Instrukcja obsługi USAopoly Clue: Harry Potter
USAopoly
gra planszowa
Clue: Harry Potter
Przeczytaj poniżej 📖 instrukcję obsługi w języku polskim dla USAopoly Clue: Harry Potter (2 stron) w kategorii gra planszowa. Ta instrukcja była pomocna dla 4 osób i została oceniona przez 2 użytkowników na średnio 4.5 gwiazdek
Strona 1/2
5
How to Play –
At a Glance
On each turn:
1. Roll
2. Check the Hogwarts die
3. Move (using the other dice
or a secret passage)
4. Make a suggestion, take a
Help card or end your turn.
When you’re sure you’ve
solved the mystery:
5. Go to Dumbledore’s ofce
to make your accusation.
On Your Turn
1. Roll all three dice
2. Check the Hogwarts die
• If the Hogwarts die shows this
symbol take a Help card
and place it in front of
you, then continue to
Step 3 (Move).
• If it shows one of the house
crests, turn the wheel in
that corner of the board one
notch clockwise and check to
see whether or not the Dark
Mark has appeared. If not, go
straight to Step 3 (Move).
Note:
Doors into rooms may open
or close and secret passages may
change when a wheel is turned.
• If the wheel shows the Dark
Mark – or if the Hogwarts die
shows the Dark Mark – take a
card from the Dark Deck and
read it out loud.
Each Dark card describes
an event likely to have been
caused by Dark Forces and each
card shows:
• What is happening
• Who is affected
• How many house points could
be lost
• How you can protect yourself
against the event
If you have a Help card that
protects you, show it to the other
players and then place it back
in front of you. You are safe.
If you don’t, you must pay the
penalty by putting that many
house points onto the house
point pile.
When you have used a Help card
or paid your house point penalty,
continue to Step 3 (Move).
If you lose all your house
points, you must drop out
of the game. Place all your
Mystery cards face up in
front of you so the other
players can see them.
If all players run out of house
points before the game is
over, the Dark Forces have
won and the missing student
meets an unfortunate end!
3. Move
Check the two normal dice.
You can either:
• Ignore the roll and use a secret
passage (if you are in a room
with an open passage in it),
or
• Move any number of spaces
up to the number you rolled.
Rules for Moving
• You do not have to use the
full roll.
• You can move horizontally or
vertically, but .not diagonally
• If you land on a star symbol
in the corridor, STOP
MOVING and take a
Help card.
• You can pass through a
space occupied by another
player, but only one player
can stay on the same
space at one time.
• As soon as you enter a
room (through an open
door), STOP MOVING!
• If you are in a room at the
end of one turn, you must
leave it on your next turn.
You may not re-enter the
same room on that turn.
• You cannot pass through a
closed door unless you have
an Alohomora Help card.
4.
Make a Suggestion, Take a
Help card or End Your Turn
Make a Suggestion
If you move to a room (other
than Dumbledore’s ofce),
you can suggest:
• a suspect
• an item
• the room you are in
Example:
You enter the Owlery.
You suggest: “I think Draco
Malfoy did it with the Vanishing
Cabinet in the Owlery”. Move the
suspect and item tokens you have
suggested into the room you are in.
The other players must now
reveal whether or not your
suggestion was correct, starting
with the player to your left.
• If they have one of the Mystery
cards you have called, they
show it to you ( ). and only you
• If they have more than one
of the cards, they can choose
which one to show you.
Check this card off on your
notepad – this proves the
card is not in the envelope.
Your turn is now over.
• If the player to your left does
not have any of the Mystery
cards you suggested, the player
to their left must show a card
if they have one. Keep going
until a player shows you a
card or until all players have
passed because they have none
of the cards you suggested.
Your turn is now over.
Take a Help Card
If you move onto a star
symbol in the corridor,
draw the top Help card
from the deck and put it face up
in front of you. The Help card will
be an Ally, an Item, or a Spell.
Visiting
Dumbledore’s
Office
In Dumbledore’s ofce you
can either:
• Look at any face-down
cards there and check
them off on your notepad
(this ends your turn)
or
• Make an accusation.
5. Make an Accusation
When you’re sure you’ve solved
the mystery, use your roll to get
to Dumbledore’s ofce as fast as
you can. From here, you can make
your accusation by naming the
suspect, item and location you
think are correct. For example:
“I accuse Dolores Umbridge with
the Sleeping Draught in the Great
Hall.”
Now secretly look at the
cards in the envelope.
Beware:
If your accusation is
wrong, you are eliminated from
the game. You must still answer
questions to help other players,
but you cannot win.
Don’t make your accusation
lightly!
Winning the Game
If you nd all three of the cards
you named in the envelope, you
win the game. Show the cards to
the other players and celebrate!
If you got it wrong, return the
three cards to the envelope,
making sure none of the other
players see them.
• You can make no more moves
in the game, and cannot win.
• You must continue to show
cards to other players
when asked.
