Dear Mice and Meeces of Tockton Clock,Wax your whiskers and straighten your tails, foryou are hereby invited to the Royal Scavenger
Hunt! Gather your team and hop and shove yourway to glory! BUT, mind your scavenger huntcard, for these items may be worth extra prizes
once the clock strikes midnight! We will also havea chain climbing race for the little ones.
The event begins at 7p.m. SHARP. Dress is smart
casual. A meal of sweet berries will be served foreach item delivered.

LORD

CuckooP.S. I SEEM TO HAVE MISPLACED MY REGAL RELICS AGAIN.
IF YOU FIND THEM, I’LL GIVE YOU SOMETHING SPECIAL!

Let us teach you how to play!
PlaidHatGames.com/Learn-Hickory-DickoryComponents

Side Boards

20 Mouse Meeples
1 Priority Track Marker
4 Score Markers
12 Quest Cards
13 Favor Cards
1 Cat Die
2 Cat Paws
8 Point Tokens
2 Priority Track Blockers
2 Reference Tiles

1 Clock Board
1 Clock Hand Assembly
2 Minute Hand Blockers
1 Chain Track Board
1 Pinecone Weight Token
2 Side Boards
4 Hunt Boards
1 Bag
93 Item & Relic Tiles
12 Action Space Tokens
16 Mouse Cards

1

2

2

7

3

Clock Board
4

8

3
9

4

3

1. Priority Track
2. Quest Deck Space
3. Face Up Quest Card Spaces
4. Quest Discard Slot

1

6

4
2

Clock Hand Assembly

5

3

4

1. Starting Pinecone
2. Left Chain
3. Leaf Goal
4. Right Chain
5. Weight Token

3

1. Inner Ring Spaces
4. Lord Cuckoo Outer Ring Space
2. Leaf Outer Ring Spaces 5. Clock Hand Assembly Slot
3. Action Spaces
6. Score Track

1

5. Itsy Bitsy's Market
6. Wild Display Area
7. Discount Bin spaces
8. Favor Deck Space9. Favor Discard Slot

Chain Board& Weight Token

5

2

6

5

5

1. Hour Hand 3. Front of the Hand 5. Minute Hand
Blockers
2. Minute Hand 4. Back of the Hand

12

Hunt Board

Mouse Card

1
2
1
3

2

3

1. Meeple Identifier
2. Storage Spaces

1. Tile Spaces
3. Game End Points
2. Mouse Starting Spaces

3. Special Ability

Mouse Meeples

Tiles
item tiles

wild item tile

Scamp Scurrier

Spotter

Scavenger

ScalerFavor Cards

relic tiles

2

1

3

Action Space Tokens
12

face down

1. Setup Placement

1. Action Icon
3. Starting Card Icon
2. Bonus Item Tile

Quest Cards

face up

2. Action Icons

1

Other Components
cat die2

Score Markers

priority track
blockers

cat paw

point token(for passing 50
on the score track)

1. Required Item Tiles 2. Point Valuepriority trackmarker3

Setup14. Place the pinecone weight token at the bottom of1.

Lay the clock board in the center of the table andslot the clock hands into the center of the clock.

15. Set the cat paws, 10-sided cat die, and 50 point

2.

Slot the 2 side boards into the sides of the clock.

3.

16. For 2 players: slot the

Set the hour hand to 7 and the minute hand to 12.

4.

Place the 1, 6, 11, and
12 action space tokens
face up on their matching
spaces on the clock.

5.

Separate the remaining
action space tokens into 2
groups as marked on theirtokens andbacks:
tokens. Shuffle thosegroups separately andthen distribute them face
up to matching spaces on
the clock.

the right chain on the chain board, just below the 9.
markers off to the side.

blocker into the minutehand as shown. 3 players: slot theblocker.
4 players: no blocker.

match

2-Player

17. Each player chooses a player color and collects thecorresponding mouse meeples, mouse cards, andscore marker.

flip face up

18. Place the priority marker on the priority

6.

Gather all 10 wild
item tiles
and place them all on Itsy’s Web.

7.

