User manual HASBRO MYSTERY DATE HIGH SCHOOL MUSICAL

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

[. . . ] A MlSMhfCH! If the date behind the door is NOT the correct one to go with the three outfit cards shown, you must close the door and end your turn. Be sure to close the door completely then spin the knob so the following player won't know which date will appear next. The BMKEfbhU BAME date is Chad and he's ready to watch some hoops. OH N , NOf H R O E! I The SALSA DANCI B N date is Ryan and he's ready to show you his best dance moves. If you open the door to reveal the DUD (Ms. [. . . ] date is Troy and he's ready to sing some tunes. I r The R L E Wl B OL R T W date is Zeke, who's ready to roll. Nildren under. 3 years because of sMIparts - hoking h d . I The WD is Ms. Darbus, the teacher, and she's ready to send you to detention. THE FB f I E YOU PLAY I 1M Carefully detach the game parts from their cardboard sheets. Apply the labels to the front of the Mystery Door. Assemble t h e Mystery hor There are nine (9) pieces that go together to form the Mystery Door. Door front Door back Doorknob (2 pieces) 5 Mystery Date cards ~thedoorba&infrontofyousothe am an the I&with the rounded edge facing up. 3 NOTE: You should never have more than six (6) cards at the end of any turn. If you wlll end up with more than six cards dwlng a turn because the space you landed on hstructs you to TAKE or SWAP cardsI you should fdlow the lnstrucths on the space as normal, then 1 hlystwyD O @O~ insert the Mystery Door choose which cards you'd lfke to put in T into the gameboard, slide the tab on the right the discard pile to bring your hand back side of the door into the large slot on the down to six cards. board, and Wen push the bottom of the door hinges so they hook ink, the two small slots. * spaass: If you land on a TAKE space, follow the space directions to take cards from the draw pile, the discard pile or another player. nE K 4 Take the stack of Mystery Date cards and slide them aver the hinges so that card 1 is facing up. 8pa6sS: If you land on a SWAP space and are instructedto swap cards with another p , both players first select the card from their own hand that they wish to swap and place it facedown on the table. The players then trade cards and each player adds the swapped card to her hand. $w&Q 1 stack the Mystery Date cards in a pile in order, from 1 to 5, so that card 1 is on top and 5 is on the bottom. Set aside. At a slight angle, insert peg on battom of door front into hole on bottom of door back. Then M ~ g h t e n door and snsp top peg into top hole. 5 l& f r p If you land on an ~ OPEN THE DOOR space and have the' correct cards to complete m outfit for a date (that is, the 1, 2 and 3 carets of ANY ONE COLOR), you are ready fw the date and may open the door to see if your matching date has anwed. [. . . ] Q n y ~ w ~ R c f n l V t l l ~ p o u~ u s f t h a r o g e ~ o f s~ ~~ I m~ ~ ~ ~ ~ m t a r d ~ ~ r c E ~ y~ c l ~ m ~ t e y rl n g k , n n e l ~ d * ou m b r o spaces rolled. (Ifs okay R two or more ~ ~ s f a c e - u p ~ ~ r k f ~ pk3wt-1~ oawpy the same. spaceJ Follaw my 0 t h thme-card sequem In yoflr hand for W i ~ ~ o n t l l r ? [. . . ]

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