AGES 9+
3-5 Players
CONTENTS:
Game Board • 6 Student cards
6 movers • 33 Help cards • 21 Mystery cards
1 notepad • 40 house point tokens
6 suspect tokens • 6 item tokens • 1 envelope
2 standard dice • 1 Hogwarts die • 4 wheels
4 plastic rivets • 1 label sheet and instructions
USAopoly is a trademark of Usaopoly, Inc. HASBRO and its logo and CLUE are trademarks of Hasbro and are used with permission. ©2016 Hasbro. All
Rights Reserved.
Manufactured by USAOPOLY, Inc. 5607 Palmer Way Carlsbad, CA 92010. MADE IN USA. DICE AND MOVERS MADE IN CHINA.
Colors and parts may vary from those pictured.
HARRY POTTER characters, names and related indicia are © & ™ Warner Bros. Entertainment Inc. (s16)
1. Lay out the board and turn
the wheels so the word
START is showing on
all of them.
2. Shufe the Dark Deck and
Help cards and place them
face down in separate piles
near the board.
3. Each player needs:
• One sheet from the notepad
• A pencil (not supplied)
• 1 Help card (kept face up in
front of them)
• House point (HP) tokens,
depending on the number of
players as follows:
3-player game: 60 HP
4-player game: 70 HP
5-player game: 80 HP
Place the rest in a pile near
the board.
• A Student card and mover
(see point 4)
4. Shufe the six Student cards
and randomly remove one.
Turn it face up to reveal the
character who has fallen prey
to Dark Magic and is missing
somewhere in Hogwarts. Each
player must then choose a
character from the remaining
Student cards and place the
matching-colored mover on
its start space on the board.
Place the missing student
and any spare cards and
movers out of the game.
5. Separate the Mystery cards
into three piles (suspects,
items and rooms) and shufe
each pile. Remove one from
each pile and put them in the
solution envelope. Be careful
to keep them secret from all
players – this envelope contains
the solution to the mystery!
6. Shufe all the remaining
Mystery cards together and
deal them, face down, so each
player has the same number.
Place any extra cards face
down in Dumbledore’s ofce.
7. Look at the cards in your hand
and check them off on your
notepad – if you have those
cards, they cannot be in the
envelope! Remember to keep
your notes hidden from
other players.
8. Place the item and suspect
tokens in piles where everyone
can reach them.
The player whose birthday it
is next takes the first turn.
Play continues to the left.
42 3
Set-up
NOTEPAD
SOLUTION
ENVELOPE
MYSTERY CARDS
STUDENT CARDS
HOGWARTS
DIEDICE
START
All wheels should
show ‘START’.
MOVERS
DARK MARK
If the Dark Mark
appears, either on
the Hogwarts die or
on the board, draw a card
from the Dark Deck and
suffer the consequences –
unless you have the right
Help card in your hand.
HELP CARDS
Most Help cards will protect
you from the events caused
by the Dark Forces behind
the cards in the Dark Deck.
Keep each Help card unless
the card instructs you to
discard it.
WHEELS
Whenever you roll a house
crest on the Hogwarts die,
move the wheel in that
corner of the board one
notch clockwise. Doors may
open and/or close, secret
passages may be revealed or
the Dark Mark may appear.
ITEM AND
SUSPECT TOKENS
Place these in the
relevant room when
making a suggestion.
ROOM
Enter a room to make
a suggestion.
SECRET PASSAGES
The secret passages
change as the
wheels move.
HOUSE POINT
TOKENS
DARK DECK
STAR
Land on this symb
in the corridors an
take a Help card.
HOGWARTS DIE
Stick one square label to each
face of the blank Hogwarts die.
FITTING THE WHEELS
A fellow student has seemingly vanished from the famous School
of Witchcraft and Wizardry – and it is up to you to solve the
mysterious disappearance. Playing as Harry, Ron, Hermione, Ginny,
Luna or Neville, you must try and discover did it, WHO WHAT
spell or item they used and the student was attacked. WHERE
Was it Draco Malfoy with a Sleeping Draught in the Owlery?
Move around Hogwarts making suggestions… but watch out! As the castle
is full of hidden doorways and moving staircases, wheels on the board
will keep changing – revealing secret passages, or even the Dark Mark!
Whenever the Dark Mark appears, beware – when seen, it surely means
that Dark Forces are at work. Pick up Help cards, which will provide you
with spells, allies and items that protect you from the Dark Forces and
stop you losing house points. If you lose all your house points, you will
be eliminated from the game!
When you’re sure of your facts, go to Dumbledore’s ofce
to make your nal accusation and win the game!
• Push the house point, suspect and
item tokens and the wheels out of
their cardboard sheets.
• Each wheel has a house name
on it (Gryfndor, Hufepuff,
Ravenclaw or Slytherin). Match
the house name on each wheel to
the appropriate house crest on the
board, and attach it by pushing a
plastic rivet through the wheel and
the board as shown.
• Make sure the writing on the wheel
is facing upwards.
Assembly
Specyfikacje produktu
Marka: | USAopoly |
Kategoria: | gra planszowa |
Model: | Clue: Harry Potter |
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