USAopoly Clue: Harry Potter Manual

USAopoly Brætspil Clue: Harry Potter

Læs nedenfor 📖 manual på dansk for USAopoly Clue: Harry Potter (2 sider) i kategorien Brætspil. Denne guide var nyttig for 9 personer og blev bedømt med 4.5 stjerner i gennemsnit af 2 brugere

Side 1/2
5
How to Play –
At a Glance
On each turn:
1. Roll
2. Check the Hogwarts die
3. Move (using the other dice
or a secret passage)
4. Make a suggestion, take a
Help card or end your turn.
When you’re sure you’ve
solved the mystery:
5. Go to Dumbledore’s ofce
to make your accusation.
On Your Turn
1. Roll all three dice
2. Check the Hogwarts die
• If the Hogwarts die shows this
symbol take a Help card
and place it in front of
you, then continue to
Step 3 (Move).
If it shows one of the house
crests, 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 rooms may open
or close and secret passages may
change when a wheel is turned.
If the wheel shows the Dark
Mark – or if the Hogwarts die
shows the Dark Mark – 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 house points 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
house points onto the house
point pile.
When you have used a Help card
or paid your house point penalty,
continue to Step 3 (Move).
If you lose all your house
points, you must drop out
of the game. Place all your
Mystery cards face up in
front of you so the other
players can see them.
If all players run out of house
points before the game is
over, the Dark Forces have
won and the missing student
meets an unfortunate end!
3. Move
Check the two normal dice.
You can either:
Ignore the roll and use a secret
passage (if you are in a room
with an open passage in it),
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
If you land on a star symbol
in the corridor, 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.
As soon as you enter a
room (through an open
door), STOP MOVING!
If you are in a room at the
end of one turn, you must
leave it on your next turn.
You may not re-enter the
same room on that turn.
You cannot pass through a
closed door unless you have
an Alohomora Help card.
4.
Make a Suggestion, Take a
Help card or End Your Turn
Make a Suggestion
If you move to a room (other
than Dumbledore’s ofce),
you can suggest:
• a suspect
• an item
• the room you are in
Example:
You enter the Owlery.
You suggest: “I think Draco
Malfoy did it with the Vanishing
Cabinet in the Owlery”. Move the
suspect and item tokens you have
suggested into the room 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
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 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
If you move onto a star
symbol in the corridor,
draw the top Help card
from the deck and put it face up
in front of you. The Help card will
be an Ally, an Item, or a Spell.
Visiting
Dumbledore’s
Office
In Dumbledore’s ofce you
can either:
Look at any face-down
cards there and check
them off on your notepad
(this ends your turn)
or
• Make an accusation.
5. Make an Accusation
When you’re sure you’ve solved
the mystery, use your roll to get
to Dumbledore’s ofce 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 Dolores Umbridge with
the Sleeping Draught in the Great
Hall.
Now secretly look at the
cards in the envelope.
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 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.
AGES 9+
3-5 Players
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
4 plastic rivets 1 label sheet and instructions
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
Rights Reserved.
Manufactured by USAOPOLY, Inc. 5607 Palmer Way Carlsbad, CA 92010. MADE IN USA. DICE AND MOVERS MADE IN CHINA.
Colors and parts may vary from those pictured.
HARRY POTTER characters, names and related indicia are © & ™ Warner Bros. Entertainment Inc. (s16)


Produkt Specifikationer

Mærke: USAopoly
Kategori: Brætspil
Model: Clue: Harry Potter

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