HASBRO Clue Harry Potter World User Manual

Page 1
AGES
9
3– 5
PLAYERS
VANISHING ACTS MYSTIFY MANY…
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 ,
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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.
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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
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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
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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.
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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).
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:
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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
HARRY POTTER , char acters, names and related indicia are trademarks of and © War ner Br os. Entert ainment Inc. Harr y Potter Publishing Rights © JKR. ( s11)
The HASBRO and PARKER BROTHERS names and logos and CLUE are trademarks of Hasbro, © 2011 Hasbro, Pawtucket, RI 02862 USA. All Right s Reserved. TM & ® denote U.S. Trademarks . 1013114801
5. Make an Accusation
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.
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