Scooby-Doo! Thrills and Spills
Scooby-Doo! Thrills and Spills Rulebook
Table of Contents
Table of Contents
Contents
Gameboard, 7 green mountain pieces, 2 large purple plastic legs, 2 small purple plastic legs, 1 purple "C" shaped ring, Mystery Machine, 8 movers: 4 Scooby-Doo! Movers, Shaggy, Fred, Velma and Daphne, top, top handle with release button, Spinner Card, 2 piece spinner, 3 monster cards, label sheet.
Set Up
Use the photo on the package back as a guideline as you set up the board. Fold out the gameboard. Place the two large legs on the left and right sides of the gameboard toward the top. Place the two smaller legs on the left and right sides of the gameboard near the middle. Place the ring in the holes in the top left area of the gameboard; the opening of the ring at top should face right.
Option: Adding a tilt to the game board can make the game easier. To do this, use the top slots on both the large and small legs that you put on the left hand side of the game board.
Inserting the Batteries into the Scooby-Doo! Top Handle
Remove the battery compartment cover by taking out the screw located on the tab of the "lined" cover. Place three "AAA" batteries as shown inside the compartment and replace the cover.
We recommend using alkaline batteries. Do NOT mix old and new batteries. Do not mix alkaline, standard or rechargeable batteries. When the game will not be in play for a while, remove the batteries to prevent leakage. Do not dispose of batteries in fire, batteries may explode or leak.
Monster Labels and Movers
Carefully remove the three monster labels, one at a time, from the sheet and place them in the recessed areas on the sides of the top. Each player takes two of the same color movers (one will always be Scooby-Doo) and places both of them in the Haunted House. For now, place the three monster cards off to the side.
Spinner Assembly
Separate the spinner from the collar and remove and discard the plastic nib. Press the collar completely into the spinner card from the bottom side. Snap the spinner into the top of the collar.
Each player spins the spinner; the player who spins the highest number goes first, then the player to the left goes next.
Playing
Note: Because the top will sometimes spin off the board (that's part of the gameplay!) we recommend that you set up the game on a surface that is resistant to scratches or on a surface that your adult(s) approve of.
On your turn spin the spinner and move either of your movers that many spaces up towards the finish. You cannot split your move between your movers.
Special Spaces on the Spinner
- Join the Gang: If you spin this, you get to move either of your movers to the space, near the middle of the board, that pictures the gang. That can put you ahead...or behind!
- Join the Leader: When you spin this, move either of your movers up to the same space of the player that is closest to finish! That player still gets to stay there, too.
- Monsters: If you spin or land on the monsters, the player to your left takes the three monster cards and shuffles them. He or she now takes one of those cards and places it face down near the gameboard.
- Now YOU wind up the top by placing it on the handle and turning it clockwise. Do not overwind. Place the top just over the ring area (about 1/2" over the gameboard so it isn't actually touching the board). Now, press the button on the handle to release the top.
- Any movers (even if they're yours!) that are knocked down or thrown off the board by the top have to go back to start.
- Any movers that are moved off their space, but are still standing, get placed on the nearest space.
- Now you point to one of the three monster portraits (Frankenstein's Monster, Ghost Clown and Zombie) that are on the board. Point to the one who you think caused the trouble this time!
- Now turn over the monster card. If you guess correctly, move either of your movers forward 7 spaces. If you don't guess correctly, your turn simply ends.
Special Spaces on the Gameboard
Arrow spaces: If you land, by exact count, on a space that has an arrow pointing to a mountain, place your mover into that hole in that mountain. That's a safe spot! If a mover is in one of these safe spots when the top comes down, the mover won't fall out of the hole! If another player is in that same safe spot, you bump them out to the space that has the exit arrow.
Winning
As your movers reach the finish, you don't need to do that by exact count. You can move them off to the left side of the ring. The first player to get both of their movers to Mystery Machine finish wins.