Sunteți pe pagina 1din 2

AGES 9+

3-5 Players
shows the Dark Mark – take a Check this card off on your 5. Make an Accusation
card from the Dark Deck and If all players run out of house • If you are in a room at the notepad – this proves the
How to Play – read it out loud. points before the game is end of one turn, you must card is not in the envelope. When you’re sure you’ve solved
At a Glance over, the Dark Forces have leave it on your next turn. Your turn is now over. the mystery, use your roll to get
Each Dark card describes won and the missing student You may not re-enter the to Dumbledore’s office as fast as
On each turn: an event likely to have been meets an unfortunate end! same room on that turn. • If the player to your left does you can. From here, you can make
caused by Dark Forces and each not have any of the Mystery your accusation by naming the
1. Roll card shows: • You cannot pass through a cards you suggested, the player suspect, item and location you
3. Move closed door unless you have to their left must show a card think are correct. For example:
2. Check the Hogwarts die • What is happening an Alohomora Help card. if they have one. Keep going
3. Move (using the other dice Check the two normal dice. until a player shows you a “I accuse Dolores Umbridge with
or a secret passage) • Who is affected You can either: card or until all players have the Sleeping Draught in the Great
4. Make a suggestion, take a passed because they have none Hall.”
Help card or end your turn. •H
 ow many house points could • Ignore the roll and use a secret 4. M
 ake a Suggestion, Take a of the cards you suggested.
be lost passage (if you are in a room Help card or End Your Turn Your turn is now over. Now secretly look at the
When you’re sure you’ve with an open passage in it), cards in the envelope.
solved the mystery: •H
 ow you can protect yourself Make a Suggestion Take a Help Card
against the event or Beware: If your accusation is
5. Go to Dumbledore’s office
to make your accusation. If you move to a room (other If you move onto a star wrong, you are eliminated from
• Move any number of spaces
than Dumbledore’s office), symbol in the corridor, the game. You must still answer
up to the number you rolled.
you can suggest: draw the top Help card questions to help other players,
• a suspect from the deck and put it face up but you cannot win.
• an item in front of you. The Help card will Don’t make your accusation
On Your Turn • the room you are in be an Ally, an Item, or a Spell. lightly!
Rules for Moving
1. Roll all three dice Example: You enter the Owlery.
• You do not have to use the You suggest: “I think Draco Winning the Game
2. Check the Hogwarts die If you have a Help card that
protects you, show it to the other
full roll. Malfoy did it with the Vanishing
Cabinet in the Owlery”. Move the
Visiting
If you find all three of the cards
• If the Hogwarts die shows this players and then place it back • You can move horizontally or suspect and item tokens you have Dumbledore’s you named in the envelope, you
symbol take a Help card
and place it in front of
in front of you. You are safe. vertically, but not diagonally. suggested into the room you are in. Office win the game. Show the cards to
• If you land on a star symbol the other players and celebrate!
you, then continue to If you don’t, you must pay the The other players must now
in the corridor, STOP In Dumbledore’s office you
Step 3 (Move). penalty by putting that many reveal whether or not your If you got it wrong, return the
MOVING and take a can either:
house points onto the house suggestion was correct, starting three cards to the envelope,
Help card.
• If it shows one of the house point pile. with the player to your left. making sure none of the other
• Look at any face-down
crests, turn the wheel in players see them.
• You can pass through a cards there and check
that corner of the board one When you have used a Help card • If they have one of the Mystery
space occupied by another them off on your notepad
notch clockwise and check to or paid your house point penalty, cards you have called, they • You can make no more moves
player, but only one player (this ends your turn)
see whether or not the Dark continue to Step 3 (Move). show it to you (and only you). in the game, and cannot win.
can stay on the same
Mark has appeared. If not, go or
space at one time.
straight to Step 3 (Move). • If they have more than one • You must continue to show
If you lose all your house of the cards, they can choose • Make an accusation. cards to other players
• As soon as you enter a
Note: Doors into rooms may open points, you must drop out which one to show you. when asked.
room (through an open
or close and secret passages may of the game. Place all your
door), STOP MOVING!
change when a wheel is turned. Mystery cards face up in
USAopoly is a trademark of Usaopoly, Inc. HASBRO and its logo and CLUE are trademarks of Hasbro and are used with permission. ©2016 Hasbro. All
