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Directions for Playing the Parker Brothers Game of Clue Jr.

Created for children ages five through seven and meant to be used by two to four players per game, ̶0;Clue Jr.̶1; was developed by Parker Brothers in 1994 as an alternative to its widely popular adult board game ̶0;Clue.̶1; In ̶0;Clue Jr.,̶1; by touring their movers through a large mansion, players discover clues and learn to use the process of elimination in order to solve the mystery of the missing child and pet.

Things You'll Need

  • Clue Jr. game case
  • 4 game cards
  • 4 movers
  • Detective note pad
  • Pencil for each player
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Instructions

  1. Setting Up

    • 1

      Open the game case by sliding the yellow latch on the case open.

    • 2

      Make sure the blue clue-revealer door is closed.

    • 3

      Place the four game cards in the case in any order. The top mystery will be the active card for the current game.

    • 4

      Provide each child a sheet from the detective note pad and a pencil to use, and have the players select a game mover.

    • 5

      Place each mover in the ̶0;Start̶1; space that corresponds to the color of the mover.

    Playing the Game

    • 6

      Begin each turn by spinning the number spinner and moving the player̵7;s mover the same number of spaces, in any direction, as the number the spinner lands on. If the spinner lands on the magnifying glass, the player may move to any keyhole on the board not occupied by another player.

    • 7

      Complete your turn by performing the necessary actions. If a player lands on a Secret Passage Stairway, he must move through the Secret Passage and come out at the other end. If a player lands on a rug outside a room, she can place her mover in the keyhole and open the door.

    • 8

      Open different rooms by landing on rug spaces and placing your mover in the keyhole to see what's inside each room.

    • 9

      Check off rooms you open and children or pets you see within the rooms on your detective note pad as you travel through the mansion.

    • 10

      Remain in the keyhole until your next turn. When it is your turn again, remove your mover from the keyhole, land on the rug and then spin. Do not count the rug space as part of your space movement.

    Solving the Mystery

    • 11

      Use your turn to announce that you want to solve the mystery when you have crossed off all but one child, one pet and one room on your detective note pad.

    • 12

      Declare which child you think is hiding in which room and with which pet.

    • 13

      Slide the blue-revealer door open and check your guess. Make sure to hide the answer from the other players.

    • 14

      Let the other players know if you were right or if you were wrong. If you̵7;re right, you win. If you̵7;re wrong, the other players may continue playing until someone else solves the mystery correctly.


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