HASBRO Clue Secrets in Paris User Manual

The Drama Club Players...
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Ryan
Samantha
Scarlet
Samantha is the star of the
show who always gets her
way, but has no problem
breaking hearts and
backstabbing her fellow actors
along the way. She’s got looks,
she’s got class and she gets
everyone’s attention—which
is exactly how she likes it.
In fact, she always steals the
show—hey, wait a minute...!
Zach
Mustard
Zach is a big guy; with a big
attitude! He is one dude
whose bad side you don’t
want to be on. He counts on
his brawn, not his brains (if he
even has any inside that hard
head) He’s usually cast as the
villian…could he have taken
his role a little too seriously?
Green
A popular, good-looking
dude who seems friendly
and easy-going, but he’s
really just into himself.
A natural performer and
smooth talker, everything
has always come easy for
this “leading man”. But is
Ryan’s good-guy reputation
all just an act?
Emma
White
Emma is always trying to fi t
in, one way or another. She’s
desperate to just once be
cast as “leading lady”. She
can be focused and driven,
especially in her effort to
make a name for herself.
Could Emma have been
driven to star in her own
criminal” performance?
Secrets in Paris
Justin
Plum
Justin is so smart he’s pretty
much in “a class” by himself.
His eccentric behavior can
sometimes get laughs (don’t
worry we’re laughing at you,
not with you!) His roles are
usually relegated to bit parts
and the token nerd, but he just
might be looking for a way to
nally outsmart everyone who
ever laughed at him!
©2009 Hasbro. We will be happy to hear your questions or comments about this game. US consumers please write to: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02862 U.S.A. Tel: 888-836-7025 (toll free). European consumers please write to: Hasbro UK Ltd., Hasbro Consumer Affairs, P.O. BOX 43, Caswell Way, Newport, Wales, NP19 4YD, or telephone our Helpline on 00 800 2242 7276.
© 2009 Hasbro, Pawtucket, RI 02862 U.S.A. All Rights Reserved. TM and ® denote U.S. Trademarks.
hasbrogames.com
16942
Ashley
Peacock
She’s got everything under
control; seriously, everything!
Drama club director, stellar
grades, friends, student
government; even the teachers
think she rocks. But don’t
cross this control freak!
She’s so organized, she could
run her own theater company,
if only she had some way to
pay for it...
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3-6 Players
Game Setup
,
r
ou y l.
Shu
ffl e the Intrigue cards and place to one side
.
See
pg. 7 to learn when to draw an Intrigue c
ard
.
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ea
ch
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e ande off to the si
de.
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On Your Turn
Who Stole the Priceless Work of Art?
You’re on a high school drama club trip, but someone came for more than the scenery! The art has been stolen from the Louvre, and it’s hidden at one of the sites you’ve visited. students used a drama club “weapon” prop to commit the crime— now it’s up to you to players about their cards. If you can narrow down hid it, and with
solve the mystery! Travel around Paris asking other
which prop, then make a correct accusation, you win!
1
Separate the Rumor cards into students, sites and props. Secretly take one card from each pile and place it into the airmail envelope. Put the envelope off to the side.
The Envelope Now Holds the Answer to the Crime!
Who did it, at which site, with which prop?
One of the
who did it, where they
Shuffl e the remaining Rumor cards together and deal them, face down, so that each player has the same number. Place any extra Rumor cards face down on the Hotel in the center of the gameboard. (You may look at these cards only when you move into the Hotel. See pg. 4 for more details.)
2
Contents: Gameboard, 6 Student Pawns,
6 Passports, Deck of Rumor Cards,
Deck of Intrigue Cards, Clue
Sheets, Confi dential
Envelope, 2 Dice,
9 “Weapons”
Mustard
& Scarlet’s
START
spaces
3
Place the student pawns on their matching color start spaces. Then choose which student you’d like to be.
SCARLET
Take the matching Passport and place it in front of you. Inside each Passport is a special “power. See pg. 7 for details.
MUSTARD
WHITE
GREEN
PEACOCK
Props
PLUM
On your turn, move around the city and “Start a Rumor” to try and fi nd out what the other students know by learning which cards they have in their hands. When you think you know what cards are in the envelope, head to the Hotel and “Make an Accusation.”
Move by rolling the dice or using
the Metro – every turn (see pg. 4)
And Either… Start a Rumor
“I think it was...” – only if you’re at a site (see pg. 5)
Or… Make
2 CLUE
Each player gets a map sheet. Secretly check off the Rumor cards you were dealt.
!
DO NOT CHECK OFF YOUR
STUDENT PAWN UNLESS YOU
HAVE ITS RUMOR CARD.
4
5
Shuf e the Intrigue cards and place to one side.
CLOCK CARD
KEEPER CARD
See pg. 7 to learn when to draw an Intrigue card.
6
Place the props in the Hotel. Roll the dice. High roller goes fi rst.
Bat
Ax
Pistol
Candlestick
Dumbbell
Knife
Poison
Rope
Trophy
an Accusation
“It was...”