Place all other item and relic tiles in the bag andshake it to randomize them.

8.

Draw 4 tiles from the bag and place themon the 4 Discount Bin spaces on Itsy’s Web.

9.

Draw 11 tiles and place them on
the 11 leaf outer ring spaces on theclock. Do not place a tile at the 12.

track on the color of the most punctual
player. For 2 or 3 players: place priority
track blockers on any colors not chosen.

19. Each player places their mouse cards

and a random hunt board in front of them.

20. Each player places their Scaler on thestarting pinecone on the bottom of theleft chain of the chain track.

21. Each player places theirleaf outerring space

Scurrier, Scavenger, andSpotter on the inner ring
spaces of the clock at the
numbers shown on theirhunt board, and places
their Scamp on their
Scamp card. The Scamp
starts the game out of play.

10. Search the favor deck for the 4 cards with the acorn

icon. Shuffle these 4 cards and deal 1 to eachplayer. Return the undealt cards to the deck andshuffle. (Keep favor cards secret from other players.)

11.

3-Player

Place the favor deck face down on the designatedspace under Itsy’s Web.

12. Shuffle the quest deck and place it face down on

22. Each player places their score marker on thethe designated space on the other side board.
Reveal the top 2 cards and place them face up on
the 2 spaces below the quest deck.

starting space of the score track.

23. Start the game by resolving the first
Tick of the Clock (turn the page).

13. Place the chain board below the clock board, or
wherever is convenient.

4

19

19
1

10

10
9
21

18

2

2
6

3
12

8
11
22
7
15

10

15

13

14

19
20

5

10

19

Game Overview
Hickory Dickory Dock, the mice ride ‘round the clock…

12 ticks = 1 round

In Hickory Dickory, each player controls a team of mice riding the hands of a cuckoo clock,collecting tiles that can be turned in for points, while keeping a special eye out for the ones on
their hunt board. During each round, the minute hand makes a full rotation around the clock,
stopping at each number (a Tick) so the mice there can jump off the hand to perform that
action or onto the hand to ride to a different one. Mice activate based on their position so try
to be at the front of the minute hand, but be careful not to get bumped off! At the end of the
5th round/rotation, the clock strikes midnight and the player with the most points wins!

There are five ways to score points:

Deliver item tiles
which also allows you to:		 Complete quest cards		point icon

Fill rows or columns on your hunt board

Climb the chains of the clock
Return relic tiles to Lord Cuckoo

Resolving a Tick of the ClockTo resolve a Tick of the Clock follow these steps:

1.

Move the minute hand to thenext number on the clock.

2. Activate each mouse on the minutehand in order, starting with the mouseat the front of the minute hand.

back

front

3. Activate each mouse on the current

inner ring space in order according
to the priority track.
inner ring space

During the first Tick of the game, and any other
Tick when there are no mice at a number (on thehand or on the clock), just move on to the next Tick.
6

6

priority trackPriority Track

Let us teach you
how to play!

The priority track determines
activation order when there
are multiple mice on an innerring space. Start with thecolor the priority marker
is on and activate ONE
mouse of that color of thecontrolling player’s choice, if
present. Continue clockwise, skipping colors if there are
no unactivated mice of that color, until ALL mice on thatspace have been activated.

"Mice on an

Activation Order Example

1

The minute hand moves from the 2 to the 3.

2

The mice on the hand activate in theorder below.

4th

3rd

2nd

back

3

outer ring space
don't activate!"

1st
front

After this, the mice on the inner ring space
activate in the order below. Note that the
could have been activated 2nd and the 4th.

1st

2nd

3rd

4th

7

7

Activating a Mouse: A Scavenger mouse takes up 2 spaces on theminute hand so can bump 1 or 2 mice off.

When a mouse is activated, its controlling
player chooses what that mouse will do.
No unoccupied spaces

If the active mouse is on theminute hand it can either:

2 mice bumped off,

first

STAY where it is on the minute hand.
1 unoccupied space

OR

JUMP OFF the minute hand to the outer ring
space and PERFORM the current action.

1 mouse bumped off

If a Scavenger is halfway off the front of the hand, it
is bumped off and all other mice are moved forward 1
space to fill in the gap.

