Snow White and the Seven Dwarfs (1994)

Playtime: 0
Min. Age: 0
Number of Players:
2 - 4
Publisher:
Tormont
Designers:
Diane Mineau
Artists:
Unknown
Mechanics:
Grid Movement,
Roll / Spin and Move
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Snow White and the Seven Dwarfs are out in the woods picking berries. The forest animals warn them that the wicked Queen, disguised as an ugly old hag, is after them. In order to deceive the wicked Queen, Snow White and the Seven Dwarfs separate into four teams and set out, each in a different direction, for their little cottage.
Published in Disney's Giant Board Game Book, Snow White and the Seven Dwarfs is a roll-and-move game where players simultaneously move four markers on a grid, trying to get all four safely to their designated cottage. Each player presses the "electronic die" and then chooses one of four markers to move from its starting point onto the grid. Markers must make their entire move either vertically or horizontally, not both. Many grid squares are marked with various character, events or objects from the movie. Landing on these may move the player's marker or cause loss or gain of a turn. An element of strategy is added by the ability to move any marker, offering the choice to move the marker that will land on an advantageous space or avoid a negative space. The first player to move all four markers from their starting spaces to the safety of the cottage wins.
Published in Disney's Giant Board Game Book, Snow White and the Seven Dwarfs is a roll-and-move game where players simultaneously move four markers on a grid, trying to get all four safely to their designated cottage. Each player presses the "electronic die" and then chooses one of four markers to move from its starting point onto the grid. Markers must make their entire move either vertically or horizontally, not both. Many grid squares are marked with various character, events or objects from the movie. Landing on these may move the player's marker or cause loss or gain of a turn. An element of strategy is added by the ability to move any marker, offering the choice to move the marker that will land on an advantageous space or avoid a negative space. The first player to move all four markers from their starting spaces to the safety of the cottage wins.
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ag.gameitem.lastUpdated: 2025-04-26 15:27:09.159