Gravity Falls: Saving Waddles
Gravity Falls: Saving Waddles Rulebook
Table of Contents
Table of Contents
Components
- 1 game board
- 7 path cards
- 3 Hut of Wonders cards
- 21 help cards
- 21 mischief cards
- 5 hero cards
- 5 hero tokens
- 1 Waddles card
- 1 Waddles token
- 1 die
- 6 plastic stands
- 1 rulebook
Before the first game, carefully punch out the hero tokens and the Waddles token and insert them into the plastic stands.
Setup
- Place the game board in the middle of the table.
- Shuffle the path cards and place them face down around the board, as shown in the picture.
- Shuffle the Hut of Wonders cards. Place one of them face down next to the board, and without looking at them, return the other two to the box.
- Shuffle the help cards and the mischief cards, and place each deck next to the board.
- Place the Waddles card and the Waddles token below the game board.
- Each player chooses a hero, either by agreement or at random, and takes that hero's card and token. Return any leftover cards and tokens to the box. Each player places their hero card in front of them and puts their token on the starting space.
- The first player is the one who last saw a pig.
The starting layout for three players is shown on the printed page.
Playing the Game
On your turn, roll the die and move your token forward that many spaces. If your token stops on a special space, carry out its instructions. Then play passes to the player sitting to your left. The game continues until someone brings Waddles to the Hut of Wonders. That player is the winner.
Special Spaces
The main rule: a special space takes effect only after your token arrives there by moving forward. If your token ends up there because you moved backward, the space does not take effect.
Arrows
If your token stops on a space where an arrow begins, immediately move your token along the arrow.
Pointers
Each pointer shows one of the path cards lying around the game board. If that path card is already face up, the pointer space is not special and nothing happens there. However, if that path card is lying face down, you must stop your token on the pointer space (even if the die would let you move further) and reveal the path card. Place the card so that its spaces continue the track of the game board. Once you have revealed the card, you cannot move any further this turn.
Mischief
Take the top card of the mischief deck, show it to everyone, and carry out what it says. Then place this card face down in front of you. If several mischief symbols are drawn on the space, take one mischief card for each symbol. If you were given several mischief cards during one turn, take and carry them out one at a time, not all at once. Take all the mischief cards you are entitled to, even if you have already left this space.
At the start of your turn, you may exchange 3 mischief cards lying in front of you for 1 help card. See Exchange and Mischief Cards for details.
Help
Take the top card of the help deck and take it into your hand without showing anyone. The card says what it does. You may play help cards on your turn in any number. See Help Cards for details.
Totem
The totem works the same way as a pointer, except that you must reveal a Hut of Wonders card instead of a path card.
Exchange
Discard 2 mischief cards lying in front of you and take the top card of the help deck into your hand. If you do not have enough mischief cards, nothing happens.
Waddles Found!
After you reveal the path card by stopping on this pointer, roll the die. Place the Waddles token on the space marked with the rolled number. This is done only once per game. If anyone else later stops on this space, do not move Waddles.
Take Another Turn
Lucky! Immediately take another turn. This is a completely new turn, not a continuation of the previous one.
Skip a Turn
Unlucky! Lay your token on its side. On your next turn you only stand it back up (and you do nothing else).
Discard All Help Cards
Really unlucky! Discard all of your help cards from your hand.
Rescuing Waddles
If your token passes a space with the Waddles token (or starts its turn there), your hero picks up the piglet and carries him toward the Hut of Wonders. Move the Waddles token together with your token. While you are carrying Waddles, the following additional rules apply.
- You cannot move more than three spaces in one turn while carrying Waddles. After this you must stop, even if the die would let you move further. It does not matter how many spaces you moved before picking up Waddles.
- Waddles never moves backward. If you must move backward (because of an arrow or a mischief card), Waddles stays where you left him. No problem: you will have another chance to pick him up on a later turn.
A simple principle: when the heroes race ahead, they always pick up Waddles, but Waddles never moves backward. Therefore the Waddles token is never behind the player tokens: it is always either in front of everyone or together with the leader.
