How To Play Don’t Wake Daddy: Don’t Wake Daddy Game Rules

Overview

Don’t wake daddy is a fun children’s game with a simple objective. The game’s objective is to be the first player to sneak from your bed to the refrigerator without making too much noise and waking daddy.

Objective

Be the first player to make it to the refrigerator without disturbing and waking daddy.

Don’t Wake Daddy Board Game Rules

Move to space directly in front of the leader on the track if you spin and get a purple star.

Landing on a space without a number and colour is safe.

If a player lands on a space with colour and number, and they have the card for that space, they are safe. If the player does not have the card for that space, they must press the alarm the number of times indicated on the space. If the alarm does not wake daddy, the player is safe. If daddy wakes, the player must return to their bed at the start of the track and also collect the card for that space from the player that has it.

Towards the end of the track, a player can get a colour that is no longer on the track, in that case, the player is allowed to proceed directly to the rainbow.  

Number of Players Needed

Minimum of 2 and maximum of 4

Equipment

Game board

3-part Bed: Bed, Headboard and Daddy

Daddy’s Nightcap

Deck of 24 cards

4 Movers

Mover Bases

Spinner

Setting Up

Wear a nightcap for daddy and place him in his bed. Pressing daddy flat down on his bed puts him to sleep. After this, place the bed in the middle of the game board. Each player selects a mover and places it in the matching bed at the start of the game track (on the game board). The movers are of different colours and each has a bed of matching colour at the start of the track. Next, the card deck is shuffled and shared equally to all the players. 

How to Play

The youngest player gets to go first and play continues to the left. A player on their turn will spin the spinner and then move their mover to the first corresponding colour on the track. A player is allowed to move directly to space in the front of the track leader if they spin and get a purple star. If that player is the leader on the game track, they get to spin again. In a situation where a player gets a purple star and there is no player yet on the track, that player gets to place their mover on the very first space on the track.

Some spaces on the track have both number and picture and can be potentially dangerous for players but spaces without a picture and number are safe if a player lands on them. If a player lands on a space with a number and a picture, the player needs to have the card that matches that space to be safe. If the player has the card for that space, the player is safe and their turn ends. If the player does not have the card for that space, the player must press the button on the alarm clock the number of times written on the space. Pressing the alarm could wake daddy. If daddy does not wake after the player has pressed the button the required number of times, the player is safe and must stay in that space until their next turn. If daddy wakes, then the player has to collect the matching card for that space from the player that has it and also return to their bed at the start of the track.

Winning the Game

When a player gets towards the end of the track, the player may spin a colour that is no longer on the track. In that case, the player is allowed to go to the rainbow simply because the rainbow has all the colours in it. The first player to reach the rainbow refrigerator wins the game.

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