– once per game at the Hotel (see pg. 6)
CLUE 3
Moving Rumors
There are two ways to move…
Roll the Dice
Roll the dice. Move up to the sum of the two dice, counting squares toward an entrance to your desired site. Entrances are shown as lighted “doorways”. You may only enter sites by these lighted entrances (see illustration below).
If one of the dice shows a question mark, immediately draw an Intrigue card (see pg. 7).
Use the Metro
If you’re at a site with a Metro (Arc de Triomphe, Bastille, Sacred Heart Basilica, or Orsay Museum), you may use it to move directly to the connected site.
If You Move into the Hotel You May Either…
The
Hotel has
3 lighted
entrances
Rules of Moving
You do NOT have to use your full move.
You may NOT re-enter a site you left during that turn.
If you land on a space with a question mark, STOP MOVING and draw an Intrigue Card.
On your turn you must move out of a site unless you were moved there during a Rumor (See page 5).
You may move horizontally or vertically, forward or backward but NOT DIAGONALLY.
Once you enter a site, STOP MOVING.
You may pass through, but not end on, a space occupied by another player.
START A RUMOR
Try to Determine Which Three Cards are in the Envelope
If after moving, you are at a site (not the Hotel), you may start a Rumor. To start a Rumor: name a student; a prop; and the site you are in. Move the named student’s pawn and prop into the site with you (unless they are already there).
Example: You’re Green and you enter the Arc de Triomphe. You start a Rumor: “I think Scarlet did it, at the Arc de Triomphe, with the Dumbbell.” Move Scarlet’s pawn and the Dumbbell into the Arc de Triomphe.
Proving a Rumor True or False
As soon as you’ve started a Rumor, the other players try to prove it false. The fi rst to try is the player to your immediate left.
If that player has one of the named Rumor cards in their hand, they show it to you and only you. If the player has more than one of the cards named, they select one ( just one) to show you. Check this card off on your map sheet – this proves the card is not in the envelope. Your turn is over.
If the player to your left has none of the named Rumor cards, then the next player to the left tries to prove your Rumor false. And so on.
If no one can prove your Rumor false, your turn is over.
If You Were Moved to a Site as Part of a Rumor
If the student you are playing was implicated in the Rumor and your pawn has been moved into the site from somewhere else, you may draw one Intrigue card for the inconvenience.
If your student was already at the site, or a student not controlled by a player was moved, then no card is drawn.
Look at any or all face down Rumor cards, OR make an Accusation (See pg. 6).
4 CLUE
CLUE 5
Accusation Cards
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d
ath the
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PERSONALITY profi le
Th
j
ust for fun and has
no
effect on the game
.
Making an Accusation
When you think you’ve fi gured out which three cards are in the airmail envelope, roll the dice and try to get to the Hotel to make an Accusation.
Once you get to the Hotel, you accuse a student, using a prop, at a site: “I accuse Scarlet, with the Poison, at the Arc de Triomphe.” Then, secretly look at the cards in the envelope.
Winning
You win the game if your Accusation is correct— that is, if you fi nd in the envelope all three of the cards you named. When this happens, take out the cards and show everyone.
If Your Accusation is Wrong
• Secretly return the three cards to the envelope.
• You do not make any more moves in the game, and cannot win.
• You continue to try to prove your opponents’ Rumors false by showing cards when asked.
• Your pawn can still be part of a Rumor but you no longer draw Intrigue cards.
Learn how the
Intrigue Cards add
more suspense!
Intrigue Cards
There are 2 types of Intrigue cards:
1. CLOCK CARDS: There are
8 Clock cards in the Intrigue deck. The fi rst 7 do nothing. If drawn, place the card, face up, underneath the board near the river so all can see how many Clock cards have been drawn. If you draw the 8th Clock card, however, then your trip is over!
Drawing the 8th Clock Card:
If you draw the 8th Clock card, you are out of the game.
Place your cards face up where all players can see them. You no longer play in the game or draw any Intrigue cards. However, your pawn can still be part of a Rumor.
Return the 8th Clock card to the draw pile of Intrigue cards, even if it is the only card left in the draw pile. This means that the 8th Clock card can be drawn again and again. Note that it is possible for all of the students to be eliminated by the 8th Clock card and no one wins!
2. KEEPER CARDS: If you draw a keeper, you get to keep it. These good cards are used in different ways throughout the game. You can have and play as many keepers as you like in any turn.
3 Ways to Draw Intrigue Cards:
1. Roll a question mark: You MUST draw one
Intrigue card.
2. Land on a question mark: You MUST draw one Intrigue card.
3. Moved to a site as part of someone starting a Rumor: You MAY draw one Intrigue card.
Passports
The PASSPORT opens to show a power that each student has. This power is usable once per game. After you use it, close the Passport to and turn it over to reveal the personality profi le.
The PERSONALITY profi le is just for fun and has no effect on the game.
6 CLUE
CLUE 7
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