Examples of Movement with Waddles
Stan is carrying Waddles and rolls a 4, but they can only move three spaces. However, they land on "Take Another Turn." This space gives Stan a new turn: he rolls again and may move with Waddles further (but no more than three spaces).
Dipper rolls a 5. He moves forward and, on the next space, picks up Waddles. After this he can move only 3 spaces (even though the die would let him move 4 more). He stops on a mischief space, takes a mischief card, and because of it moves back 2 spaces. Waddles stays in place.
Hut of Wonders and Victory
Upon reaching the space marked "Victory," stop there (even if the die would let you move further). This space may say what must be done to win. If there are no special instructions, congratulations, you have already won!
Mischief Cards
After you play a mischief card, place it face down in front of you. At the start of your turn, before rolling the die, you may discard 3 mischief cards lying in front of you and take 1 help card. Discarded mischief cards are placed face up in a pile next to the mischief deck. If the mischief deck runs out of cards, the players turn the discard pile face down, shuffle it, and use it as the deck.
- Move back 2 spaces. If you land on a special space, it does not take effect.
- Roll the die and move back that many spaces. You cannot move back past the start. If you land on a special space, it does not take effect.
- Discard 1 help card. You choose which card to discard.
- Discard all your other mischief cards. Discard all mischief cards that were lying in front of you face down when you took this card.
- Skip a turn. Lay your token on its side. On your next turn you only stand it back up (and you do nothing else). You cannot skip two turns in a row.
- Take 2 more mischief cards. Mischief cards are always taken one at a time. First place this card face down in front of you. Then take one mischief card, carry out its instructions, and place it face down in front of you. Then do the same with the second card.
Help Cards
On your turn you may play any number of help cards from your hand. All of these cards are single-use. After playing or discarding a card, place it face up in a pile next to the help deck. If the help deck runs out of cards, the players turn the discard pile face down, shuffle it, and use it as the deck.
- Take another turn. Play this card before you pass the turn to your neighbour.
- Reroll the die. Play this card after you have rolled or rerolled the die for any reason.
- +1 or -1 to the die. Play this card after you have rolled or rerolled the die for any reason. The number on the die may be raised above 6, but it cannot be lowered below 1.
- Set the die to face 3 up. Play this card after you have rolled or rerolled the die for any reason. Then the number may be changed further, for example with a "+1 or -1 to the die" card.
- When you must take a mischief card, take it face down. Play this card when you take a mischief card. Simply place that mischief card in front of you face down, without looking at it. Each such card works on only one mischief card.
Hero Cards
- Wendy. When you exchange mischief cards for help cards, each help card costs 1 fewer mischief card. That is, at the start of a turn Wendy may exchange 2 mischief cards for 1 help card, and on the Exchange space, 1 mischief card for 1 help card.
- Dipper. If you have no help cards and you land on the Help space, take 1 more help card. The more often Dipper is left without help cards in hand, the more often this ability triggers.
- Soos. You do not move along red arrows. This does not apply to arrows of other colours.
- Mabel. If Waddles is on the same space as a player (even you), you may add 1 to the die. Mabel is not obliged to do this. This ability does not allow Mabel to move with Waddles more than three spaces.
- Stan. If you have no mischief cards and must take a mischief card, take it without revealing it. You may not look at which mischief card it was.
Simple Rules
If you do not want to be distracted by help and mischief cards, hero abilities and special spaces, play the game by these rules.
Use only the tokens of the chosen heroes, the die, the game board and the path cards. Before the game, lay the path cards out in their places face up. Ignore all special spaces except arrows, mischief symbols and help symbols. Upon landing on a mischief symbol, the player skips their next turn. If a player starts their turn on a help symbol, they may add 1 to the die. The winner is the first player to reach the totem.
Turn Order
- You may exchange 3 mischief cards for 1 help card.
- Roll the die. You may change the result with help cards or a hero ability.
- Move forward that many spaces (with Waddles, no more than three). Remember to pick up Waddles as you pass him.
- If you landed on a special space, carry out its instructions.
- Pass the turn to the player sitting to your left.