If the active mouse is on the
Inner Ring Space it can either:

Jumping off
the Minute Hand

Move to the outer ring space and
PERFORM the current action.
OR

When a mouse jumps off the minutehand, place it on the current number’souter ring space (or on Lord Cuckoo if
at 12). After a mouse jumps off theminute hand, all the other mice move
forward to fill any gaps.

JUMP ON the minute hand.

Jumping on
the Minute Hand
When a mouse jumps on the minute hand, place itbehind all the mice already on the minute hand, on thefrontmost unoccupied space.

back: When a Scurrier mouse jumps or isbumped off, it can jump normally or it
can leap clockwise to one of the next 2
outer ring spaces instead.

front

If there are no unoccupied spaces, all of the mice on theminute hand are pushed forward to make room, causing
the mouse at the front of the minute hand to be bumped
off. When bumped off, a mouse activates and can jump
to the current outer ring space OR jump backwards tothe previous outer ring space. (If the previous space iscovered by a cat paw, it keeps going until it reaches a
non-covered space.)

88Entering an
Outer Ring Space

Example: Resolving a Tick

1

The activates first and jumps off the minutehand to the outer ring space.

2

The claims the item tile and places it on an
empty storage space on its card.

3

The then performs the Climb 3 actionand ends its activation.

4

The
activates and simply chooses to stay on
the minute hand.

5

The
activates next (due to the Priority Track)and it also chooses to move to the outer ring toperform the Climb 3 action.

6

The
activates last and jumps onto the minute
hand.

7

Before this Tick is resolved and the minute handmoves, the trades all of its items to the.

Whenever a mouse enters an outerring space during a Tick, it may do
the following in order:

1. Claim the tile (if still there), AND/OR
2. Perform the listed action (see action icon reference
on pp. 10-11).

Item and Relic Tiles
Tiles
Tiles represent the things your mice are searching for.
Most are item tiles which can be Delivered for points.
There are three unique relic tiles, designated by a star,
which can be Returned to Lord Cuckoo for even morepoints, plus his favor.

Trading
When the minute hand is at a number, a player may
freely rearrange tiles between the mouse cards ofmice they control at that number (on the minute handpointed at that number, or on the inner or outer ring
spaces of that number).
Note: When Delivering items or Returning relics, amouse cannot turn in tiles on another mouse’s card.

Claiming
Because of the trading rule, a mouse can claim a tile byplacing it on an empty storage space on the mouse cardof ANY mouse you control at that number. If there areno empty storage spaces, return excess tiles to the bag.
(Excess tiles can be either the ones just claimed or oneson the mouse cards.)

99

Action Icons

Leap

Action Costs

The active mouse can leap clockwise to an outer ring
space up to 3 numbers away. A mouse on an outer ring
space cannot use a favor card to leap.

Some actions have an arrow on them. To resolve these,
you must perform the action (pay the cost) on the left toperform the action on the right.

xNote: Multiple leap effects cannot be combined to leap
more than 3 spaces in a single bound, e.g. the Scurriercannot leap from the 12 to the 5 by combining the
12 leap action with their special ability. However, theScurrier can use its ability to leap to the 12 outer ring
space and then use the 12 action to leap forward to the
1, 2, or 3.

: Spend X tiles (item or relic) by removing themfrom the active mouse’s card and returning themto the bag.
: Return 1 or more relic tiles (crown, scepter,goblet) by placing them on Lord Cuckoo. For
andeach one Returned, score 5 points
draw 1 favor card (max hand size is 2).

Gain/Teleport Scamp
Place your Scamp mouse on the outer ring space ofany number on the clock and resolve it, even if your
Scamp has already performed
an action this round. Afteryou perform this action for
the first time, you have a 4th(non-Scaler) mouse for the
rest of the game.

: Choose any number of item tiles (not relics)
on the active mouse’s card and Deliver them(see p. 12).
to score pointsx

SearchDraw X tiles from the bag and claim them.
: When a Spotter mouse performs a x, it draws
X+1 tiles, chooses 1 of the drawn tiles to return to thebag, and claims the others.

