Sunteți pe pagina 1din 1

96

100 99 98 97 95 94
94 93
92 91

81 82 83 84 85 86 87 88 89 90

One sunny day, Alice follows a White Rabbit down a rabbit hole …
and into Wonderland! In this game, follow Alice into Wonderland to
80 79 78 77 76 75 74 73 72 71
make sure that she reaches the court of the Queen of Hearts in time.
Wonderland is full of adventures and along the way you might meet
the Mad Hatter or play a game of croquet. But be careful not to be
late, fall asleep, or end up in prison!

61 62 63 64 65 66 67 68 69 70
Rules of
the game:
60 59 58 57 55 54 53 52 51
This game is ideal for four to six players. If there
are more students in your class, divide them into four
to six groups. Ask each player to choose a token, for
example one of the Alice cut-outs from our website, make
it sticky, and use it to indicate their position in the game.
Each player starts at number 1 and takes turns to make
a move on the board. Follow the squares from 1 to 100. 56
To determine how many squares a player can move

44
when it is their turn, download, print and cut out
the special Alice in Wonderland playing cards
from our website. Shuffle the cards and keep 41 42 43 45 46 47 48 49 50
them in one pile. When it is a player’s turn,
they pick the top card from the pack and the
Oo number on this card determines how many
ps!
Go squares they can move. If it’s a picture
Climb up the do card, the player has to answer the
w
mushroom! question on the card before they can
n

make a move. These questions test the

40 39 38 37 36 35 34 33 32 31
th

40
player’s understanding of the story of
e
rab

Alice’s Adventures in Wonderland.


bit hole ...

Drink me and go If a player lands on a bottle or at the


up on the bubbles! bottom of a mushroom, they move ahead
to the top of the bubbles / mushroom.
If they land at the top of a rabbit hole,
they slide down to the bottom of it. 31
If a player lands on the clock, prison
You are in prison!
Miss two turns.
or Dormouse, they have to wait a turn.
The first player to reach square
21 22 23 24 25 26 27 28 29 30
100 is the winner. You don’t need the
correct number of moves from your
playing card to land on 100.
Download full rules & playing cards from our website:
www.macmillanreaders.com/150-years-of-alice

You are late!


Miss a turn.
20 19 18 17 1616 15 14 13 12 11

You are
sleeping! 1 2 3 4 4 5 6 7 8 9 10
Miss a turn.

1
© Macmillan Publishers Limited 2015 www.macmillanyounglearners.com/readers

Alice poster A V5.indd 1 16/11/2014 14:05

S-ar putea să vă placă și