front of you so the other Rights Reserved. Manufactured by USAOPOLY, Inc. 5607 Palmer Way Carlsbad, CA 92010. MADE IN USA. DICE AND MOVERS MADE IN CHINA.
• If the wheel shows the Dark players can see them. Colors and parts may vary from those pictured.
Mark – or if the Hogwarts die
HARRY POTTER characters, names and related indicia are © & ™ Warner Bros. Entertainment Inc. (s16) CONTENTS:
Game Board • 6 Student cards
6 movers • 33 Help cards • 21 Mystery cards
1 notepad • 40 house point tokens
6 suspect tokens • 6 item tokens • 1 envelope
2 standard dice • 1 Hogwarts die • 4 wheels
5 4 plastic rivets • 1 label sheet and instructions
A fellow student has seemingly vanished from the famous School Set-up
of Witchcraft and Wizardry – and it is up to you to solve the
mysterious disappearance. Playing as Harry, Ron, Hermione, Ginny, HELP CARDS WHEELS
Luna or Neville, you must try and discover WHO did it, WHAT 1. Lay out the board and turn 5. Separate the Mystery cards
Most Help cards will protect ROOM Whenever you roll a house the wheels so the word into three piles (suspects,
spell or item they used and WHERE the student was attacked. you from the events caused Enter a room to make crest on the Hogwarts die,
Was it Draco Malfoy with a Sleeping Draught in the Owlery? START is showing on items and rooms) and shuffle
by the Dark Forces behind a suggestion. move the wheel in that all of them. each pile. Remove one from
the cards in the Dark Deck. START corner of the board one
Move around Hogwarts making suggestions… but watch out! As the castle each pile and put them in the
Keep each Help card unless All wheels should notch clockwise. Doors may
is full of hidden doorways and moving staircases, wheels on the board 2. Shuffle the Dark Deck and solution envelope. Be careful
the card instructs you to show ‘START’. open and/or close, secret
will keep changing – revealing secret passages, or even the Dark Mark! Help cards and place them to keep them secret from all
discard it. ITEM AND passages may be revealed or
Whenever the Dark Mark appears, beware – when seen, it surely means face down in separate piles players – this envelope contains
SUSPECT TOKENS the Dark Mark may appear.
that Dark Forces are at work. Pick up Help cards, which will provide you near the board. the solution to the mystery!
Place these in the
with spells, allies and items that protect you from the Dark Forces and relevant room when
stop you losing house points. If you lose all your house points, you will 3. Each player needs: 6. Shuffle all the remaining
making a suggestion.
be eliminated from the game! STAR Mystery cards together and
Land on this symbol • One sheet from the notepad deal them, face down, so each
When you’re sure of your facts, go to Dumbledore’s office in the corridors and player has the same number.
to make your final accusation and win the game! take a Help card. • A pencil (not supplied) Place any extra cards face
down in Dumbledore’s office.
• 1 Help card (kept face up in
NOTEPAD front of them) 7. Look at the cards in your hand
and check them off on your
MOVERS •H
 ouse point (HP) tokens, notepad – if you have those
Assembly depending on the number of cards, they cannot be in the
players as follows: envelope! Remember to keep
• Push the house point, suspect and the appropriate house crest on the your notes hidden from
item tokens and the wheels out of board, and attach it by pushing a 3-player game: 60 HP other players.
their cardboard sheets. plastic rivet through the wheel and 4-player game: 70 HP
the board as shown. 5-player game: 80 HP 8. Place the item and suspect
• Each wheel has a house name tokens in piles where everyone
SOLUTION can reach them.
on it (Gryffindor, Hufflepuff, • Make sure the writing on the wheel Place the rest in a pile near
ENVELOPE
Ravenclaw or Slytherin). Match is facing upwards. the board.
the house name on each wheel to The player whose birthday it
•A
 Student card and mover is next takes the first turn.
(see point 4) Play continues to the left.
DARK DECK
FITTING THE WHEELS HOGWARTS DIE 4. Shuffle the six Student cards
Stick one square label to each and randomly remove one.
face of the blank Hogwarts die. Turn it face up to reveal the
DARK MARK MYSTERY CARDS
character who has fallen prey
If the Dark Mark to Dark Magic and is missing
appears, either on somewhere in Hogwarts. Each
the Hogwarts die or player must then choose a
on the board, draw a card character from the remaining
from the Dark Deck and STUDENT CARDS Student cards and place the
HOGWARTS
suffer the consequences – matching-colored mover on
DICE DIE SECRET PASSAGES
unless you have the right its start space on the board.
Help card in your hand. The secret passages Place the missing student
change as the HOUSE POINT and any spare cards and
wheels move. TOKENS movers out of the game.

2 3 4

S-ar putea să vă placă și