witch's turn" begins, followed by a new "players' turn", until the players or the terrible witch win.
Credits and Attribution
Credits (author, illustrators, project managers, thanks and copyright notices) are omitted from this transcription.