User Guide

5
How to Play -
At a Glance
On each turn:
1. Roll both dice.
2. Check the black die.
3. Move (using the green die
or a lit fi replace).
4. Make a suggestion, take a
Help card or end your turn.
When you’re sure you’ve solved
the mystery:
5. Go to The Burrow to make
your accusation.
On Your Turn
1. Roll both dice.
2. Check the black die.
If the black die shows the star,
take a Help card and
place it in front of you,
then continue to
Step 3 (Move).
If it shows one of the location
symbols, 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 locations may
open or close and fi replaces may
change when a wheel is turned.
If the Dark Mark shows up on
the wheel, the black die, or
both, 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 pinches of
Floo powder 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
pinches of Floo powder onto the
Floo powder pile. If you pay with
more pinches than you need, take
back the difference.
When you have used a Help card
or paid your Floo powder penalty,
continue to Step 3 (Move).
If any player loses all
their Floo powder tokens,
they can no longer use
the Floo network.
3. Move
Check the green die.
You can either:
Ignore the roll and use a lit
replace to move to another
room with a lit or unlit fi replace.
Each time you use a fi replace
to move, pay 1 pinch of FP
into the FP pile.
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.
Black doors are open, red
doors are closed. As soon as
you enter a location (through
an open door), STOP MOVING!
You cannot pass through a
closed door unless you have
an Alohomora Help card.
If you land on a star symbol,
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.
If you are in a location at the
end of one turn, you must
leave it on your next turn.
You may not re-enter the
same location on that turn.
4. Make a Suggestion, take a
Help card or end your turn
Make a Suggestion (only if
you’re in a location)
If you move to a location (other
than The Burrow), you can
suggest:
a suspect
an item
the location you are in
Example: You enter Gringotts.
You suggest: “I think Snatchers
did it with the Cursed Necklace
in Gringotts.
Move the suspect and item
tokens you have suggested
into the location 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 (only if you land
on a star)
If you land on a star
symbol, draw the top
Help card from the deck
and put it faceup in front of you.
The Help card will be an Ally, an
Item, or a Spell.
Visiting
The Burrow
Enter The Burrow to make
an accusation.
5. Make an Accusation
When youre sure you’ve solved
the mystery, use your roll to get
to The Burrow 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 Peter Pettigrew with
the Jinxed Broomstick in
Malfoy Manor.
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 fi 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.
Contents: Gameboard, 6 Identity cards, 6 Movers, 29 Help cards, 32 Dark cards,
21 Mystery cards, 1 Notepad, 40
Floo Powder
tokens, 6 Suspect tokens, 6 Item tokens,
1 Envelope, 1 Green die, 1 Black die, 1 Label sheet.
35
PLAYERS
9
AGES
VANISHING ACTS MYSTIFY MANY
BUT WHO OR WHAT IS REALLY TO BLAME FOR THE LATEST DISAPPEARANCE?
www.hasbrogames.com
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31148
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Harry Potter Publishing Rights © JKR. (s11)
The HASBRO and PARKER BROTHERS names and logos and CLUE are trademarks of Hasbro, © 2011 Hasbro,
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Consumer contact:
USA and Canada: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02862 USA. Tel: 888-836-7025.
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311480000 11 I HPClue.indd 1 3/17/11 1:54 PM

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