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Tim Burton's Alice in Wonderland

Tim Burton's Alice in Wonderland Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Set Up
  • How to Play
    • Object of the Game
    • Taking your Turn
    • Cards
  • The Board
    • Board Sections
  • Winning the Game

Contents

  • 4 Board Sections (The White Rabbit's Rabbit Hole, The Mad Hatter's Tea Party, The Cheshire Cat's Underland, and the Red Queen's Castle)
  • 108 Drink Me cards
  • 18 Knave cards
  • 32 Character Favor cards
  • 8 Chess Player pieces
  • Cheshire Cat marker
  • Die

Game Set Up

  • The board for Alice in Wonderland has four sections. Set them up so that they match the diagram. Each Board has a character that the players will try to meet: the White Rabbit, the Mad Hatter, the Cheshire Cat, and the Red Queen.

Game Board Diagram: the four sections are arranged in a square. Top left: The White Rabbit's Rabbit Hole, Section 1. Top right: The Cheshire Cat's Underland, Section 2. Bottom left: The Red Queen's Castle, Section 4. Bottom right: The Mad Hatter's Tea Party, Section 3.

  • Shuffle the Drink Me cards and Knave cards together and set the deck aside.
  • Sort the Character Favor cards and set them aside.
  • Place the Cheshire Cat marker on the space marked "Cheshire Cat starts here" in the center of the Cheshire Cat's Underland board.
  • Each player selects a chess piece and places it on the Start space (on the Rabbit Hole board).
  • Each player draws three Drink Me cards. Put any Knave cards you draw on the bottom of the deck and replace them.
  • Each player rolls the die. The player who rolls the highest goes first, and play proceeds clockwise around the table. If there is a tie, all of the tying players should roll again until a winner is determined.

How to Play

Object of the Game

As players move around the board, they try to meet all four characters and collect a Character Favor card from each. This is done by discarding the appropriate Drink Me cards for the Character Favor. Players must also reveal the "Frabjous Day" space by drawing Knave cards or playing Drink Me cards to rotate the board sections. The first player to collect favors from all four characters and land on the Frabjous Day space wins!

Taking your Turn

1.) Roll the die and move that number of spaces. Follow any instructions on the space you land on (see The Board Diagram). As long as you are not in the Rabbit Hole, you can move any direction you choose on the path. You cannot backtrack once you have started your move.

2.) After you've rolled you may play any cards from your hand, unless the card instructs otherwise.

3.) At the end of your turn, if you have more than 7 cards, discard down to 7, as you may have no more than 7 cards in hand.

Cards

Please Note: During the course of the game various cards may cause the board sections to Rotate. When this happens, turn all boards 90 degrees clockwise, following the arrows. Rotating will cause the Frabjous Day space to appear and disappear, and may also change the paths that connect the board sections.

Drink Me Cards: Players start the game with three Drink Me cards in hand. Every time you land on a Drink Me space, draw a Drink Me card. Whenever the deck is depleted, reshuffle the discard pile.

Drink Me cards have five types of information printed on them: a letter, a suit, an Underland item, an ability, and when that ability can be used. The letter, suit and item identify which cards may be used to gain favors from the characters in Wonderland.

Card abilities can impact movement, draw more cards, look at players' hands or exchange cards between players. Each card instructs when it can be played.

Wildcards: Cards with a "?" in place of a letter or item can be used for ANY letter or item.

Special Cards: Some cards can be used for movement instead of rolling a die; just pick a number 1-6, and move as if you rolled that number (choosing a 6 DOES move the Cheshire Cat!). Some cards, if in your hand, change how other cards in your hand work. These cards instruct you to reveal them when they're drawn, but hold on to them!

Knave Card: When a Knave card is drawn, rotate the boards 90 degrees clockwise, discard the Knave card and draw again.

Favor Cards: When a Character is successfully encountered, the Character grants the player a Character Favor card that they can use once, at any time.

When the favor is used, the player keeps the Character Favor card, but flips the card over to reveal the "Favor Used" side.

The Board

The Alice in Wonderland game board is broken up into four sections: the White Rabbit's Rabbit Hole, the Cheshire Cat's Underland, the Mad Hatter's Tea Party and the Red Queen's Castle. Each section has its own specific game path, rules, spaces, and Character to encounter. Successfully encountering a Character allows a player to collect that Character's favor.

There are several different types of spaces that appear on more than one board section:

  1. Drink Me spaces: When you land on a drink me space draw a Drink Me card. If it's a Knave card (see Card section) play it immediately and draw again.

  2. Eat Me spaces: Landing on this space presents Players with a Challenge. When a player lands on one of these spaces, they reveal the top card of the Drink Me deck and match the revealed card's letter or item to a card in their hand. If they can't then they skip their next turn. The card is then drawn by the player regardless of the outcome of the challenge. Note that if a Knave card is drawn it is played and discarded immediately, and another card is drawn for the challenge.

  3. Paths: These spaces connect the four board sections. You may move along a path only if it connects to a path on a neighboring board section. Each arrow space counts as one board space when moving your pawn.

Board Sections

Section One: The White Rabbit's Rabbit Hole

The starting board of the game. While on a Rabbit Hole space players can only move forward, except when they fall down a Rabbit Hole. You cannot return back up the Rabbit Hole.

  1. Falling!: You can fall down, and perhaps up, the Rabbit Hole. When a player lands on one of the entrance spaces, they immediately fall to the indicated Rabbit Hole space.

  2. The White Rabbit's Den: You have met the White Rabbit! When you reach the Rabbit's Den, you stop, regardless of how many more spaces you have left to move. While you are on this space you may gain his Character Favor card by discarding a Pocket Watch and a Lemon Drink Me card. Players may leave the Rabbit and return later if they cannot collect the Character Favor card. Return using the straight pathway. Players may not go back up the Rabbit Hole.

Section Two: The Cheshire Cat's Underland

Every time a 6 is rolled (by any player) while someone is on this board section, move the Cheshire Cat to the opposite perch.

  1. Stepping Stones: Players may move from the entrance arrow onto one of the foot stepping stones towards the Cheshire Cat at any time, but once they do, they must move all the way through – even if the Cheshire Cat disappears! When a player reaches a perch where the Cheshire Cat is placed, they stop, regardless of how many more spaces they have to move.

  2. The Cheshire Cat: You have finally caught up with that frustrating feline. Discard Drink Me cards that spell U-S-E or G-R-N to gain his Character Favor card before he vanishes again!

Section Three: The Mad Hatter's Tea Party

The Hatter's Hat: When you land on this space you have met the Hatter. You immediately move to the center of the board. To gain his Character Favor card you need to discard three of the six Drink Me card items needed for a Tea Party (Teapot, Sugar, Teacup, Saucer, Spoon, Lemon). Items may NOT be duplicated.

On your next turn after meeting the Hatter, roll the die and return to the party using any of the four Hatter spaces as the exit.

Section Four: The Red Queen's Castle

  1. Red Queen's Chamber: Here you meet the Red Queen. When you enter this space you stop before Her Majesty regardless of how many more spaces you have to move. To gain her Character Favor card you need to discard 3 Heart Drink Me cards while on this space.

  2. The Castle Gates: You may only pass through the gates once you have received the Character Favor card from the Red Queen.

Frabjous Day: On one corner of each board section is a quarter of the final space. During game play, players will reveal or play Drink Me cards to rotate the four sections simultaneously. When the Frabjous Day corners of all sections reach the "center" of the board, the Frabjous Day space is completed and accessible through the revealed path.

Winning the Game

Be the first player to reach the completed Frabjous Day space after having gained the Character Favor cards from all four Characters.