User manual HASBRO CLUB ROOK 1957

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Manual abstract: user guide HASBRO CLUB ROOK 1957

Detailed instructions for use are in the User's Guide.

[. . . ] The Case File now contains the answers to the questions: Who?Shuffle together the three piles of remaining cards. Then deal them face down clockwise around the table. (It doesn' matter if some players receive more cards than t others. ) Secretly look at your own cards: Because they' in your hand, they can' be in re t the Case File-- which means none of your cards was involved in the crime! [. . . ] Miss Scarlet-- the player with the red token-- always plays first. Play then proceeds, in turn, to the first player' left. s GAME PLAY Moving Your Token On each turn, try to reach a different room of the mansion. To start your turn, move your token either by rolling the die or, if you' in a corner room, using a Secret Passage: re Rolling Roll the die and move your token the number of squares you rolled. · You may move horizontally or vertically, forward or backward, but not diagonally. · You may change directions as many times as your roll will allow. You may not, however, enter the same square twice on the same turn. · You may not enter or land on a square that' already occupied by another suspect. s Secret Passages The rooms in opposite corners of the mansion are connected by Secret Passages. If you' in one of these rooms at the start of your turn, you may, if you wish, use a Secret re Passage instead of rolling. To move through a Secret Passage, announce that you wish to do so, then move your token to the room in the opposite corner. Entering and Leaving a Room You may enter or leave a room either by rolling the die and moving through a door, or by moving through a Secret Passage. (Some players find it helpful to mark the initials of the player who showed the card. ) If no one is able to prove your Suggestion false, you may either end your turn or make an Accusation now. Making an Accusation When you think you' figured out which three cards are in the envelope, you may, ve on your turn, make an Accusation and name any three elements you want. First say, "I accuse (Suspect) of committing the crime in the (Room) with the (Weapon). " Then, so no one else can see, look at the cards in the envelope. In a Suggestion, the Room you name must be the Room where your token is located. But in an Accusation, you may name any room. Remember: You may make only one Accusation during a game. If Your Accusation Is Incorrect If any one of the cards that you named is not inside the Case File: · Secretly return all three cards to the envelope. · You may make no further moves in the game, and therefore cannot win, but you do remain involved in the investigation. · You do continue to try to prove your opponents' Suggestions false. · Your opponents may continue to move your token into the various Rooms where they make Suggestions. · If after making a false Accusation your token is blocking a door, move it into that room so that other players may enter. Winning You win the game if your Accusation is completely correct-- that is, if you find in the envelope all three of the cards that you named. When this happens, take out all three cards and lay them out for everyone to see. Special Notes About Suggestions 1. When you make a suggestion, you may, if you wish, name one or more of the cards that you hold in your own hand. You might want to do this to gain information or to mislead your opponents. [. . . ] You may, if you wish, make a Suggestion and an Accusation on the same turn. You may make only one Suggestion after entering a particular room. To make your next Suggestion, you must either enter a different room or, sometime after your next turn, re-enter the room that you most recently left. You may not forfeit a turn to remain in a particular room. [. . . ]

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