User manual HASBRO CLUE 2002

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Manual abstract: user guide HASBRO CLUE 2002

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

[. . . ] But there' somebody else in the house!Someone is s hiding with a pet, and it' your job to play detective and find the s 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. [. . . ] 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' visited all the rooms and crossed ve off everything you' seen, you' know that what you didn' see is the ve ll t 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. 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 Each player will need a pencil. 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!t Take a peek inside and mark your note pad. Stay here, with your mover in the door, until your next move. Kids If you saw Peter Plum in the Bathroom with the Rabbit, your note pad will look like this. You should also check off the door you looked under. l On your turn, if you have crossed off all the Rooms except one, all the Kids except one, and all the Pets except one, you may announce that you want to solve the mystery. Tell your opponents Which Child you think is hiding in Which Room with Which Pet, then slide the blue clue-revealer door open and check if you were correct. Don' let the t other players see the answer until you know you are correct. If you weren' correct, you' out of the game. The t re others keep playing until somebody solves the mystery. Notes: l You do not have to land on a rug by exact count. When you open a door, don' let your opponents see inside! [. . . ] The t re others keep playing until somebody solves the mystery. Notes: l You do not have to land on a rug by exact count. When you open a door, don' let your opponents see inside!t And keep the information on your note pad secret! [. . . ]

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