Nibble Nibble
Nibble Nibble Rulebook
Table of Contents
Table of Contents
Contents
- 4 Playing figures (2x Hansel & 2x Gretel)
- 1 Game board
- 1 Witch's house
- 1 Dice
- 24 Sweets
- 1 Pin
Preparations
- (Omitted: insert the batteries and set the witch-house switch. This step concerns the electronic talking witch only.)
- Shuffle the sweets and place them on the sides and roof of the house. There are openings on the house for each of the sweets.
- Push the pin with the shaft facing upwards into the hole in the centre of the game board. Place the board on a flat surface and position the house over the pin. The pin must be pushed into the hole underneath the house.
- Place a Hansel or Gretel playing figure on the game board for each player. Each colour starts from a fixed position. This square has the same colour as your playing figure.
Object of the Game
The first player to gather sweets from the house in the four different colours is the winner.
The Game Starts
The youngest player starts. Taking turns, you throw the dice and move your Hansel or Gretel playing piece in a clockwise direction. Move the same number of squares as shown on the dice. There may only be one Hansel or Gretel on a square at a time. If the square is occupied, you should put your playing piece on the next empty square.
Taking Sweets Off the House
When you land on a square with a coloured sweet, you can try to take a sweet of the same colour off the house. So if you land on a blue sweet, you can try to take a blue sweet off the house. If you land on a purple sweet, you can try to take a purple sweet, and so on. You can choose which sweet you take off the house of the right colour.
But watch out! The Wicked Witch lives in the house. And she doesn't like it if anyone takes sweets off her house. You can take some of the sweets without the witch noticing; while she will notice if you try to take the others and come storming out angrily. You can only take three sweets in each colour. Can you work out which ones they are?
To check if you can keep a sweet, you first have to press it into the heart-shaped opening on the porch in front of the door. Does the Wicked Witch come storming out? Bad luck if she does; you have to put the sweet back on the house. And your turn is over. Be sure to push the witch carefully back into her house. If the witch doesn't come out, you can keep the sweet and the player to your left gets to throw the dice next.
Swapping Sweets
If you land on a 'swap' square, you can swap one of your own sweets with a sweet that is still on the house. It's a good idea to swap any double sweets you may have. First put the double sweet back on an empty place on the house. And then take a sweet that you are missing. But watch out! You still have to check this sweet, because even now the witch might come out of her house. If she does, you have to put the sweet back on the house and your turn is over. If this happens, you do not get your old sweet back.
Taking Sweets From Other Players
If you land on a 'take' square, you may take one sweet from another player as long as it matches the colour of the sweet on that square. You can choose which player's sweet you take. (You will probably want to choose the player who has almost collected their four sweets!) If nobody has a sweet of this colour for you to take, your turn is over. It is the next player's turn.
Who Wins?
The first player to gather sweets in all four different colours is the winner! So you have to have 1 orange, 1 green, 1 purple and 1 blue sweet.