USAopoly Clue: Harry Potter Board Game User Manual

July 24, 2024
USAopoly

USAopoly Clue: Harry Potter Board Game User Manual

USAopoly-Clue-Harry-Potter-Board-Game-product

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 WHO did It, WHAT spell or Item they used, and WHERE the student was attacked.

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 from 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 office to make your final accusation and win the game!

Assembly

  • Push the house point, suspect, and Item tokens and the wheels out of their cardboard sheets.
  • Each wheel has a house name on It (Gryffindor, Hufflepuff,
  • Ravenclaw or Slytherin). Match the house name on each wheel.

FITTING THE WHEELS
Make sure the writing on the wheel Is facing upward.

HOGWARTS DIE
Stick one square label to each face of the blank Hogwarts die.

USAopoly-Clue-Harry-Potter-Board-Game-fig- \(1\)

Product Overview

USAopoly-Clue-Harry-Potter-Board-Game-fig- \(2\)

Set-up

  1. Lay out the board and turn the wheels so the word Start Is showing on all of them.
    • Shuffle the bark back and Help cards and place them face down In separate piles near the board.
  2. Each player needs:
    • One sheet from the notepad
    • A pencil (not supplied)
    • 1 Help card (kept face up In front of them
  3. House point (HP) tokens, depending on the number of players as follows:
    • 3-player game: 80 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 (as point 4)
  4. Shuffle 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.
  5. Each player must then choose a character from the remaining Student cards and place the matching-colored mover on
  6. It’s a start space on the board. Place the missing student and any spare cards and movers out of the game.
  7. Separate the Mystery cards Into three piles (suspects, Items, and rooms) and shuffle each pile. Remove one from each pile and put them In the solution envelope.
  8. Be careful to keep them secret from all players – this envelope contains the solution to the mystery!
    • Shuffle 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 Bumble Dors’s office.
  9. book the cards In your hand and check them off on your notepad – li you have those cards, they cannot be in the envelope Remember to keep your notes hidden from other players.
  10. Place the Item and suspect tokens In places where everyone can reach them. The player whose birthday It Is next takes the firet turn. Play continues to the loft.

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

  • Go to Dumbledore’s office to make your accusation.

On Your Turn

  1. Roll all three dice
  2. Check the Hogwarts die

If the Hogwarts die shows this the symbol takes a Help card and places it in front of you, then continues 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 DarkMark 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. shares the dark walk -takes a card from the Dark Deck and weeds it and lends caused or dark Forces and each cate sheets.

  • What le happening
  • Who is attecter
  • How many house points could be lost again at the event?

If you have a Help card that protects you, show it to the other players and then place them back In front of you. You are safe. If you don’t, you must pay the penalty by putting that many houses polenta onto the house point pile. When you have used a Help card
or paid your house point penalty. continue to 2lap 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 the house points before the game is over, the Dark Forces have won and the missing student meets an unfortunate end!

Move
Check the two normal dice.

You can either

  • Ignore the roll and use a secret passage 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 in 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. Make a Suggestion, Take a Help card, or End Your Turn Make a Suggestion If you move to a room (other Han Dumbledore’s office), 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 the 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 Dumblodoro’s Office In Dumbledore’s office you can either:

  • Look at any face-down cards there and check them off on your notepad (this ends your turn)
  • Make an accusation.

Mako an Accusation
When you’re sure you’ve solved the mystery, use your roll to get to Dumbledore’s office 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: *1 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 find 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.

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)

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