Clue: CSI: Hat Snatcher Edition/Instructions

### Object

Welcome to the CLUE® CSI: Hat Snatcher edition. Ruff Ruffman has discovered that his feathery hat’s been taken. If you wish to help him get it back, you must venture through the Doghouse and be the first Suspect to answer these three questions:

* I. Who took the hat?

* II. Where was the hat taken from?

* III. What item was left behind as evidence?

### Equipment

1 CLUE® CSI: Hat Snatcher edition gameboard

6 Suspect Tokens: The Grocer, The Trout, Enforcer, The Eye, Rio and The Bee

6 Item Pawns: the Shelf Height, the Knit T-Shirt, the Soy Sauce Stain, the Fingerprint, the Black Hair and the Thyme

1 Pack of Cards: One card for each of the six (6) Suspects, six (6) Items and nine (9) Rooms

1 Pack of Notepads

1 Envelope

1 Transition Die

### Setup

1. Look on the gameboard for the START space and Suspect name nearest you. Take that Suspect token as your playing piece and put it on that space. If fewer than six are playing, be sure to place the remaining tokens onto the appropriate Suspect names – after all, anybody could’ve taken the hat, and therefore everyone must be in the Doghouse.

1. Place each of the Items in a different Room.

1. Place the envelope in Studio G in the center of the game board.

1. Sort the pack of cards into three groups: Suspects, Items and Rooms. Shuffle each group separately and place each pack facedown. Then, so no one can see them, take the top card from each group and place it into the envelope. The envelope now contains the answers to the following questions:

* I. Who took the hat?

* II. Where was the hat taken from?

* III. What item was left behind as evidence?

1. Shuffle the three piles of remaining cards together then deal the cards facedown 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

1. Take a notepad sheet 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. If you’d like, check off the cards that are in your hand, to remind you that they are not in the envelope.

1. Rio, the red Suspect token, always plays first. Play then proceeds, in turn, to the first player’s left.

### Game Play

#### Moving Your Token

On each turn, try to reach a different Room in the Doghouse. To start your turn, move your Suspect token either by rolling the Transition Die or, if you’re in a corner Location, by using a Secret Passage.

Remember, you may only move your Suspect token on the blonde squares within the Doghouse or through the Secret Passages. You may not exit onto the backyard.

#### Rolling

Roll the Transition Die and move your Suspect 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 square twice on the same turn.

You may not enter or land on a square that is already occupied by another Suspect.

#### Secret Passages

The Rooms in the opposite corners of the Doghouse are connected by Secret Passages. If you’re in one of the corner Rooms at the start of your turn you may, if you wish, use a Secret Passage. Simply announce that you wish to do so, and move your Suspect token to the Room in the opposite corner of the Doghouse.

#### Entering and Leaving a Room

You may enter or leave a Room either by rolling the Transition Die and moving through the 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 an opponent’s token.

* Stop dead in your tracks as soon as you enter a Room - even if you’ve rolled a number that’s higher than you need to enter.

* You may not re-enter the same Room on a single turn.

* It is possible that your opponents might block any and all doors and trap you in a Room. 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 Room, you may make a Suggestion. By making a Suggestion, you try to determine by process of elimination which three cards are in the envelope. To make a Suggestion, move a Suspect and an Item into the Room you just entered and suggest that it was that Suspect who took the hedgehog from that Room and left that Item behind as evidence.

* Example: Let’s say that you’re Rio and you enter the Crime Lab. First move another Suspect – Enforcer for instance – into the Crime Lab. Then move an Item – the Fingerprint, perhaps – into the Crime Lab as well. Then say, “I suggest that Enforcer took the hat from the Crime Lab and left the Fingerprint behind as evidence.”

* Remember three things:

1. You must be in the Room that you mention in your Suggestion.

1. Be sure to consider all the Suspects – including yourself!

#### Proving a Suggestion True or False

As soon as you make a Suggestion, the other Suspects, 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 only you). If the player has more than one of the cards named, he or she selects *just one* to show you.

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

As soon as the opponent shows you one of the cards that you named, your suggestion is proven false and your turn has ended. End your turn by checking off this card on your sheet - 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.

#### Making an Accusation

When you think you’ve scared up enough clues and figured out which three cards are in the envelope, you may, on your turn, make an Accusation. First, name the three cards you think are in the envelope. Then, so that no one else can see, look at the cards in the envelope.

In a suggestion, the Room you name must be the Room in which your Suspect token is currently located. However, in an Accusation, you may name any Room.

* Remember: You may make only one Accusation during a game.

#### In Your Accusation Is Incorrect

If any one of the cards you named is not in the envelope:

* Secretly return all the cards to the envelope.

* Don’t be mortified, but you may make no further moves in the game and therefore you cannot win the opportunity to retrieve Ruff’s hat.

* Your opponents may continue to move your Suspect token into the various Rooms where they make Suggestions.

* If, after making a false Accusation, your Suspect token is blocking a door, move it into that Room so that other players may enter.

### Winning

You win the game, and the opportunity, 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. Congratulations, you may return the hat to Ruff...the other Suspects may not!

### Special Notes About Suggestion

1. When you make a Suggestion, you may 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 the other Suspects.

1. You make a Suggestion and an Accusation on the same turn.

1. You may make a Suggestion only once after entering a particular Room. The next time you make a suggestion, you must either enter a different Room or, sometime after your next turn, re-enter the Room that you most recently left. You may forfeit a turn to remain in a particular Room. However, if you’re trapped in a Room because another Suspect token is blocking the door, you must remain there until the door is unblocked, allowing you to leave the Room.

1. You may make a Suggestion that includes an Item or Suspect that’s already in your Room. In this case, transferring one or both of those tokens is not necessary. When a transfer is necessary, leave the tokens in the new location after you make a suggestion.

1. If your Suspect token was transferred you may, on your next turn, do one of two things: Move from that Room in one of the usual ways, or make a Suggestion in that Room. If you decide to make a Suggestion, do not roll the Transition Die and do not move your token.

1. There is no limit to the number of Items or Suspects that may be in one Room at one time.