The Crocodile Hunter Game
The Crocodile Hunter Game Rulebook
Table of Contents
Table of Contents
Components
- 1 motorized "Agro" crocodile
- 4 movers (2 Steve, 2 Terri)
- Deck of 54 cards
- Label sheet
- Gameboard with 4 launchers, 4 safe spots, 4 corner fence supports, cardboard fence and feeding gate
- Bag of 5 launcher springs (1 extra supplied)
Note: "Agro" has an ON/OFF switch. Even while he is turned ON, he will stop automatically as soon as he is lifted off the gameboard and start up again when his back wheels are back in contact with the surface.
2 AA-size batteries required (not included).
Caution
This product contains small parts that are necessary for assembly. Prior to and during assembly of this product, keep small parts out of children's reach. Small parts pose a choke hazard to children under 3 years.
- Hair entanglement may result if child's hair comes in contact with moving wheels.
- Adult supervision is required.
Assembly
Here's what the gameboard looks like fully assembled and ready for a 4-player game. (Figure 1 shows the movers, launchers, Agro, the gameboard, the safe spots, the fence section, the corner fence support, the card deck and the feeding gate.)
Step 1: The Gameboard and Fence Supports
- Open the gameboard and place it on a flat surface.
- Remove the four corner fence supports from the plastic runner.
- Slide one of the four supports onto each corner of the gameboard. (Figure 2.)
Step 2: The Safe Spots
- Remove the four semi-circular barrel Safe Spots from the plastic runner.
- Apply one of these four labels to each: Lawnmower, Tree Stump, Rocks, and Crocodile Food.
- Insert the bottom tab of a barrel all the way down into a slot in the gameboard. Then push the barrel towards the outer edge of the board until it locks into position. Repeat with the other 3 Safe Spots. (Figure 3.)
Step 3: The Fence
- Remove the number 1 and number 4 fence sections from the cardboard sheet.
- Form corner A by fitting the bottom slot in section 4 into the top slot on section 1. See Figure 4.
- Important: Make sure the outside facing pieces (showing the animals behind the fence) are on the outside.
- Remove fence section 2 from the sheet and make corner B. Remove section 3 from the sheet and make corners C and D.
Step 4: Attach the Fence to the Safe Spots
- Press the fence outward with your index finger as you slide the slots down over the Safe Spot's side tabs. (Figure 5.)
- Attach the fence to the Safe Spots and then press the ends of each fence section down into the slots of the corner fence supports.
Step 5: Assemble the Feeding Gate
- Carefully remove the Gate from the cardboard sheet.
- Fold the gate along the scored lines and slide its slots down into the gameboard corner that shows the dock. See Figure 1.
Step 6: Assemble the 4 Mover Launchers
- Carefully remove the boards, holders, and caps from the plastic runners.
- Apply a colored half-circle label to the top of each board.
- Snap-fit the pins of one board into the holes of one holder.
- Insert one spring into the spring chamber and secure it with a cap.
- Repeat for each launcher. (Figure 6.)
NOTE: A fifth, extra spring is supplied in case one gets lost during assembly. Once the launchers are assembled, they never come apart again, so please discard the extra spring.
Step 7: Apply Mover Labels
- Remove the 4 plastic movers from the runner.
- Put the two "Steve" fronts and backs on the two movers that match his shape. Repeat with the two "Terri" fronts and backs on the other two movers.
- Make sure the front and back of each mover has a matching color shirt.
Step 8: Insert Batteries in Crocodile
- Loosen the screw on the battery compartment on the underside of the crocodile, and remove the door.
- Insert 2 AA-size batteries (alkaline recommended), making sure to align the + and - with the markings in the plastic.
- Replace the door and tighten the screw.
Caution: To Avoid Battery Leakage
- Be sure to insert the batteries correctly and always follow the game and battery manufacturers' instructions.
- Do not mix old and new batteries, or alkaline, standard (carbon-zinc) or rechargeable (nickel-cadmium) batteries.
- Always remove weak or dead batteries from the product.
Setup
- Shuffle the card deck and put it face-down next to the gameboard.
- Each player chooses a mover.
- Locate the launcher with the half-circle label that matches the color shirt of your mover. Load your mover into the launcher, as shown (Figure 7). Place it on one of the 4 spaces in the Feeding Dock. Place starting movers in any order.
- Push board back.
- Insert mover into launcher.
- Press top of board back to hold the mover in place. If you don't, the mover will "high-jump" immediately out of the launcher!
- Pick up "Agro" and slide the switch on the side into the "ON" position. Place Agro in the center of the gameboard.
Object
Be the first player to move around the fence and back to the safety of the Feeding Dock... in spite of Agro's actions!
Gameplay
- The youngest player goes first. Play then passes to the left and continues clockwise.
On Your Turn
Draw a card. What happens next depends on which card you draw.
Move Ahead Cards
If you draw a "Move Ahead" card, pick up your mover (with its launcher) and move it clockwise along the fence the number of spaces shown on the card. (Move Ahead cards read "Crocs Rule! Move Ahead 2 spaces!" and "By Crikey! Move Ahead 9 spaces!")
- Each rounded section at the top of the fence counts as one space. You cannot share a space with another mover.
- If your move would land you on another mover, jump right over it to the next available space.
- Look at the Lawnmower, Tree Stump, Rocks and the Crocodile Food Safe Spots. These count as one space. If your mover lands there you are safe from Agro! See Figure 8.
Croc Cards
If you draw a "Croc Card" with "Danger! Danger! Danger!" on it, pick up Agro and place him in the center of the gameboard. Press the button on Agro's back and watch out! Agro is angry! He will move around his pen, bumping into the fence until he runs out of breath (about 5 to 10 seconds).
- If Agro bumps into your mover, he sends it jumping off the fence. When this happens reload your mover into its launcher and move it back to the nearest unoccupied Safe Spot.
- Agro may bump into more than one mover during his run. When this happens, the first player to jump off the fence moves his or her launcher back to the nearest Safe Spot, the next player moves back to the next nearest Safe Spot, etc. If you cannot move back to a Safe Spot, return to the Feeding Dock and start from there on your next turn.
The Croc Cards also carry small educational print about crocodiles. That print is too small to read reliably on the scan, so it is not transcribed here.
Winning
The first player to move his or her mover along the entire fence — in spite of Agro! — and back to the corner Feeding Dock is the winner!
Re-Storage
The game must be disassembled to fit back into the box.