BUT WHO OR WHAT IS REALLY TO BLAME FOR THE LATEST DISAPPEARANCE?
Contents: Gameboard, 6 Identity cards, 6 Movers, 29 Help cards, 32 Da rk cards,
21 Mystery ca rds, 1 Notepad, 40
1 Envelope, 1 Green d ie, 1 Black die, 1 Label sheet.
Floo Powder
tokens , 6 Suspect tokens, 6 Item tokens ,
Page 2
A FELLOW STUDENT HAS MYSTERIOUSLY VANISHED!
Playing as Harry, Ron, Hermione, Ginny, Luna or Neville, you must try
to discover WHO did it, WHAT spell or item they used and WHERE
it happened. Was it Fenrir Greyback with a Cursed Necklace in the
Forbidden Forest?
Move around the board making suggestions… but watch out! When the
wheels on the board turn, fi replaces can light up, hidden doorways can be
revealed, or the Dark Mark can appear. Whenever the Dark Mark appears,
beware — when seen, it surely means that Dark Forces are at work.
Pick up Help cards, which will provide you with spells, allies and items that
protect you from the Dark Forces and stop you from losing Floo powder
tokens. Floo powder tokens allow you to travel from room to room using
fi replaces. These Floo powder tokens must be guarded carefully – if you
lose all your tokens, you will no longer be able to use the magical
fi replaces to move around the board!
When you’re sure of your facts, go to The Burrow to make your fi nal
accusation and win the game!
Assembly
Push the Floo powder, suspect and item tokens, and wheels out of their
•
cardboard sheets.
Each wheel has a location name on it (Gringotts, Hogwarts Castle, The
•
Hog’s Head, or Ministry of Magic). Match the location name on each
wheel to the image on the board, and attach it by pushing a plastic rivet
through the wheel and the board as shown. Make sure the writing on
the wheel is facing upwards.
Fitting the wheels
Black die
Stick the location symbols, Dark Mark and star labels
to each face of the blank black die.
23
Page 3
Help cards
Most Help cards will protect you from
the events caused by the Dark Forces
found in the cards in the Dark Deck.
Keep each Help card unless a Dark
Deck card tells you to discard it.
Location
Enter a location to make a
suggestion. Black doors are
open, red doors are closed.
You can only enter a room
if the door is open.
Start
All wheels should
show “START”.
Wheels
Whenever you roll a location on the black die, move
the wheel in that corner of the board one notch
clockwise. Doors may turn black (opened door)
or turn red (closed door); fi replaces may light
up or go out; or the Dark Mark may appear.
Item and suspect tokens
Place these in the relevant location
when making a suggestion.
Movers
Star
Land on this symbol
and take a Help card.
Notepad
®
®
Solution
envelope
Dark deck
Dark Mark
If the Dark Mark
appears, either on the
black die or on the
board, draw a card from the
Dark Deck and suffer the
consequences – unless you have
the right Help card in your hand.
Green die
Black die
Identity cards
Fireplaces
The fi replaces light up (green smoke)
or go out (grey smoke) as the
wheels move.
Mystery
cards
Floo powder
tokens
Page 4
Setup
1. Lay out the board and turn the
wheels so the word
START is showing on
all of them.
2. Separate the Dark Deck and
Help cards. Shuffl e each pile
and place them facedown in
piles near the board.
3. Each player needs:
One sheet from the notepad
•
A pencil (not supplied)
•
1 Help card (kept faceup in
•
front of them)
Pinches of Floo powder (FP),
•
depending on the number
of players:
3-player game: 8 pinches each
4-player game: 10 pinches each
5-player game: 12 pinches each
Place the rest in a pile near
the board.
student and any spare cards
and movers out of the game.
5. Separate the Mystery cards
into three piles (suspects, items
and locations) and shuffl e each
pile. Remove one from each pile
and put them in the solution
envelope. Be careful to keep
them secret from all players –
this envelope contains the
solution to the mystery!
6. Shuffl e all the remaining
Mystery cards together and
deal them, facedown, so each
player has the same number.
Place any extra cards faceup
in The Burrow.
7. Look at the cards in your hand
and faceup in The Burrow and
tick them off on your notepad.
If you have those cards or they
are faceup in The Burrow, they
cannot be in the envelope!
Remember to keep your notes
hidden from other players.
= 3 pinches
of FP
An Identity card and mover
•
(see point 4)
4. Shuffl e the six Identity cards
and randomly remove one.
Turn it faceup to reveal the
character who has fallen prey
to Dark Magic and is missing.
Each player must then choose
a character from the remaining
Identity cards and place the
matching colored mover on
its colored start space on
the board. Place the missing
4
8. Place the item and suspect
tokens in piles where everyone
can reach them.
