Parker Brothers Clue Jr. Detective Game, Clue Jr. User Manual

Detective Game for Juniors
For 2 to 4 players / Ages 5 to 7
©1994
WaddIngtons
Games Ltd., Leeds, England.
license
to Parker Brothers
Printed in
China.
OBJECT
To solve the mystery by figuring out Which Child is hiding in Which Room with Which Pet.
You’re in a great big mansion, where there are kids playing with pets in the rooms. But there’s somebody else in the house! Someone is hiding with a pet, and it’s your job to play detective and find the missing child. So visit all the rooms in the mansion, open the doors to reveal hidden clues, and cross off on your detective note pad what you see in the room. When you’ve visited all the rooms and crossed off everything you’ve seen, you’ll know that what you
didn’t
see
is the solution to the mystery of Which Child is in Which Room with Which Pet!
EQUIPMENT
CLUE@ JR. game case with 4 game cards, 4 movers, note pad, consumer-applied labels
ASSEMBLY
l
Slide the yellow latch on the un-hinged end to open the case.
Remove the 4 blank movers.
l
Apply matching character labels to both sides of a mover. Repeat
with remaining labels, being sure to put the same color character
labels on the front and back of the matching color mover.
SETUP
l
Each player will need a pencil.
l
Each player picks a mover and takes a sheet from the detective note pad. Leave any extra movers inside the case, out of play.
l
Be sure the blue clue-revealer door is closed!
l
Note: There are two mysteries on each side of the four mystery cards, for a total of 16 mysteries. Put the four cards in the case in any order,
and play the top mystery.
l
Put your mover on the START space of the matching color.
*
The youngest player goes first. Play passes to the left.
GAME PLAY
On your turn:
l
Spin the number spinner and move your mover that many spaces in
any direction.
l
If there’s already a mover in the track space you would land on, move to the next available space. If there’s a mover in the keyhole you want to put your mover in, wait until your next turn, then without spinning the spinner, move into the keyhole and look at your clues.
*
What you do next depends on where you land!
If you land on the rug outside a room, put your
mover in the keyhole and open the door. What do you see? On your detective note pad, put a check (or cross off) the Room, Kid and/or Pet you saw, and cross off the door you looked under. Sometimes you’ll see a child
or
a pet, and sometimes both.
Stay here, with your mover in the keyhole, until your
next turn. On your next turn, first move out of the
keyhole onto the rug, then spin and move; don’t count the rug space.
If you Land on the Secret Passage Stairway, move through
the Secret
Passaqe
and come out on any
other
Secret Passage space on the board!
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