User manual HASBRO ALIENS ATAX

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Manual abstract: user guide HASBRO ALIENS ATAX

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

[. . . ] Place the empty envelope marked "Case File CONFIDENTIAL" on the stairs in the center of the board. Sort the pack of cards into three groups: Suspects, Rooms and Weapons. Shuffle each group separately and place each facedown On each turn, try to reach a different Room in the mansion. To start your turn, move your character pawn either by rolling the dice or, if you're in a corner Room, using a Secret Passage. [. . . ] â· You may move horizontally or vertically, forward or backward, but not diagonally. â· 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. â· You may not enter or land on a square that's already occupied by another Suspect. If you're in one of these Rooms at the start of your turn, you may, if you wish, use a Secret Passage instead of rolling. To move through a Secret Passage, announce that you wish to do so, and Then move your character pawn to the Room in the opposite corner. You may enter or leave a Room either by rolling the dice and moving through a door, or by moving through a Secret Passage. â· A door is the opening in the wall, not the space in front of the doorway. When you pass through a door, do not count the doorway itself as a space. â· You may not pass through a door that's blocked by an opponent's character pawn. â· As soon as you enter a Room, stop moving. End your turn by checking off this card in your notebook. (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. 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. But if you're trapped in a Room because your opponents are blocking the door(s), you must remain there until a door is unblocked and you can move out of the Room. â· 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. â· You may make a Suggestion that includes a Suspect or Weapon that's already in your Room. (In this case, transferring one or both of those items into the room is not necessary. [. . . ] ) When a transfer is necessary, leave the item(s) in the new location after the Suggestion is made. â· If the Suspect transferred was your character pawn, you may, on your next turn, do one of two things: Move from the Room in one of the usual ways OR make a Suggestion for that Room. If you decide to make a Suggestion, do not roll the dice or move your character pawn. â· You may, if you wish, make a Suggestion followed by an Accusation on the same turn. [. . . ]

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