Instructions
Select a token and place it on the "Start" space. Push the spinner to determine how many spaces you must move. The player wearing the most green goes first. If no one is wearing green, the youngest player goes first. Move the full number of spaces as indicated by the spinner. Multiple players can occupy the same space at one time.
Pick up any cards as required on the space where you land. If you must select a "Help" card, pick up the top "Help" card from the deck, look at it, and place it face down in front of you. "Help" cards will give you instructions to follow. You may have up to three "Help" cards in front of you at one time. If you draw more than three, select a "Help" card to discard. When the "Help" card pile disappears, do not reshuffle the deck. Simply carry on with gameplay.
Draw an "Event" card if you land on an "Event" space. "Event" cards may be "Battle," "Location," or "Activity" cards. Follow the instructions on these cards immediately, and then discard them. If you draw a "Location" card, move to the space on the card, and then discard it. If you draw a "Battle" card, roll the three battle dice. The three symbols must match what is on the card. Push the spinner and move forward that many spaces if the dice symbols match. If the dice symbols do not match, move spaces backward according to what the spinner says.
Participate in the activity indicated if you drew an "Activity" card. This may require you to sing songs from the "Shrek" films or imitate characters. The other players vote on the performance. If the other players approve, you draw a "Help" card. If the players do not approve, your turn ends.
Follow all directions on the game spaces. If you land in the prison, wait until your next turn and roll the three battle dice. They must match the dice on the prison space. If they do not, try again on your next turn. In order to enter the castle space, you must draw Gingy from the "Help" cards. Draw "Help" cards until you obtain Gingy, and then proceed.
Wait until the turn after you enter the castle to defeat the evil fairy Godmother who has held Fiona captive. Roll the three battle dice. The symbols needed to defeat the Godmother are printed on the castle space. If you are the first player to match symbols, you win the game. If you do not match the symbols, wait until your next turn and roll the three battle dice again.