Draw a Favor Card
Draw a favor card.
If the deck is empty, first shuffle the discard to makea new deck. You may never hold more than 2 favorcards at a time, and if you ever draw a 3rd, you must
immediately discard one without effect. Keep favorcards secret from other players.

Visit the Market
Claim 2 tiles from Itsy Bitsy’s
discount bin OR 1 wild item tile.
When Delivered, a wild item tile
is a single item tile that has everycolor and every symbol. A wild
item is not a relic and cannot be Returned.

During (not instead of) one of your mouse’s activations,
you may play (and discard) favor cards, and the active
mouse resolves the action icons, one at a time.
BONUS TILE: Favor cards witha bonus tile can be used (anddiscarded) as the item printed
on it when spending items for an
action cost or Delivering items forpoints, including completing quests.

Claimed tiles from the discount bin will be replaced at
the end of the round during the "Refill" step (p. 14).

Throw
Choose one of your mice. The chosen mouse isconsidered to be at the active mouse’s number for the
purpose of trading tiles.

Note: Favor cards cannot be placed on your hunt board.

10

x

Action Space Tokens

Climb Chain

all actions are optional

Move your Scaler mouse up the chain X spaces. If thiswould cause it to stop on an occupied space, keep
moving it until it lands on an unoccupied space. If yourspaces while
Scaler lands on or passes any point
moving on the chain, score that number of points.

1

When your Scaler reaches the leaf at the top of thechain, stop its movement, score the points listed justabove the pinecone weight token on the right chain,move the pinecone up to cover that number (unless it
was the 4 ), and move your Scaler back down to thestarting pinecone at the bottom of the left chain. The
4 is never covered.

1

Spend one tile to Gain/
Teleport your Scamp.

Climb 3 spaces on the chain.

Claim 1 tile from the bag.

2
Draw a Favor Card.

Spend one tile toVisit the Market.

6 11

Deliver your active
mouse's items (p. 12).

Climb 2 spaces on the chain.
Then, you may spend 2 tiles
to Visit the Market.
(1) A blue mouse performs the Climb 3 action, so themoves up 3 spaces on the chain. That space is occupied,so the moves up to the next empty space. Since thepassed the 1 icon, the blue player scores 1point .

Climb 1 space on the chain.
Then, you may spend 1 tile
to claim 2 tiles from the bag.

(2) The first Scaler to reach the leaf will score 9 points
and go back to the starting pinecone at the bottom of theleft chain. The pinecone weight will then move up to covericon on the right chain. The next Scaler to reach
the 9
the leaf will score 7 points.

12

11

Return your active mouse's
relics, scoring 5
anddrawing a favor card for each.
Then, leap to the 1, 2 or 3
outer ring space.

Example: Delivery

Scoring Points
When Delivering

You are Delivering the item tiles shown above.
Score 5 points for 5 items

Score Item Tiles

Score 3 points for 3 items that are the same
symbol (2 buttons + 1 wild).

When you perform a Deliveraction, score points
for all the item tiles and favor card bonus tiles delivered,
as follows:

Score 3 points for 3 items that are the samecolor (2 purple + 1 wild)+1 point for each item.

Score 7 points by completing the below
Quest card. (The wild stands in for one of thefeathers.)+1 for each item in the largest symbol group.
+1 for each item in the largest color group.

Complete Quests
Lord Cuckoo has specific quests he’s
dealt out for players to complete. If
your mouse is Delivering all of theitems shown on a quest card, youhave completed it, scoring its points
and then discarding it. You may only
complete one quest card per Delivery.

You score a total of 18 points and place tiles on
unoccupied matching spaces on your hunt board,
returning the rest to the bag. Wild tiles can beplaced on ANY space.

Rainbow tiles on quest cards can be fulfilled byany colored tile with the matching symbol.
Completed quest cards will be replaced at the end of theround during the "Refill" step (p. 14).

