RulesPal
Chat
Rulebook
Unlock! Kids: Detective Stories thumbnail

Unlock! Kids: Detective Stories

Unlock! Kids: Detective Stories Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Reader Needed?
  • Contents and Setup
  • Basic Rule
  • Types of Components
  • Discarding Components
  • Combining Symbols
  • Errors
  • Choices
  • Are You Stuck?
  • End of the Game
  • What Now?
  • Also From Unlock!
  • Setup Example
  • Credits

Goal of the Game

Unlock! Kids is a cooperative game.

Together, discover one of the game's three stories. Each story leads you to two adventures to choose from. Then work together to overcome the trials of your chosen adventure.

There is no time limit. Take a close look at ALL of the components available to you! Some may hold hidden surprises...

Reader Needed?

To discover the Unlock! Kids rules, children will need to complete the Tutorial with someone who knows how to read. Afterwards, they will need assistance only with the texts on the adventures' starting special components and final cards. Once in the game, they can play alone.

Contents and Setup

IMPORTANT: Before you start playing, make sure that your deck is complete. To do so, check the numbers on the components back, lower right side.

First, choose an adventure, then take 1 of its starting special components (A, B, C, D, E, or F) and deck of cards. Also, take the cardboard items (easy to spot thanks to their backs) and place them facedown on the table.

The box contains three stories, each with two adventures to choose from:

Feather Balls and Mysteries — Difficulty level: 2 keys (out of 3)

  • A — The Disappearance of Mrs. Hen
  • B — Bernard the Duck's Birthday
  • Cards × 49, cardboard items × 10

Mac Unlock's Castle — Difficulty level: 2 keys (out of 3)

  • C — Mac Unlock's Lost Treasure
  • D — Mac Unlock's Bearded Ghost
  • Cards × 46, cardboard items × 9

Fuss at the Park — Difficulty level: 2 keys (out of 3)

  • E — Redbeard's Secret
  • F — In Pursuit of Calamity Jones
  • Cards × 55, cardboard items × 17

Place your adventure's cards and items FACEDOWN on the table and look at your starting special component.

To see a setup example, please refer to the last page of this booklet (see Setup Example below).

!! IMPORTANT !! Do not look at any of the components (cards or cardboard items) until prompted to do so.

Basic Rule

As soon as you see a number on a card, you can look at the matching component.

First and foremost, Unlock! Kids is an observation game. Always start by looking at the components you reveal. As soon as you see a number, you can take the matching card or item. Sometimes, there are also hidden numbers on the cards.

Example: In this cabin, when looking closely at the backpack, you can see the number 7. So, immediately take card 7. These hidden items are always bonuses that will determine your score at the end of the adventure.

But don't worry if you miss them. They are a nice bonus, but are not needed to finish the adventure.

Types of Components

The shape around the number indicates the type of component:

  • Cards are represented by a rectangle (e.g. 11),
  • Cardboard tokens by a diamond (e.g. 8),
  • 2-number squares indicate that 2 cards must be assembled: 2 + 3 = 2|3.

When you see a number without a shape, it means you must search for the component. It is either a card OR a cardboard token.

Example: At the beginning of the Tutorial, you can immediately take item 8 and cards 11, 2, and 3 and look at them. When assembled, cards 2 and 3 form a scene that you must closely examine to continue on your adventure.

Discarding Components

On some cards, you will find one or more crossed-out components. The X symbol indicates that you must immediately return these components to the box. This is a good sign! It means that you are progressing through the adventure.

Combining Symbols

When no components are left to be revealed, you must solve a puzzle.

To that end, assemble two half-symbols so to form a whole symbol. These two half-symbols can be depicted on cards and/or items.

But beware! Assembling two half-symbols into a whole symbol always triggers an effect: you will either progress on your adventure or fall into a trap!

Example: You can combine the key with the wardrobe padlock or the window handle, and an effect will be triggered either way.

Once you have formed a symbol, refer to the Symbols Table (reproduced on each starting special component). Find the symbol you formed in this table, and take the card or item with the corresponding number.

Example: In this Tutorial, you can choose between numbers 5 and 9, depending on where you wish to use the key. It can be combined with two different half-symbols, thereby creating one of two different whole symbols.

Errors

Some choices can lead to Error cards. In this Tutorial, combining the key with the window is worthless. Most errors have no serious consequences. But keep in mind that some Error cards can cause you to lose stars at the end of the adventure.

Choices

The hand-with-question-mark symbol indicates that you must make a choice by using the component. Think it through: when there's a correct solution, there's also a trap. If you look closely at all the components before you, you can always find the hints you need to make the right choice.

Are You Stuck?

You've looked everywhere and don't know what to do next?

If you're stuck, you can turn to the hints booklet. Cocow will be more than happy to assist you! Read the section matching the number of the card you want help with. And if that hint isn't enough, flip the hints booklet over, and Cocow will give you the solution to that puzzle!

End of the Game

The trophy symbol indicates that you have reached the end of the adventure. Congratulations! To find out what your score is, count all the stars you have recovered, and don't forget to subtract the stars you lost because of Error cards.

The Final card tells you the highest possible score you can achieve on your adventure. IMPORTANT: Please, don't look at the remaining facedown cards even if the game is over! They may conceal other surprises.

What Now?

After completing an adventure, you can pick a new story by taking another starting special component, the corresponding deck of cards, and items. But you also have the option to revisit places in a brand new light! To that end, choose the second starting special component, flip all the revealed components facedown, and off you go on an entirely new adventure that will challenge everything you thought you knew.

Also From Unlock!

UNLOCK! THE ESCAPE GAME — Try to get out in time!

Ingenious puzzles, diabolic traps, and multiple adventures, with an interactive app! Unlock! is also available for grown-ups!

Play the available free demos on the Space Cowboys website: https://www.spacecowboys.fr/unlock

Setup Example

Here is how your table can look like once you set up the Tutorial.

  • Item Supply: the cardboard items not yet revealed, kept in a small pile.
  • Draw Piles: the numbered card decks, stacked in groups of ten (e.g. one pile topped by card 4, the next by card 10).
  • Discard: revealed cards and items that are no longer needed are set aside here.
  • Revealed Cards Play Area: the cards you have revealed and combined so far, laid out face up (for example, cards 1, 2, 3, and 11 from the Tutorial).

Cocow's Recommendation: If you stack the cards in groups of 10, you will be able to find cards more quickly!

Credits

Cocow is grateful to all the young Earthlings who tested this game! Thanks again!

© 2021 SPACE Cow - Asmodee Group. All rights reserved.

Find out more about Space Cow on Facebook, Twitter, and Instagram.