Clue: Turkey Hunting USA Edition/Instructions

It’s a great day to go hunting. Hunters around the United States go hunting for wild turkeys every year. Suddenly, a wild turkey was fatally shot by an unknown hunter, confusing all hunters on the hunting field.

What wild turkey was shot? Where? And with what weapon? Follow the clues, and unlock this mystery with the key of imagination, the process of deduction and good common sense. With hundreds of possibilities and loads of clues to investigate, CLUE® Turkey Hunting USA edition will keep you guessing. It’s a mystery with a decidedly Sammy Outdoors twist.

### THE CONTENTS:

Game board

6 Wild Turkey Tokens: the TARGET WILD TURKEY, the GOULD’S WILD TURKEY, the EASTERN WILD TURKEY, the FLORIDA WILD TURKEY, the MERRIAM’S WILD TURKEY, the RIO GRANDE WILD TURKEY

6 Weapon Tokens: the Over and Under Shotgun, the Compound Bow, the .233 Rifle with Scope, the 12 Gauge Pump-action Shotgun, the Black Powder Shotgun, the 20 Gauge Pump-action Shotgun

6 Wild Turkey Cards

6 Weapon Cards

9 Location Cards

1 “Hunting Result” notepad

1 envelope

1 Die

### THE SETUP:

1. Look on the game board for the START space and Wild Turkey name nearest you. Take that Wild Turkey token as your playing piece and put it on that space. If fewer than six are playing, be sure to place the remaining Wild Turkey tokens onto the appropriate Wild Turkey name – any wild turkey could have been shot, and therefore all wild turkeys must be on the hunting field.
2. Place each of the Weapons in a different Location. Select any six of the nine Locations.
3. Place the empty envelope in the shooting range in the center of the game board.
4. Sort the deck of cards into three groups: Wild Turkey, Weapon and Location. Shuffle each group separately and place each face down. Then, so no one can see, take the top card from each group and place it into the envelope. The envelope now contains the answers to the following questions: What wild turkey was shot? With what weapon? In what Location did this occur?
5. Shuffle together the three piles of remaining cards. Then deal the cards face down and clockwise around the table. (It doesn’t matter if some players receive more cards than others.) Secretly look at your own cards. Since these cards are in your hands, they can’t be in the envelope – which means you can eliminate those from the mystery.
6. Take a sheet from the “Hunting Result” notepad and fold it in half...that way no one can see the notes you make and check off the cards that are in your hand.
7. The GOULD’S WILD TURKEY always plays first. Play then proceeds, in turn, to the first player’s left.

### LET THE HUNT BEGIN!

Moving your Bird token:

On each turn, try to reach a different Location on the hunting field. To start your turn, move your Wild Turkey token either by rolling the Die or, if you’re in a corner Location, by using a Secret Passage.

Remember, you may only move your Wild Turkey token on the grass squares within the hunting field or through the Secret Passages. You may not exit outside of the field.

### ROLLING:

Roll the Die and move your Wild Turkey token the number of squares you rolled.

* You may move horizontally or vertically, forward or backward, but never diagonally.
* You may change directions as many times as your roll will allow. You may not, however, enter the same location twice on the same turn.
* You may not enter or land on a square that is already occupied by another wild turkey token.

### SECRET PASSAGES:

The Locations in the opposite corners of the hunting field are connected by Secret Passages. If you’re in one of the corner Locations at the start of your turn you may, if you wish, use a Secret Passage instead of rolling the Die. To move through a Secret Passage, announce that you wish to do so, and move your Wild Turkey token to the Location in the opposite corner of the field.

### ENTERING OR LEAVING A LOCATION:

You may enter or leave a Location either by rolling the Die and moving through a door or by moving through a Secret Passage.

* A door is the opening in the wall, not the space in front of the doorway. When you pass through a door, do not count the doorway itself as a space.
* You may not pass through a door that’s blocked by a Wild Turkey token.
* As soon as you enter a Location, stop moving. It doesn’t matter if you roll a number that’s higher than you need to enter.
* You may not re-enter the same Location on a single turn.
* It is possible that your rival might block any and all doors and trap you in a Location. If this happens, you must wait for someone to move and unlock a door so you can leave.

