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RULES OF THE
ENID BLYTON CARD GAME
FARAWAY TREE
Featuring characters from
The Enchanted Wood
The Magic Faraway Tree
The Folk of the Faraway Tree
For 2, 3 or 4 Players
THE GAME
The game is to see who can go to the Enchanted Wood, find the Faraway Tree and climb up to the top, past all the folk who live in the tree, and arrive at the ladder that passes through the clouds into the wonderful Land of Birthdays where all your wishes come true.
THE PACK
The pack is made up of 44 cards; four sets numbered from 1 to 9, and eight Penalty cards marked P. These are the cards to be used when trying to stop anyone else climbing the Faraway Tree. Look through the cards before you learn how to play, so that you know what is on them. You will recognise many old friends.
THE IDEA OF THE GAME
Every player is dealt 6 cards. Then in turn, he draws one from the cards left in the pack, plays a card in front of him and discards one. His object is to lay out in front of him, one by one, a complete set of the cards, numbered 1 to 9. When he has done this, he will find that the cards tell the story of finding and climbing the Faraway Tree.
THE DEAL
The dealer shuffles the pack, and then deals 6 cards to each player. He puts the rest of the pack face down on the table, and turns up the top card.
THE PLAY
The player on the left of the dealer begins the play. Each player draws a card from the pack, and plays a card if he can, and also discards. Of course his first card must only be a No. 1 card, because the cards may only be played in their proper order. When a player draws a card from the pack, he may draw only the top card, or, when there are discards there, he may draw any one of the top three discards.
BUILDING UP THE STORY OF THE FARAWAY TREE
Having played a No. 1 card, a player may on his next turn play a No. 2 card beside his No. 1 card, and so on up to No. 9, when he will see the whole story of the Faraway Tree laid out in front of him. Players must, of course, set out their cards ill the right numerical order, and may only play one card at a time.
NO CARDS LEFT IN PLAYER'S HAND
Whenever a player has no more cards left in. his hand, he must draw two cards instead of one, on his next turn. He may draw either the top two cards of the pack, or any two of the three last discards. He may not draw one card from the top of the pack and one from the discards. When he has drawn his two cards, he then plays as described before, discarding one of the two cards drawn, in the usual way.
Players must, as soon as possible, discard from their hands all cards bearing the same number as cards they have already set out in front of them. For example, if a player has in his first three turns been able to lay a No. 1 card, a No. 2 card and a No. 3 card in line in front of him, he must discard any No. 1, No. 2 or No. 3 cards in his hand as soon as possible.
Penalty cards may be discarded at any time the player wishes, when it is his turn to discard, but a player does not need to discard Penalty cards that happen to bear numbers which he has already played.
WHEN THE PACK IS FINISHED
When the pack is finished and there are no cards left in it to draw, and when the last discard has been played, the dealer shuffles the discards, puts them down on the table, and turns up the top card as before. The play then goes on, Note that no player may draw the last discard.
PENALTY CARDS
Six of the Penalty cards are marked P2, P3, P4, PS, P6 and P7. The other two are marked P8.
Even if a player has not played a numbered card, he may, before discarding play a Penalty card on the highest card another player has played.
The Penalty card must bear the same number as the highest card Played by the opponent. Thus if an opponent has climbed as far up the Tree as No. 3, a player may play Penalty card No. P3 on the No. 3 card as a punishment for peeping In at the Angry Pixie.
If there is more than one card on which a Penalty card can be played, a player must place it on the nearest appropriate card to his left.
The opponent on whose card the Penalty card is played must then lose one or two turns, according to the instructions written on the Penalty card. After the player has missed his turns, he can remove the Penalty card and put it aside till the end of the game.
One P8 card cannot be played on the other P8 card.
THE WINNER
The winner is the one who first completes the story of the Faraway Tree by playing a No. 9 card, so that he has the complete set of cards, 1 — 9, in front of him.
Pepys Series Games
107 North Wallace St. Glasgow C.4
9/12 Bow Street, London W.1