User manual HASBRO BATMAN-ARMOR SET

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Manual abstract: user guide HASBRO BATMAN-ARMOR SET

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

[. . . ] Roll the dice and move your chamcter pawn the number of squares you rolled. You may move horizmhlly or vertically, forward or backward, but not diagonally. You may change clirections as many times as your rdl 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's already occupied by another Suspect The Rooms in opposite comers of the mansion are connected by Secret If you're in one of these Rooms at the stwl of your turn, youmay, ifyouwish, ugeaSecmtFassage 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 cwner. You may enter or leave a Room either by rolling the dice and moving thmugh a door, or by moving through a Secrst Passage. A door is the opening in the wall, not the space in front of the doomray. When you pass through a door, do not count the doorway itself as a space. You may not pass thmgh a door that's blocked by an w s character pawn. As soon as you enter a Room, stop moving. It doesn't matter if you roB a number that's higher than you wed to enter. You may not re-enter the same Room on a single turn. R is passibhe that your opponents might block any and all doors and trap you in a Room. (Some this players find it helpful b mark the initials of the player who showed the W. Pbameis&Isto Pmve your Suggedbn false, you may either end yaur hrm or mt&ean Accusdtion now. You may make only one Suggestion after entering a pdcular Room. To make your next Suggestion, you must either enter a diirent Roam or, sometime after your next turn, re-enter the Room tttat 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(s1, you must remain there until a door is unblocked and you can move out of the Room. W e you make a Suggestion, you may, if hn you wish, name one or more of the cards that you hold in your own hand. You might want to do this to gain informationor to mislead ywr opponents. You may make a Suggestion that indudes a Suspect or Weapon that's already in your Room. (In this case, transferring one or both of those items into the mom is not ngcessary. [. . . ] (In this case, transferring one or both of those items into the mom is not ngcessary. Make a Suggeslion, do not roll the d or i m meme tour (voir la seehion Ace MlAm ad g When you think you've figured out which Three cards are in the envelope, you may, on your turn, mgke an Accusabion and name any three elements you want. First say, "I accuse (Suspect) of committing the crime in the (Room) with the (Weapm). "Then, so no one else can see, look at the cards in the envelope. [. . . ]

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