Fisher-Price 42754 Instruction Sheet

Ages 8+
3 to 6 players
OBJECT OF THE GAME
Be the first to solve the mystery at Hogwarts, and you win! But be careful where you point your finger, a wrong guess will cost you the game.
EQUIPMENT
Your Mystery at Hogwarts Game comes with:
∑ Halls of Hogwarts Game Board ∑ Green Hogwarts Cards (10)
∑ Hogwarts Dice (2) ∑ Blue Hint Cards (23)
∑ Hat Movers (6) ∑ Hunch Checklist Pad
∑ The Ghost (translucent blue figure)
Please remove all components from package and compare them to the component list. If any items are missing, please call 1-800-524-TOYS.
THE HALLS OF HOGWARTS
CLASSROOMS – Where players can ask professors for Hints or Test a Hunch HOGWARTS CREST – The starting place for players’ Hat Movers GHOST’S STARTING HAUNT – The blue dot where the Ghost figure starts the game THE GREAT HALL – Where players go if bumped by the Ghost BROKEN PASSAGES – Gaps in the 2nd Floor Passageway that can only be patched with the correct
passage card SECRET PASSAGES – A shortcut through Hogwarts that can only be opened with the correct passage
card FLUFFY’S TRAPDOOR – Where the four Hint Cards revealing the answer to the mystery are hidden
until a player is ready to Point the Finger
Fluffy’s
Trap Door
Classrooms
Broken
Passage
Spaces
Secret
Passage
Spaces
Space
Squares
Classrooms
Halls of Hogwarts Gameboard
2nd Floor Passage
Hogwart’s Crest
The Ghost’s Starting Haunt
The Great Hall Space
SETTING UP THE GAME
1. Unfold the game board. Give each player a Hunch Checklist.
2. Each player chooses a Hat Mover and places it on the HOGWARTS CREST. This is a starting space only. After the beginning of the game, players and the ghost must move around it.
3. Place the Ghost figure on the GHOST’S STARTING HAUNT.
4. Separate the green Hogwarts Cards from the blue Hint Cards. Set the green Hogwarts Cards face down to the side of the board.
5. With the oldestoldest player as dealer, separate the blue Hint Cards into the following piles:
Faculty Cards Cards bordered in purplepurple are the professors who may
have caught the disobedient student casting the spell. Culprit Cards Cards bordered in yellowyellow are the characters that could
be the caster of the spell. Spell Cards Cards bordered in red red are the spell that may have
been cast. Victim Cards Cards bordered in blue blue are the characters that could
be the target of the spell.
6. Turn each pile face down and shuffle individually. Remember which pile the Faculty Cards are in.
7. Draw one card from each Hint Card pile. Do not looDo not look at the cards. Place the 4 cards face down under Fluffy’s Trapdoor out of play.
8. From the Faculty Hint Card pile, deal out one one card to each player.
9. Shuffle ALL the remaining Hint Cards together into one Hint Deck. Place the deck face down beside the game board.
10. You should have one Hint Card. Look at it, but don’t let the other players see it.
11. Because your Hint Card is not under Fluffy’s Trapdoor, make a mark by it on your Hunch Checklist. Do this for each card you discover during the game. Do not let the other players see your checklist.
Culprit
Card
Victim
Card
Faculty
Card
Spell Card
HOW TO SOLVE THE MYSTERY
Solve the mystery by guessing which FACULTY, CULPRIT, SPELL, and VICTIM Hint Cards are under Fluffy’s Trapdoor. When you visit professors in their classrooms, you can collect a hint by drawing a Hint Card or Test a Hunch by asking the question:
The other players disprove your hunch by showing you the Hint Cards you named that they have in their hands. By discovering which cards are still in play, you can figure out which cards are under the trapdoor. When you solve the mystery, race to the trap door, name the cards, and win the game.
“Professor _______, did you catch _______ casting a _______ spell on _______?”
Faculty card Culprit card Spell card Victim card
LET’S PLAY
1. Each player rolls one die. The highest roll goes first. Play proceeds, in turn, to the leftleft.
2. On your turn, roll both dice and move toward a classroom or play as indicated. (See MOVING
AND PLAYING below).
3. In each classroom, you will visit the Professor matched with that Classroom on the Hunch
Checklist. You may either draw a Hint Card or Test a Hunch. (See TEST A HUNCH below.) You may not do both.
4. While visiting a Professor, if any cards remain in the Hint Deck, you may Collect a Hint Card.
Draw a card from the Hint Deck and keep it in your hand. You may not test a hunch with the same professor from which you draw a Hint Card in a single turn.
5. When you know which 4 Hint Cards are under Fluffy’s Trapdoor, head for the trapdoor as fast
as you can.
6. The first player to arrive at Fluffy’s Trapdoor and Point the Finger at the Correct Professor,
Culprit, Spell and Victim wins the game. (See POINT THE FINGER and WIN THE GAME on last page.)
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