The player whose birthday it
is next takes the first turn.
Play continues to the left.
Page 5
How to Play -
At a Glance
On each turn:
1. Roll both dice.
2. Check the black die.
3. Move (using the green die
or a lit fi replace).
4. Make a suggestion, take a
Help card or end your turn.
When you’re sure you’ve solved
the mystery:
5. Go to The Burrow to make
your accusation.
On Your Turn
1. Roll both dice.
2. Check the black die.
If the black die shows the star,
•
take a Help card and
place it in front of you,
then continue to
Step 3 (Move).
•
If it shows one of the location
symbols, turn the wheel in that
corner of the board one notch
clockwise and check to see
whether or not the Dark Mark
has appeared. If not, go
straight to Step 3 (Move).
Note: Doors into locations may
open or close and fi replaces may
change when a wheel is turned.
If the Dark Mark shows up on
•
the wheel, the black die, or
both, take a card from the Dark
Deck and read it out loud.
Each Dark card describes an event
likely to have been caused by Dark
Forces and each card shows:
What is happening
•
Who is affected
•
How many pinches of
•
Floo powder could be lost
How you can protect yourself
•
against the event
If you have a Help card that
protects you, show it to the
other players and then place
it back in front of you.
You are safe.
If you don’t, you must pay the
penalty by putting that many
pinches of Floo powder onto the
Floo powder pile. If you pay with
more pinches than you need, take
back the difference.
When you have used a Help card
or paid your Floo powder penalty,
continue to Step 3 (Move).
If any player loses all
their Floo powder tokens,
they can no longer use
the Floo network.
3. Move
Check the green die.
You can either:
Ignore the roll and use a lit
•
fi replace to move to another
room with a lit or unlit fi replace.
Each time you use a fi replace
to move, pay 1 pinch of FP
into the FP pile.
or
Move any number of spaces
•
up to the number you rolled.
Rules
for Moving
You do not have to use the
•
full roll.
You can move horizontally or
•
vertically, but not diagonally.
Black doors are open, red
•
doors are closed. As soon as
you enter a location (through
an open door), STOP MOVING!
You cannot pass through a
•
closed door unless you have
an Alohomora Help card.
If you land on a star symbol,
•
STOP MOVING and
take a Help card.
You can pass through a
•
space occupied by another
player, but only one player
can stay on the same space
at one time.
If you are in a location at the
•
end of one turn, you must
leave it on your next turn.
You may not re-enter the
same location on that turn.
4. Make a Suggestion, take a
Help card or end your turn
Make a Suggestion (only if
you’re in a location)
If you move to a location (other
than The Burrow), you can
suggest:
5
Page 6
a suspect
•
an item
•
the location you are in
•
Example: You enter Gringotts.
You suggest: “I think Snatchers
did it with the Cursed Necklace
in Gringotts.”
Move the suspect and item
tokens you have suggested
into the location you are in.
The other players must now reveal
whether or not your suggestion
was correct, starting with the
player to your left.
If they have one of the Mystery
•
cards you have called, they
show it to you (and only you).
a card or until all players have
passed because they have none
of the cards you suggested.
Your turn is now over.
Take a Help Card (only if you land
on a star)
If you land on a star
symbol, draw the top
Help card from the deck
and put it faceup in front of you.
The Help card will be an Ally, an
Item, or a Spell.
Visiting
The Burrow
Enter The Burrow to make
an accusation.
Beware: If your accusation is
wrong, you are eliminated from
the game. You must still answer
questions to help other players,
but you cannot win. Don’t make
your accusation lightly!
Winning the Game
If you fi nd all three of the cards
you named in the envelope, you
win the game. Show the cards to
the other players and celebrate!
If you got it wrong, return the
three cards to the envelope,
making sure none of the other
players see them.
You can make no more moves
•
in the game, and cannot win.
You must continue to show
•
cards to other players
when asked.
If they have more than one of
•
the cards, they can choose
which one to show you.
Check this card off on your
notepad – this proves the card is
not in the envelope. Your turn is
now over.
If the player to your left does
•
not have any of the Mystery
cards you suggested, the
player to their left must show
a card if they have one. Keep
going until a player shows you
When you’re sure you’ve solved
the mystery, use your roll to get
to The Burrow as fast as you can.
From here, you can make your
accusation by naming the
suspect, item and location
you think are correct.
For example:
“ I accuse Peter Pettigrew with
the Jinxed Broomstick in
Malfoy Manor.”
Now secretly look at the cards in
the envelope.
HASBRO CANADA, LONGUEUIL, QC, CANADA J4G 1G2.
Consumer contact :
USA and Canada : Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02862 USA. Tel: 8 88-836-7025.
www.hasbrogames.com
®
PROOF OF PURCHASE
®
311 48
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