Whitman Publishing Company (publisher) AGPI # · P-1677Full Publisher Info
Tucker Tiddlywinks # ·
Title, Preserving Case ·
Title Language ·
Publisher Name on Game
Whitman Publishing Co.
Publisher Catalog #
5369
Publisher Mark
Whitman in white in black oval
Game Type ·
Keywords
Price ·
Rules Format
on cardboard target in box bottom
Container Type ·
Container Size · (measured in inches)
15¾ inches wide — 8¼ inches high — 1¾ inches deep
40 cm wide — 21 cm high — 4.4 cm deep
Cover Description
“LUCKY SHOT” in black with horizontal white stripes. 4-leaf clover at top. Horseshoe at left. Boy with red/white/yellow shirt and blue pants kneeling at bottom, shooting a wink toward target (depicting target from box bottom). “with tiddly winks” in green above target
Apron Descriptions
colored stripes, “LUCKY SHOT” in black.. 2 aprons have “5369:69; Made in U.S.A.; WHiTMAN PUBLISHING CO.”
Contents
1 die (1/4″). Round wooden markers (5/8″ diameter, 3/16″ tall) of each color (blue, green, red, yellow)
Tiddlywinks Type ·
Tiddlywinks Targets
Cardboad in box bottom: colored spaces progressing from START to HOME for each color (blue, green, red, yellow). 3 plastic cups (2″ diameter, 1 1/4″ tall) with lip & wide rill, each of a different mottled purple/red/white color. 2 cups at ends of progression are each marked 25. Other at center is marked 50.
Winks
Plastic with burrs. Large (7/8″): 1 blue, 1 green, 1 red, 1 yellow. Small (5/8″): 4 blue, 4 green, 4 red, 4 yellow
Tiddlywinks Felt ·
In Collection ·
Database Update Date ·
INSTRUCTIONS
LUCKY SHOT
The object is to get 4 small winks into cups by hopping them into any cup or by playing the board to a 25-point cup. Each player chooses a large wink, 4 small winks, and a marker of the same color. First player places a small wink between himself and the board. He tries to hop it into a cup by drawing edge of large wink over small wink. If it lands in a cup he leaves it there. If not, he places marker on board at START. The play moves to left. At his next turn, player either hops a wink or, if he has a marker on the board, throws die and moves marker as many spaces as die indicates. If marker lands on space of same color, player tries again to hop wink into cups. If it lands in a cup he removes marker from board. A wink may be placed in a 25-point cup by throwing exact number needed to reach HOME. When a player has 4 winks in cups each player counts his winks in the cups and totals his score.