Fisher-Price K3328 Instruction Sheet

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The Crime Solving Card Game!
GAME CONTENTS
1 Wanted Poster 4 Interrogation Rooms 64 Investigation Cards 8 Witness Markers 1 Die
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THE OBJECT
Become the Chief of Police by correctly identifying the guilty suspect.
GAME SETUP
Unfold the Wanted Poster and place it where both players can see it. The Wanted Poster contains pictures of 16 suspects.
Separate the Interrogation Rooms from the Investigation Cards.
Interrogation Room Example
© 2006 Mattel, Inc.
Front
Back
Place the 4 Interrogation Rooms in a row in the middle of the playing area.
Place the 8 Witness Markers face down so the numbered backs are showing. Mix the markers, then choose one of each number (one number 1, one number 2, etc.) so you have a total of 4. Set the others aside – do not look at them.
do not look at them.
Investigation Card Example
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© 2006 Mattel, Inc.
Front
Back
Witness Marker
Interrogation Room Card
Without looking at the Witness Markers Without looking at the Witness Markers
you selected you selected, place one on top of each Interrogation Room, positioning the marker’s notch beneath the Interrogation Room’s highest number. It does not matter which marker you place on which Interrogation Room.
Witness Marker
Shuffle the 64 Investigation Cards, deal 7 to each player and place the remaining cards face down as a Draw Pile. Turn the top card face up next to the Draw Pile as a Discard Pile.
The youngest player goes first.
OVERVIEW
A crime has been committed! You must uncover the clues that will lead you to the guilty suspect!
Each of the four Interrogation Rooms holds one Witness who knows a crucial piece of information about the criminal you’re looking for: Hair These Witnesses have a “breaking point by the Interrogation Room number they are positioned beneath – the higher the number, the more difficult it is to make them talk. By playing Investigation Cards with a value equal to or exceeding the breaking point of a Witness, you uncover clues that will help you to identify the lawbreaker and bring him or her to justice.
Hair Color, Eye Color, Facial Hair Color, Eye Color, Facial Hair or Glasses Glasses.
breaking point” which is determined
LET’S PLAY
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On your turn, take the following 5 actions in this order:
1. You must
must draw a card(s).
2. You may
may play 1 Command Card if you want to.
3. You may
may play 1 Meld of Investigation Cards if you want to.
4. You may
may roll the die if you want to.
5. You must
must discard 1 card.
Each step is explained in detail below.
STEP 1. YOU MUST DRAW A CARD(S).
STEP 1. YOU MUST DRAW A CARD(S).
You may eithereither take 2 cards from the top of the Draw Pile or take 1 card from the top of the Discard Pile.
STEP 2. YOU MAY PLAY 1 COMMAND CARD
STEP 2. YOU MAY PLAY 1 COMMAND CARD
IF YOU WANT TOIF YOU WANT TO. Command Cards alter the course of an investigation. Play them face up on the Discard Pile and perform the appropriate action. You may play one Command Card per turn. Each Command Card is described at the end of these rules.
STEP 3. YOU MAY PLAY 1 MELD OF INVESTIGATION
STEP 3. YOU MAY PLAY 1 MELD OF INVESTIGATION
CARDS IF YOU WANT TO.CARDS IF YOU WANT TO. A Meld is a set of 3 numbered cards of the same color (the numbers don’t have to match). If you have a Meld in your hand, place it face up in front of you. You can play 1 Meld per turn. If you cannot or do not want to play a Meld, skip this step.
Note: Black cards are Wild
Wild and may be played as any color to
create Melds.
Using Melds
Using Melds
You play a Meld each turn in an attempt to reach the breaking point of a Witness in an Interrogation Room. Because the breaking point on an Interrogation Room can range from 10-20 (depending on the position of the Witness Marker) and the highest Meld you can play is 9 (three 3’s), you will not be able to reach a room’s breaking point by playing a single Meld. You will have to play additional Melds on later turns that you can add to your first Meld, or you will need to roll the die (Step 4).
To determine whether you have reached an Interrogation Room’s breaking point, add up the value of all Melds you have played that are the sam e
same color color as the Interrogation Room you are
trying to break (i.e. for the blue Interrogation Room, add up all of your blue Melds). Be sure to include any all-black Melds you have played when adding up your total – black cards are Wild so they can become any color Meld you need. Do not mix the cards when adding them – you need to keep your individual Melds separate.
If the total of your Melds is LESS THAN the breaking point
If the total of your Melds is LESS THAN the breaking point
of the Witness in the matching-colored Interrogation Room, go to Step 4.
If the total of your Melds EQUALS OR EXCEEDS the
If the total of your Melds EQUALS OR EXCEEDS the
breaking pointbreaking point of a Witness in the matching Interrogation Room, you can look at the clue on the back of that Witness Marker (i.e. if the total value of all your red Melds is at least as great as the breaking point of the Witness in the red Interrogation Room, you can look at that clue). Be careful not to let your opponent see the clue. Return the Witness Marker to its Interrogation Room after looking at it, but
but
place it on the next lowest numberplace it on the next lowest number. Finally, remove one of the Melds you just used against the Witness and place it on the Discard Pile. If you haven’t reached an Interrogation Room’s breaking point, you do not remove a Meld.
The Black Interrogation Room
The Blac k Interrogation Room
The breaking point numbers in the black Interrogation Room are higher than the numbers in the other Interrogation Rooms because you can combine Melds of ALL COLORS against
you can combine Melds of ALL COLORS against
this roomthis room (i.e. you could combine a Meld of red cards, a Meld of blue cards and a Meld of black cards to reach the breaking point of a Witness in the black Interrogation Room).
Remember, a Meld of black cards is very powerful – because it is Wild, you can use it against all 4 Interrogation Rooms.
STEP
STEP 4. YOU MAY ROLL THE DIE IF YOU WANT TO.4. YOU MAY ROLL THE DIE IF YOU WANT TO.
If you haven’t reached the breaking point of a Witness but are no more than 6 points away from it, you can choose to push your luck by rolling the six-sided die and adding the roll to your Melds. Be careful – whether you succeed or fail to break the Witness, you will still have to discard one of the Melds you used against that Witness.
If you don’t want to roll the die, skip this step.
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