Unlock! Kids: Stories from the Past
Unlock! Kids: Stories from the Past Rulebook
Table of Contents
Table of Contents
Goal of the Game
Unlock! Kids is a cooperative game.
Together, you will explore one of the game's three tales. Each tale allows you to choose from two adventures. 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. In other words, kids can play without reading as long as someone who can read is nearby for the beginning and end of the adventure.
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 tales, each with two adventures to choose from — difficulty level: 3 keys (out of 3) for all three:
Strolls Through Prehistory
- A — Colorful Mammoths
- B — Wow, What Big Paws!
- Cards × 47, cardboard items × 14
The Secrets of Hatsheput, Queen of Egypt.
- C — Hatsheput's Curse
- D — Hatsheput's Treasure
- Cards × 51, cardboard items × 15
Welcome to Golden Town
- E — Ol' Doug's Inheritance
- F — The Return of Calamity Jones
- Cards × 51, cardboard items × 15
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.
Golden 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 and look at 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 the bonuses that will boost 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 components and special items by a diamond (e.g. 8),
- A square with 2 numbers means that 2 cards should be combined: 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 must immediately take item 8 and cards 11, 2, and 3 and look at them. When combined, cards 2 and 3 form a scene that you must closely examine to continue on your adventure.
Each time you see a number, you can flip the matching component over. So, you can flip over cardboard item 8 as well as cards 11, 2, and 3.
On the cabin's table, you find a key. Flip over the matching cardboard item 6. Take a closer look at the backpack... If you find its hidden number, flip the matching component over.
This is the Symbol Table. Important: Do not flip over the components matching these numbers right away. Two half-symbols can form a complete symbol, whether on cards, items, or both. Once you have assembled one of these symbols, reveal the component corresponding to the indicated number.
You have found 2 half-symbols. You can perform an action at these very spots by assembling either of them with another half-symbol. Choose where you want to use the key and read the Symbol Table carefully.
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 your are progressing on your adventure.
Combining Symbols
Once you have revealed all of the components in a place, 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! Forming 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 whole symbol, refer to the Symbol Table (reproduced on each starting special component). Find that symbol 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 forming 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.
This is a Penalty card. Some Error cards can cause you to lose stars at the end of the adventure. So, be wise when making choices.
Choices
The hand-with-question-mark symbol indicates that you must make a choice by using the matching component. Think it through: whenever 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.
Indicates that you must make a choice: Take the matching component and place it under the item of your choice. Remember what your mission is.
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 might be holding surprises for you to find on another adventure.
This is the Final Card. The trophy symbol indicates that you completed your mission! Now, tally the number of stars you found to determine what your score is. In this Tutorial, there were only 1 hidden number and 2 to be gained, including the one on this Final card! What's your score? Now, let's meet at card 13 to find out which adventures lay ahead.
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 begin on an entirely new adventure that will challenge everything you thought you knew.
Also From Unlock!
THREE ADVENTURES ARE ALREADY AVAILABLE! Investigate the farm... Meet the ghosts of Scotland... And unravel the mysteries of the amusement park!
Follow Cocow's adventures! www.spacecow.fr
UNLOCK! Ingenious puzzles, diabolical traps, and multiple adventures with an interactive app! Unlock! is also available for grown-ups!
3-adventure boxes (60 min each). 1-adventure packs (30 to 45 min).
Play the available free demos on our website: https://www.spacecowboys.fr/unlock
Setup Example
Here is how your table will look once you've 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 Thanks You Moo-Moo! Moo-moo thanks to all the young Eartlings who tested this game!
© 2022 SPACE Cow - Asmodee Group. All rights reserved.
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