![]() The first ice floe is put back in the box. His turn is over.Īnother Example: After the turn of the player with the yellow bear cub, all the cubs are past the first six ice floes. Great! The player's bear cub has moved eight floes forward. He decides to stop rolling the dice and moves his bear cub next to Daddy Cool. He rolls two ice floes and moves Daddy Cool two floes forward. The player tries his luck again and rolls the six dice. Besides, Daddy Cool is now standing on a cracked ice floe and isn't allowed to stay there. Now he must roll all the dice again because all six dice show ice floes. Lucky throw! All three dice show ice floes and the player moves Daddy Cool three more floes forward. Only the three dice not showing ice floes are thrown. He decides not to roll again and moves his bear cub three ice floes forward to stand next to Daddy Cool. Three of the dice show ice floes, so he moves Daddy Cool three floes forward. If two or more ice floes are being repositioned, then a cracked ice floe should be laid first.Įxample: A player rolls all six dice. The first ice floe gets put back in the game box, while the others are laid between the next to the last ice floe and the floe with the wash tub. The Path Gets LongerĪs soon as there are at least two ice floes behind the last bear cub, these floes are taken away. Several polar bears can share one ice floe. The Next Player Starts His Turnįirst move Daddy Cool next to your bear cub before rolling the dice and following the procedure described above. What a pity! Daddy Cool cannot be moved and your bear cub must stay where he is. There are no ice floes showing on the dice Now you can move your bear cub to the same ice floe where Daddy Cool is standing. You rolled at least one ice floe in your last throw, but you don't want to risk rolling the dice again. At least one ice floe must be shown on the dice or the player's turn is over without a chance to move his bear cub. If all six dice show ice floes after one or more throws, then the player must roll all six dice again. If you aren't lucky enough to roll at least one more ice floe, your turn is over and your bear cub is not allowed to move to Daddy Cool. This means you have to throw the remaining dice again. Therefore, it's important to choose the right time to end your turn.ĭanger! Thin Ice: Daddy Cool can't stay standing on a cracked ice floe, so if he does ends up on one, he must try to go on. Your bear cub has to stay put, he is not allowed to join Daddy Cool. It becomes more and more risky to roll the dice again because if no more ice floes are rolled in a subsequent throw of the dice, your turn is over. Again, you must make the same decision as before: Do you want to roll once more so Daddy Cool can go farther, or do you want to end your turn so that your bear cub can take the same path over the ice floes and join Daddy Cool?Įach time you roll at least one ice floe, you may roll again, but only with the dice with which no ice floe has been thrown. Move Daddy Cool the same number of ice floes as shown on the dice after the second throw. Lay the dice showing ice floes to the side, and roll only the remaining dice again. When you move your bear cub to where Daddy Cool is standing, your turn ends. Now you must decide whether to continue and roll the dice once more, or to move your bear cub to the same ice floe where Daddy Cool is standing. The dice show one or more ice floesĭaddy Cool must test the way over the ice floes before a bear cub can follow him, so move only Daddy Cool the same number of ice floes as shown on the dice. The youngest player starts by rolling all six dice. During the game, Daddy Cool is moved by each player and determines how many spaces each bear cub will move during his turn.Īt the start of each player's turn, Daddy Cool must be moved next to the player's bear cub. Game PlayĪt the beginning of the game, Daddy Cool stands next to the bear cubs. Here is how your path to the washtub might look. The dice are placed on the table near the youngest player. Place Daddy Cool in front of the first ice floe.Įach player chooses a bear cub and places it next to Daddy Cool. ![]() The ice floe with the wash tub should be at the end of the path. The cracked ice floes should be positioned in the path after the fifth and the tenth ice floe. The path can be straight or have one or more curves. Lay a path on the table with the ice floes. ![]() The first player to reach the wash tub with his bear cub is the winner.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |