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(under licence from Walt Disney Productions)
Introduction to the CARD GAME
ALICE
For 2 to 6 Players
The game is based on the adventures of Alice in Wonderland and the pictures on the cards are taken from the Walt Disney film.
There are 44 cards in the pack and they are made up of 8 sets of S, 2 White Rabbit cards and 1 Cheshire Cat cards.
Each of the 8 sets bears a different letter in the top left corner of the cards. The 5 cards making up each set are numbered I to 5; this number appears after the letter.
The pictures on the cards illustrate Alice's adventures (No. I of each set pictures Alice herself) and if you lay out the cards in the order shown on pages 9 and 10 they wili tell the story in pictures from the beginning to the end of the Disney film "Alice in Wonderland".
OBJECT OF THE GAME
The object of the game is for players to collect as many sets as possible of 5 cards having the same letters in the circles.
HOW TO PLAY
I. Choose a dealer who, if there are 2 to 4 players, deals 7 cards face downwards to each player. When there are 5 or 6 players he deals 5 cards each. The dealer places 7 extra cards in the centre of the table face upwards in a row. He places the remainder of the pack face dov/nwards in a pile beside the 7 turned-up cards.
2. Players look at their cards and the player on the left of the dealer begins the game. He may either:
(a) Pick up any one of the cards exposed on the centre of the table, whether he holds one of the same set or not. If he does this he must put in its place, face upwards, the top card from the pack on the table. When the pack is used up, players may continue to pick up any one of the exposed cards, until these also are finished;
(b) Ask any player for a particular card; to do this the player asking must hold one card of the same set as the card he wants, but he may not ask for a card which he holds in his own hand. The player asked must hand the card over unless he is able to play a White Rabbit card (see Rule 7).
3. If a player picks up one of the 7 cards from the table this completes his turn, and the right to ask or pick up passes to the player on his left.
4. If a player asks another player for a card and gets it, he may :
(a) Go on asking the same player or other players for cards until he fails to get a card he asked for, when the turn passes to the next player;
(b) Pick up an exposed card, which will end his turn.
5. When a player does not get the card he asked for, because the player asked either has not got it or plays a White Rabbit card (Rule 7), the turn passes to the next player.
6. When a player has no card left in his hand he may still at his turn pick up one of the 7 exposed cards, but he may not, of course, ask for cards, because he holds no card of any set. See Rule 2 (b).
7. White Rabbit Cards
When a player has been asked for a card and has it in his hand, he can refuse to surrender it if he wishes, by playing a White Rabbit card, which he places on the table. It cannot be used again until the next hand. After this card is played the turn passes normally.
8. Cheshire Cat Cards
When a player asks for a card and is refused, he has a second chance if he plays a Cheshire Cat card. He must place it on the table immediately and the next player must allow him a reasonable time to play it. This gives him a second turn. Like the White Rabbit card, the Cheshire Cat card cannot be used again.
9. A Cheshire Cat card cannot be played during the same turn after a White Rabbit card, nor can a White Rabbit card be played during the same turn after a Cheshire Cat card.
10. As soon as a player has collected a set of 5 cards having the same letters in the circles he lays them on the table.
11. Scoring
The hand ends when all the sets have been laid on the table, and each player scores 5 points for each set he has collected. The first player to score50 points (or any other agreed total) wins the game. If at the end of any hand more than one player has scored 50 points, the player with the highest score is the winner.
A.I. Alice
A.2. Dinah
A.3. Alice falls down the shaft
A.4. The chase through the Tunnel
A.5. The Doorknob
B.I. Alice
B.2. Alice floats on the Pool of Tears
B.3. The Dodo sails on a Toucan
B.4. The Caucus Race goes on and on
B.5. Tweedledum and Tweedledee
C.I. Alice
C.2. The Walrus and the Carpenter
C.3. The Curious Oysters peep out of their shells
C.4. The White Rabbit's House
C.5. Bill the Chimney-Sweep Lizard
D.I. Alice
D.2. Iris and Daisy in the Garden of Live Flowers
D 3 The Tiger Lily and the Dandelion
D.4. Rocking-Horsefly and Bread-and-Butterflies
D.5 Dog-and-Caterpillars
E.I. Alice
E.2. The Caterpillar has something to say
E.3. The Signs in the Grove of Trees
E.4. The Mad Hatter's Unbirthday Party
E.5. The Mad Hatter pours tea
F.I. Alice
F.2. Tulgey Wood
F.3. Horn-ducks
F.4. Accordion-Owl, Eyeglasses-Bird andPencil birds.
F.5. The Brush-Dog brushes away the path
G.I. Alice
G.2. Painting the Roses red.
G.3. The Card Soldiers approach
G.4. The Queen of Hearts and the King
G.5. The Queen plays croquet
H.I. Alice
H.2. The Court Scene
H.3. The Jury at the Trial
H.4. The Chase
H.5. Alice's sister wakes her.