### MAKING A SUGGESTION:

As soon as you enter a Location, you may make a Suggestion. By making Suggestions throughout the game, you try to determine – by process of elimination – which three cards are in the envelope. To make a Suggestion, move a Wild Turkey token and a Weapon token into the Location you just entered. Then suggest that it was that Wild Turkey who was shot, with that Weapon, in that Location.

Example: Let’s say that you’re the MERRIAM’S WILD TURKEY and you enter Turkey Farm 1. First move another Wild Turkey – the EASTERN WILD TURKEY for instance – into Turkey Farm 1. Then move a Weapon – the 12 Gauge Pump-action Shotgun, perhaps – into Turkey Farm 1 as well. Then say, “I suggest that the Eastern Wild Turkey was shot with the 12 Gauge Pump-action Shotgun in Turkey Farm 1.”

Remember three things:

1. You must be in the Location that you mention in your Suggestion.
2. Be sure to consider all the Wild Turkeys – including spare Wild Turkeys and yourself.
3. There is no limit to the number of Birds or Weapons that may be in one Location at one time.

### PROVING A SUGGESTION TRUE OR FALSE:

As soon as you make a Suggestion the other Wild Turkeys, in turn, try to prove it false. The first to try is the player to your immediate left. This player looks at his or her cards to see if one of the three cards you just named is in his or her hand. If the player has one of the cards you named, he or she must show it to you and no one else. If the player has more than one of the cards named, he or she selects just one to show you.

If that rival has none of the cards that you named, then the chance to prove your Suggestion false passes, in turn, to the next player on the left.

As soon as the rival shows you one of the cards that you named, it is proof that this card cannot be in the envelope. End your turn by checking off this card on your notepad. (Some players find it helpful to mark the initials of the player who showed the card.) If no one is able to prove your Suggestion false, you may either end your turn or make an Accusation now. (See MAKING AN ACCUSATION section for details.)

### MORE ABOUT MOVING AND MAKING SUGGESTIONS:

* You may make only one Suggestion after entering a particular Location. To make your next Suggestion, you must either enter a different Location or, sometime after your next turn, re-enter the Location that you most recently left. You may not forfeit a turn to remain in a particular Location. But if you’re trapped in a Location because your rivals are blocking the door(s), you must remain there until a door is unblocked and can move out of the Location.
* When you make a Suggestion, you may, if you wish, name one or more of the cards that you hold in your own hand. You might want to do this to gain information or to mislead your rivals.
* You may make a Suggestion that includes a Wild Turkey token or Weapon token that’s already in your Location. (In this case, transferring one or both of those tokens into the Location is not necessary.)

When a transfer is necessary, leave the token(s) in the new location after the Suggestion is made.

* If the Wild Turkey token transferred was your Wild Turkey token, you may, on your next turn, do one of two things: Move from the Location in one of the usual ways OR make a Suggestion for that Location. If you decide to make a Suggestion, do not roll the Die or move your Wild Turkey token.
* You may, if you wish, make a Suggestion followed by an Accusation on the same turn. (See MAKING AN ACCUSATION below.)

### MAKING AN ACCUSATION:

When you think you’ve figured out which three cards are in the envelope, you may, on your turn, make an Accusation and name any three elements you want. First say, “I suspect (Wild Turkey) of being shot with the (Weapon) in the (Location).” Then, so no one can see, look at the cards in the envelope.

When making an Accusation, you may name any Location (unlike a Suggestion, where your Wild Turkey token must be in the Location you suggest).

Important: You may make only one Accusation during a game.

If your Accusation is incorrect or if any one of the cards you named is not in the envelope:

* Secretly return all three cards to the envelope.
* You cannot make any further moves in the game, and therefore cannot win.
* You do continue to try to prove your rivals’ Suggestions false by showing cards when asked. Your rivals may continue to move your Wild Turkey token into the various Locations where they make Suggestions.
* If, after making a false Accusation, your Wild Turkey token is blocking a door, move it into that Location so that other players may enter.

### WINNING:

You win the game if your Accusation is completely correct – that is, if you find in the envelope all three of the cards that you named. When this happens, take out the three cards and lay them out for everyone to see.