Setup, Game play, On your turn – Parker Hannifin Clue Jr. Detective Game User Manual

Page 2

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SETUP

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Each player will need a pencil.

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Each player picks a mover and takes a sheet from the detective note

pad. Leave any extra movers inside the case, out of play.

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Be sure the blue clue-revealer door is closed!

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Note: There are two mysteries on each side of the four mystery cards,

for a total of 16 mysteries. Put the four cards in the case in any order,

and play the top mystery.

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Put your mover on the START space of the matching color.

The youngest player goes first. Play passes to the left.

GAME PLAY

On your turn:

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Spin the number spinner and move your mover that many spaces in

any direction.

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If there’s already a mover in the track space you would land on, move

to the next available space. If there’s a mover in the keyhole you want
to put your mover in, wait until your next turn, then without spinning
the spinner, move into the keyhole and look at your clues.

What you do next depends on where you land!

If you land on the rug outside a room, put your

mover in the keyhole and open the door. What do

you see? On your detective note pad, put a check

(or cross off) the Room, Kid and/or Pet you saw, and

cross off the door you looked under. Sometimes

you’ll see a child

or

a pet, and sometimes both.

Stay here, with your mover in the keyhole, until your

next turn. On your next turn, first move out of the

keyhole onto the rug, then spin and move; don’t

count the rug space.

If you Land on the Secret Passage Stairway, move

through the Secret Passaqe and come out on any
other Secret Passage space on the board!

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