Place Matching Tiles
on Hunt Board
After scoring points for the delivered
items, place matching tiles (in colorand symbol) on empty spaces on yourhunt board. Return all tiles that can’tbe placed to the bag. Once a tile has been placed on a
space on a hunt board it cannot be moved, so choose
carefully!
Reminder: An item provided by a favor card can’t beplaced on your hunt board.

12

Example: Flow of Play

1

3

2

4

(1) The minute hand moves to the 4.

5

The
jumps off and (2) claims thetile on the outer ring space by placing
it on its card.

performs the 1
action.
(3) TheBecause of its special ability, it pulls
TWO tiles from the search bag, (4)claiming one and discarding the otherback to the bag.

activates next and uses its(5) Thespecial ability to leap ahead to the 5.

6

8

11

12

13

14

9

7
10

(6) Theclaims the tile on the outerring space. (7) To perform the Market
action, it must spend 1 item. It
could spend the tile it just claimed, butuses the bonus tile on its favor card to
pay the cost instead. The favor card is(8) All mice at the 4 have been activated,so the Tick is completed and the minutehand moves to the 5. (9) The
activates and jumps onto the minutediscarded and thetakes 2 tiles fromthe market's discount bin.

again.) (10) While theandat the same location, thethree tiles to the.

trades its

hand. (Theis already on the outerring space so it does NOT activate

13

are

(11) All mice at the 5 have been activated,so the Tick is completed and the minutehand moves to the 6. (12) The
jumps
off the minute hand, claiming the tile on
the outer ring space. (13) The
then
Delivers everything on its mouse card fora total of 9 points, places Deliveredtiles on matching spaces on their huntboard, and discards the tile that can't beplaced back to the bag.

End of the RoundThe Cat Paws

Each round of the game ends after the minute hand
has reached the 12 and the Tick of the Clock has been
resolved there. Before the minute hand moves to the 1,
the board must be refreshed.

Mice (including the Scamp) can nevershare a number with a cat paw. Whenthe minute hand moves to a number
with a cat paw, none of the mice on
the minute hand can activate, and playmoves immediately on to the next Tickof the Clock.

chirp reminding

Lord Cuckoo lets out a royal
players how to refresh the board!

cat Paws: Roll the cat die twice

End of the Gameand place a cat paw over the action
space at each number rolled. If there
are any mice at either number, movethem clockwise to the next non-rolled
number (do not claim tiles or perform
actions). If the same number is rolled
twice, both cat paws will cover thesame action.

When the clock strikes midnight (the hour hand is
moved to the 12), the game immediately ends. At theend of the game, players score additional points asfollows:
Score 5 points for each row and for each column
filled on your hunt board.

Note: When playing a 4 player game,roll the cat die once and place only
1 cat paw.

This player completed
one row and one column,
so they score 10pts.

hour Hand: Rotate the hour hand to
the next number on the clock. (If thehour hand moves to the 12, the gameimmediately ends. Skip to End of theGame for final scoring.)

Gather up all of the item tiles remaining on all of
your mouse cards into one pool and score points forthem as if you were performing the first part of the
Deliver action. Do NOT complete quests or placethese items on your hunt board. You MAY Deliverfavor card bonus tiles.

inner Ring: Move all the mice thatare on outer ring spaces to thecorresponding inner ring spaces.

The player with the most points wins the game andgains Lord Cuckoo's ultimate favor. Their mice will feast
on the finest berries for the rest of their lives — or atleast until the next time Lord Cuckoo loses his stuff.

refill: Refill the quest cards, and refill

the tiles on the leaf outer ring spaces
and in the discount bin at the market.

If 1 or more players are tied, the tied player who has themost spaces filled in on their hunt board wins. If it is stilla tie, the tied players share the victory.

priority: Move the priority marker tothe next space on the priority track,following the arrows.
Note: In a 2 or 3 player game, skip
over colors with a priority track
blocker on them.

