Learning Resources LER 5160 Table Top Game User Manual


 
Arrows to the doorway—your pet may stay there or enter
the room. You do not need an exact roll to enter a room.
Once in a room, take the card from that room that matches one
of the items on your pet house card and place it face down on
the pet house card. Your turn is now over.
On your next turn, roll the die and follow the arrow out of
the room.
To win the game, be the first player to fill your pet house card.
Level 1 Challenge
Use the green number and white operation dice. The operation
symbol determines which direction to move. If a minus sign is
rolled, move backward according to the number indicated on the
green die. If a plus sign is rolled, move forward.
All other rules remain the same.
Pet Pro—Level 2
Roll the green die to see who goes first.
On your turn, roll all three dice and create a number sentence.
Always place the die with the highest number first. Read the
number sentence aloud. Solve it and move ahead by the sum or
difference. For example:
3
I
= move forward two spaces.
If you roll a key, move to any key space on the board. If you roll
a plus sign, move forward according to the number rolled. If you
roll a minus sign, move backward.
If your pet lands on a space with:
An arrow with a number inside—move ahead the number
of spaces indicated.
A key—move your pet to any room in the house.
A wallpaper pattern space—move your pet to the
matching room.
An up or down arrow to the staircase—move your marker
up or down the stairs.
Arrows to the doorway—your pet may stay there or enter
the room. You do not need an exact roll to enter a room.
Once in a room, take the card from that room that matches one
of the items on your pet house card and place it face down on
the pet house card. Your turn is now over.
On your next turn, roll the die and follow the arrow out of
the room.
To win the game, be the first player to fill your pet house card.