We lost the game instructions to Hey Hey Witch Way.
Hey Hey Witch Way is for 2-4 players.
Game set-up: Select a game token each. Divide the Lucky Gold Pieces (LGPs) equally between the players, and have each player place two pieces on the Pot of Gold space
marked at the end of game board, and one on the Witch's Treasury at the top of the Magic Mountain.
Weird Woods: Use the spinner to determine how many squares each player moves in their turn. The green lines with black dots are hedges; you can't cross them, but apart from that each player may choose what path they take. More than one player may be on a square at the same time. If you land on a "Pay One" square, you pay a LGP to the Witch's Treasury at the top of the Magic Mountain. If you land on the "Take Two" fairy, you take two LGPs from the Witch's Treasury. When you get to the end of the woods, you take position on any of the four arrows at the bottom of the mountain.
Magic Mountain: Instead of using the numbers on the spinner, this is where you need to use the colours. Spin the spinner. If the colour it lands on is on the next level of the mountain, you may move to it. If not, you miss a turn. Only one player is allowed on each space at a time. If you land on a "pay witch one" space, pay a LGP to the Witch's Treasury. At the top of the mountain, you must spin a 6 to enter the Treasury, and the first player to arrive takes any LGPs in the Treasury.
To the Dungeon: "Pay One"s and "Take One"s from here on are to the Pot of Gold at the finish, and players may share the same spaces. Before taking their next turn, each player must state whether they opt to go round the circle first next or head straight to the trapdoor. Landing in the trapdoor is a "miss a turn", and you must spin the exact number to arrive in the dungeon.
Escaping the Dungeon: On arrival in the Dungeon, each player must choose and announce which escape route they opt to take, and spin the appropriate number to enter it (the Rope would require spinning a 1, and the Ladder a 2, for instance). Once into their escape route, players proceed to the Monster Moor.
Monster Moor: Travel through the Moor using the numbers on the spinner to determine rate of progression. Take one LGP from the Pot of Gold if you land on a "take one" square; pay one if you land on a "pay one" square. Landing on unlucky 13s makes you miss a turn.
Troll Bridge and Witch Way: You must spin the exact number to get onto the Troll Bridge, and pay one LGP to the Pot of Gold to advance to the Witch Way. Take your position at the beginning of the path whose colour matches your token. Move ahead according to the numbers you spin, following directions on any space you land on, and spin the exact number to land on the witch at the finish. First to arrive claims any LGPs in the Pot of Gold.
The winner is NOT the person who arrives at the Finish first, but the one who ends up with the most Lucky Gold.
May 24, 2011 |