Instructions
Setup and Playing
Ensure that you have all the pieces to the Scooby Doo Thrills and Spills Game.
Unfold the gameboard. Place the two large purple legs on the left and right sides toward the top of the gameboard. Place the two smaller purple legs on the left and right sides near the middle of the gameboard.
Place the C-shaped ring in the holes in the top left area of the gameboard. The opening of the ring at the top should face right.
Remove the three monster labels from the sheet. Place them in the recessed areas of the board designed for the labels.
Place the three monster cards to the side. Have each player take two player pieces of the same color; one must be Scooby-Doo. Have all players place both of their player pieces in the Haunted House to start the game.
Direct each player to spin the spinner. The player who spins the highest number goes first, then turns are taken in a clockwise manner.
Take turns spinning the spinner. Move either of the two pieces the corresponding number of steps toward the finish. Players cannot split their moves between pieces.
Special Spaces on the Spinner and Gameboard
Move the player piece to the space picturing the gang if you spin "Join the Gang."
Move the player piece to the space of the player piece farthest down the board if you spin "Join the Leader."
Have the player to your left shuffle and choose a monster card, then lay it face down, if you spin onto the space with the monsters. Place the top on its handle and turn clockwise to wind it. Place the top over the ring, then press the handle button to release the top. If your player piece is knocked over or thrown off the board, return to the start. Move still-standing pieces to the nearest space. Point to the portrait of the monster you think is the troublemaker. Turn up the face-down card. Move ahead seven spaces if you guess correctly; your turn ends if your guess is incorrect.
Move your player piece into the hole on the mountain if you land on an arrow space pointing to the mountain. These spots are safe from the spinning top. If another player piece is in the mountain spot, it must trade places with your player piece.
Reach the Mystery Machine with both player pieces first to win the game. You do not need to land exactly on the Mystery Machine; a count that brings you past the Mystery Machine still counts as reaching it.