14

Solo Variant

Credits

Your team arrives early to get a head start on the Royal
Scavenger Hunt! Score 100 points before the clock
strikes midnight!

game designer

Set up and start the game as normal with thefollowing exceptions:game producer

Sawyer West

Niki Shults, Colby Dauch

Hour hand starts on 6

illustrator

Block all but 2 spaces on the minute hand (use boththeandblockers )Sonja Müller

Place the cat paws before the first round.

graphic designer

Rule changes

Kendall Elmen

If a minute hand with 1 or more mice on it moves
to a number with a cat paw, roll the cat die for eachpaw there and place accordingly. If that number isrolled, place the paw there and do not roll for that
paw again. If all cat paws are moved away, the miceon the minute hand will activate.

logo designer
David Richards

development team

Whenever a cat paw is placed on a space with mice(on the hand or on the clock, even if it was justthere), it SCRATCHES them—discard 1 tile foreach mouse at that number from any of their mousecards. Then:

J. Arthur Ellis, Donald Shults, Kendall Elmen,
Jerry Hawthorne, Nick Conley

editorJonathan Liu- Mice on that inner/outer ring space move to thenext non-covered space in the same ring. Do notclaim tiles or perform actions.

playtesters- Mice on the minute hand (if at that number)
activate and leap to the next non-covered outerring space. Resolve normally, even if it is notduring a Tick. Scurriers may NOT use their ability.

Brynn April, Tommy Barnes, Kristen Belveal,
Noah Belveal, Christopher Bryan, Max Campana,
Julia Christensen, Bob Craig, Rebecca Czebrinski,
Ed Czebrinski, Daniel Elmen, David Elmen, Frank Elmen,

If you score 100 points after final scoring when
the clock strikes midnight, you've won the game!
Challenge yourself on your next solo play to see if
you can beat your previous score!

Andrew Christopher Enriquez, Jim Foronda, Clay Hales,
René Hawthorne, Jenna Hawthorne, Gordon Helle,
Hannah Helle, Chad Hoverter, Micah Jones, Jeff Joyce,
Andrew Manson, Peter Mazanec, Jared Mehlhaff,

Advanced Setup Variant

Ben Newhouse, Tyrone Nikolaidis, Ace Overton,
Autumn Perkins, Mark Pruett, Micah Solusod,

Not recommended for games involving new players.
Players may choose their starting mouse positions inpriority order, one mouse at a time. Players follow these
additional restrictions:

Kimberley Wederfoort, Therese West, Travis West,Nathan West, David West, Apphia Yu

Do not place any mice at 12 or 1.
Do not place two of your mice at the same number.
Place at least one of your mice on aat least one on a space.

www.plaidhatgames.com

space and15

© 2022 Plaid Hat Games. Hickory Dickory, Plaid
Hat Games, and the Plaid Hat Games logo aretrademarks of Plaid Hat Games. 1172 St. Rt. 96,
Ashland, OH 44805. Actual components may varyfrom those shown. Made in Shanghai, China.

x

Icon Summary

Mice

Each of your mice has a special ability.

SPEND: Spend X tiles and/or bonus
tiles to perform this action.

x

CLIMB: Move your Scaler mouse X
spaces up the chain.

x

SEARCH: Claim X tiles from the bag.

Scavenger

A Scavenger takes up 2 spaces
when on the minute hand.

RELIC: Return relics for 5
and a favor card (each).
MARKET: Claim 2 tiles from thetile.
discount bin or 1 wild

Scurrier

SCAMP: Activate your Scamp,
placing it on any (non-cat paw)
outer ring space.

When a Scurrier jumps or isbumped off the minute hand,it can jump normally or it canleap to either of the next 2
outer ring spaces.

FAVOR: Draw a favor card (max 2).
LEAP: Leap forward to one of the next
3 outer ring spaces.
THROW: Trade between your active
mouse and one at a different number.

Spotter
When a Spotter mouse
performs a X, it draws
X+1 tiles, chooses 1 of thedrawn tiles to return to thebag, and claims the others.

Score points for all Delivered item tiles (active mouseonly) and favor card bonus tiles:+1 point for each item.
+1 for each item in the largest symbol group.
+1 for each item in the largest color group.

Scamp+? if completing a quest (max 1 per Delivery).

=

When the Scampicon
is resolved, the Scamp canteleport to any outer ring
space (non-cat paw) andperform that action.

Delivering 1 item by itself is 3 points!

=

16