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Alice au Pays des Merveilles

GRA-AAPDM

Alice and her friends are invited to tea time to taste the best cakes. Take part in a frantic race to collect as many cakes as possible and become the grand champion!

  • French
  • From 5 years old
  • less than 30mn
  • 2 to 4 player(s)

17,90 €

Shipping from 1.95€ - Free from 60€ (metropolitan France)

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Immerse yourself in the wonderful world of Alice and embark on incredible adventures as you collect magical cookies to win the race!

In this game inspired by the adventures of Alice in Wonderland, take on the role of an iconic character and try to collect as many cookies as possible before time runs out. Progress along the board, avoiding the traps of the rabbit hole and taking advantage of the special effects of the squares to get ahead of your opponents. The player who accumulates the most points thanks to the cookies wins the game!
How to play the game

1. Turn sequence:

    On your turn, play a card from your hand (right or left, but never the middle one) and move your pawn the number of spaces indicated.
    If you land on a special space, apply its effect (see details below). If another piece already occupies the space, move to the next free square.
    After playing, draw a card to complete your hand and it's the next player's turn.

2. Special case:

    Every time you pass the Hatter's Tea square, you automatically win a large cookie, which you place in front of you. If you stop on this square, a special action is triggered.Immediately move your pawn the number of spaces indicated by the card played. If you play a Joker card, move the number of spaces chosen at the beginning of your turn.

3. Special cases:

  •     The Hatter's Tea:
  •     This is the starting square. When you pass this square, take a large cookie face up. If you stop on it, choose between taking a large cookie face up or drawing one face down.
  •     Rabbit hole:
  •     If you're a small pawn and land on this square, you fall down the hole and will have to climb out on your next turn using the clock hand. If you're a large pawn, this square has no special effect for you.
  •     Mr. Caterpillar:
  •     If you're small when you reach this square, turn into a large pawn. If you're already tall, you become short again. As long as you're tall, you can add +1 to the value of the cards you play (max 6).
  •     Cheshire Cat:
  •     Immediately move your pawn the number of squares indicated by the card played. If you play a Joker card, move by the number of spaces chosen at the start of your turn.
  •     Cookies:
  •     Rotate the clock hand to determine the number of cookies you collect (each cookie is worth 1 point). If the cookie supply is empty, this space becomes normal.


End of the game

The game ends when all players have used all 11 cards. Each player then counts the points for the cookies (large and small) collected during the game. The player with the most points wins. In the event of a tie, the number of large cookies makes the difference, followed by advancement on the board if the tie persists.

Collect cookies, dodge traps and be the fastest to win this fantastic race through Wonderland!

Theme(s) FantasticLittérature
Language(s) French
Mechanism(s) Cards
Author(s) Remo ConzadoriMartino Chiacchiera
Artist Maciej Szymanowicz
Editor Granna
EAN 5900221494570

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