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Junior Cluedo?

Junior Cluedo? Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object
  • Getting Started
  • Game Play
  • Spiders
  • Floorboards
  • When a Player Has Found Three Ghosts
  • General Rules
  • Simple Game for Younger Players
  • Warnings

Contents

6 Character Playing Pieces:

  • Peter Plum - Purple
  • George Green - Green
  • Mustard The Dog - Yellow
  • Samantha Scarlett - Red
  • Polly Peacock - Blue
  • Wendy White - White

Game Board

9 Junior Cluedo Room Cards: 3 Ghosts, 3 Bats, 3 Cats

1 Magnifying Glass

8 Spiders - 4 with washers, 4 without washers

8 Floorboards

1 Die

Rules

Object

The first player to correctly identify the three rooms where the three ghosts are hiding is the winner. (For a shorter game players look for only 2 ghosts.)

Getting Started

  1. Shuffle the nine room cards face down, and secretly place one in each room (except for the staircase in the centre of the game board).

  2. Place the floorboards and spiders on any of the yellow squares on the board, except those with an arrow on. At this stage players should not know which of the spiders will bite (ie. those with washers).

    For a 6 player game use 8 floorboards and 8 spiders. For a 4 player game use 6 floorboards and 6 spiders. (Spiders - 3 with washers and 3 without). For a 2/3 player game use 4 floorboards and 4 spiders (Spiders - 2 with washers and 2 without).

  3. Place the Cluedo magnifying glass beside the game board.

  4. Place the playing pieces on their starting squares shown on the game board by pictures of the characters.

Game Play

  1. Players roll the die with the highest scorer choosing which character they wish to use for their playing piece. The next highest scorer chooses their character and so on. The highest scorer also starts first and play follows in a clockwise direction.
  2. When a player reaches a room, and enters through the open doorway (a yellow arrow points to this) he takes the magnifying glass and secretly looks at the red side of the card to see what shape is revealed. There are three ghosts, three cats and three bats printed on the red sides of the cards. The player needs to remember which rooms the ghost cards are in, but should not let any of the other players know what he has seen.

Spiders

When a player lands on, or passes over a space occupied by a spider, one of the following happens:

a) If the spider BITES (ie. attaches itself to the base of the playing piece) the spider is removed from play and the playing piece moves directly to the staircase. That turn ends and he commences his next turn from there.

b) If the player PASSES OVER a spider which does not bite (ie. doesn't attach itself to the base of the playing piece), the spider is left on the square and the player continues his move.

c) If the player LANDS ON a spider which does not bite the spider is removed from play and the player commences his next turn from there.

NOTE: A playing piece must touch a spider when passing over it.

Floorboards

Land on a floorboard and you frighten the cats, bats, or GHOSTS! The player removes the floorboard from the game, takes any two cards from different rooms, and keeping them face down, swaps them. Players really need to watch closely to see if a ghost they have previously spotted has changed rooms.

When a Player Has Found Three Ghosts

As soon as a player thinks he knows which rooms the three ghosts are in, he should head towards the staircase in the centre of the board, (on this, or future turns). On arrival, he may look at the three cards he suspects to be the ghosts one by one, checking them with the magnifying glass, but not letting the other players see them.

If he is correct, he wins the game.

If he is incorrect, he is out of the game the cards are returned to the same rooms they came from and play continues until there is a winner.

General Rules

  1. Players may move their pieces anywhere on the board on the yellow squares according to the throw of the die.
  2. Pieces must move in straight lines only, ie. forward, and/or crosswise, but never diagonally.
  3. Players may enter and exit rooms by the doorways only and if landing on a yellow square with an arrow they may enter automatically. They cannot leave a room in the same turn, ie. entering a room and looking at a card ends the turn. It is not necessary to throw the exact number of units on the die to enter a room, ie. if a player needs 4 to bring him into a room and throws a 6, he ignores the last 2 units after entering the room.
  4. A room may be occupied by any number of players, and up to three pieces may occupy any one square. A fourth piece may not share the same square, but must find an alternative square in the other direction.
  5. Secret passages - enable players to move from certain rooms to those indicated in one move. This can be done during a player's turn without throwing the die. They can look at the card in that room with the magnifying glass and then their turn ends.

Simple Game for Younger Players

Players follow the same rules as previously but play without the floorboards and look for 2 ghosts only.

Warnings

Not suitable for children under 3 years. Contains small parts.