Pressman Wild Kratts User manual

OBJECT OF THE GAME
Be the first player to collect a Creature Power Suit card from each of the
four habitats and get back to Tortuga HQ.
CONTENTS
• 4 Playing Pieces
(Chris, Martin, Aviva & Koki)
• 16 Creature Power Suit Cards (4 for each habitat)
• 16 Creature Power Discs
(4 for each habitat)
• Spinner Card with Plastic Spinner
• Game Board
• Instruction Manual
For 2-4 Players
Ages 5 and Up

SET UP
Place the Creature Power Suit cards on the large
square spaces in each of the four habitats on the
game board. The Creature Power Suit cards, and
the square Creature Power Suit spaces on the
game board, are color-coded by habitat: yellow
for Sonoran Desert, orange for African Savanna,
teal for Indonesian Rainforest, pink for Ocean.
Place the pink Creature Power Suit cards on
the pink square on the game board, the yellow
Creature Power Suit cards on the yellow square, and so on.
Place the Creature Power Disc tokens on the
Creature Power Disc spaces in each habitat.
The Creature Power Disc tokens and the
Creature Power Disc spaces on the game board
have the same color-coding as the Creature
Power Suits.
Each player selects a character and places its playing piece on the Start/
Finish space.
PLAYING THE GAME
The youngest player goes first, and then play passes to the left.
On each turn, a player spins the spinner and moves the number of spaces
shown along the path in a clockwise direction.
COLLECTING CREATURE POWER SUITS
When players land on, or are about to pass, the space in each habitat
that holds the Creature Power Suits, players must stop on that space
unless they already have their Creature Power Suit from that habitat.
Players pick up the Creature Power Suit that matches their character and
end their turn. Players may not collect other players’ Creature Power
Suits. Players who have already collected their Creature Power Suit from
that habitat do not have to stop; they count this space as a regular space
and continue along the path.
Once a player has collected a Creature Power
Suit AND a Creature Power Disc from a habitat,
s/he can use the Power Path that begins in that
habitat. Power Paths are shortcuts to move
around the game board faster.
Players who have already collected their
Creature Power Suit AND a Creature Power Disc
from a habitat can use the Power Path in that
habitat whenever they reach it. When these players reach the Power Path
Space they can, at their option, use the Power Path shortcut. Using the
Power Path counts as one space. If a player reaches a Power Path Space
but does not have any moves left his/her turn is over; s/he may use the
Power Path space on his/her next turn. Players may only move on Power
Paths in one direction, starting on a Power Path Space and ending on
another space.
SPECIAL SPACES ON THE GAME BOARD:
Swipe – When players finish their move by exact count on
a Swipe space, they are allowed to either take any one
Creature Power Disc from any other player, or take any one
Creature Power Disc from any habitat on the game board.
Players who lose all of the Creature Power Discs from a habitat
are no longer able to use the Power Paths in that habitat.

COLLECTING CREATURE POWER DISCS
In each habitat there are spaces that hold Creature Power Discs. When
players finish their move on a Creature Power Disc space by exact count,
they collect the Creature Power Disc for that habitat. Players are allowed
to collect more than one Creature Power Disc from habitats.
Players can also collect Creature Power Discs
by finishing their move on Swipe spaces and
by spinning the Swipe space on the spinner.
Swipe spaces allow players to either take any
one Creature Power Disc from any other player,
or take any one Creature Power Disc from any
habitat on the game board.
COMBINING CREATURE POWER SUITS AND CREATURE POWER DISCS
Once a player has collected a Creature Power
Suit AND a Creature Power Disc from a habitat,
s/he can use the Power Path that begins in that
habitat. Power Paths are shortcuts to move
around the game board faster.
Players who have already collected their
Creature Power Suit AND a Creature Power Disc
from a habitat can use the Power Path in that
habitat whenever they reach it. When these players reach the Power Path
Space they can, at their option, use the Power Path shortcut. Using the
Power Path counts as one space. If a player reaches a Power Path Space
but does not have any moves left his/her turn is over; s/he may use the
Power Path space on his/her next turn. Players may only move on Power
Paths in one direction, starting on a Power Path Space and ending on
another space.
SPECIAL SPACES ON THE GAME BOARD:
Swipe – When players finish their move by exact count on
a Swipe space, they are allowed to either take any one
Creature Power Disc from any other player, or take any one
Creature Power Disc from any habitat on the game board.
Players who lose all of the Creature Power Discs from a habitat
are no longer able to use the Power Paths in that habitat.

Move Back/Move Forward – When players finish
their move by exact count on a Move space, they
must immediately move forward or backward along
the path the number of spaces indicated. They then
follow the instructions for the space they land on.
Catch a Ride! – When players finish their move by
exact count on a Catch a Ride! space, they must
immediately move to another Catch a Ride! space. If
they pass a Creature Power Suit space while moving
from one Catch a Ride! space to another, they do not
stop to collect that Creature Power Suit.
Switch – When players finish their move by exact
count on a Switch space, they must switch locations
on the game board with another player.
WINNING THE GAME
As soon as a player has collected all four of his/her character’s Creature
Power Suits, that player should begin to move toward Tortuga HQ at the
Start/Finish space. The first player to get to Tortuga HQ with all four of
his/her character’s Creature Power Suits is the winner. Players with all
four of their Creature Power Suits stop as soon as they reach Tortuga
HQ, even if they have moves remaining. When players reach Tortuga
HQ without all four of their character’s Creature Power Suits, they count
Start/Finish as one space and continue moving.
©2016 Pressman Toy Corporation.
The Pressman name and logo are registered trademarks of the
Pressman Toy Corporation. All rights reserved.
3701 West Plano Parkway, Suite 100, Plano, TX 75075
Made in Guangdong, China
We appreciate your comments on this game. Please send your correspondence to:
Pressman Toy Corporation
3701 West Plano Parkway, Suite 100
Plano, TX 75075-7836
Our Customer Service Department can be reached Monday through Friday (except during
holidays) from 10:00 am CST to 4:00 pm CST at 855-258-8214.
4070A10_V2_1016
www.krattbrothers.com www.pbskids.org/wildkratts
©2016 Kratt Brothers Company Ltd. / 9 Story Media Group Inc. Wild Kratts and associated
characters, trademarks, and design elements are owned by Kratt Brothers Company Ltd. Licensed
by Kratt Brothers Company Ltd/9 Story Media Group Inc. All Rights Reserved.
BROTHERS
KRAT T
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