AGES 9+ 3-5 Players shows the Dark Mark – take a Check this card off on your 5. Make an Accusation card from the Dark and If all players run out of • If you are in a at the notepad – this proves the How to Play – read it out loud. points before the game is end of one turn, you must card is not in the envelope. When you’re sure you’ve solved At a Glance over, the Dark Forces have leave it on your next turn. Your turn is now over. the mystery, use your roll to get Each Dark card describes won and the missing student You may not re-enter the to Dumbledore’s office as fast as On each turn: an event likely to have been meets an unfortunate end! same room on that turn. • If the player to your left does you can. From here, you can make caused by Dark Forces and each not have any of the Mystery your accusation by naming the 1. Roll card shows: • You cannot pass through a cards you suggested, the player suspect, item and location you 3. Move closed unless you have to their left must show a card think are correct. For example: 2. Check the Hogwarts die • What is happening an Alohomora Help card. if they have one. Keep going 3. Move (using the other dice Check the two normal dice. until a player shows you a “I accuse Dolores Umbridge with or a secret passage) • Who is affected You can either: card or until all players have the Sleeping Draught in the Great 4. Make a suggestion, take a passed because they have none .” Help card or end your turn. • How many house points could • Ignore the roll and use a secret 4. Make a Suggestion, Take a of the cards you suggested. be lost passage (if you are in a room Help card or End Your Turn Your turn is now over. Now secretly look at the When you’re sure you’ve with an open passage in it), cards in the envelope. solved the mystery: • How you can protect yourself Make a Suggestion Take a Help Card against the event or Beware: If your accusation is 5. Go to Dumbledore’s office If you move to a room (other If you move onto a star wrong, you are eliminated from to make your accusation. • Move any number of spaces than Dumbledore’s office), symbol in the corridor, the game. You must still answer up to the number you rolled. you can suggest: draw the top Help card questions to help other players, • a suspect from the deck and put it face up but you cannot win. • an item in front of you. The Help card will Don’t make your accusation On Your Turn • the room you are in be an Ally, an Item, or a Spell. lightly! Rules for Moving 1. Roll all three dice Example: You enter the Owlery. • You do not have to use the You suggest: “I think Draco Winning the Game 2. Check the Hogwarts die If you have a Help card that full roll. Malfoy did it with the Vanishing Visiting protects you, show it to the other in the Owlery”. Move the If you find all three of the cards • If the Hogwarts die shows this players and then place it back • You can move horizontally or suspect and item tokens you have Dumbledore’s you named in the envelope, you symbol take a Help card in front of you. You are safe. vertically, but not diagonally. suggested into the room you are in. win the game. Show the cards to and place it in front of Office • If you land on a star symbol the other players and celebrate! you, then continue to If you don’t, you must pay the in the corridor, STOP The other players must now In Dumbledore’s office you Step 3 (Move). penalty by putting that many MOVING and take a reveal whether or not your can either: If you got it wrong, return the house points onto the house Help card. suggestion was correct, starting three cards to the envelope, • If it shows one of the house point pile. with the player to your left. • Look at any face-down making sure none of the other crests, turn the wheel in • You can pass through a cards there and check players see them. that corner of the board one When you have used a Help card space occupied by another • If they have one of the Mystery them off on your notepad notch clockwise and check to or paid your house point penalty, player, but only one player cards you have called, they (this ends your turn) • You can make no more moves see whether or not the Dark continue to Step 3 (Move). can stay on the same show it to you (and only you). in the game, and cannot win. Mark has appeared. If not, go space at one time. or straight to Step 3 (Move). • If they have more than one • You must continue to show If you lose all your house • Make an accusation. • As soon as you enter a of the cards, they can choose cards to other players Note: into may open points, you must drop out which one to show you. room (through an open when asked. or close and secret passages may of the game. Place all your door), STOP MOVING! change when a wheel is turned. Mystery cards face up in USAopoly is a trademark of Usaopoly, Inc. HASBRO and its logo and CLUE are trademarks of Hasbro and are used with permission. ©2016 Hasbro. All front of you so the other Rights Reserved. Manufactured by USAOPOLY, Inc. 5607 Palmer Way Carlsbad, CA 92010. MADE IN USA. DICE AND MOVERS MADE IN CHINA. • If the wheel shows the Dark players can see them. Colors and parts may vary from those pictured. Mark – or if the Hogwarts die characters, names and related indicia are © & ™ Warner Bros. Entertainment Inc. (s16) CONTENTS: Game Board • 6 Student cards 6 movers • 33 Help cards • 21 Mystery cards 1 notepad • 40 house point tokens 6 suspect tokens • 6 item tokens • 1 envelope 2 standard dice • 1 Hogwarts die • 4 wheels 5 4 plastic rivets • 1 label sheet and instructions A fellow student has seemingly vanished from the famous School Set-up of Witchcraft and Wizardry – and it is up to you to solve the mysterious disappearance. Playing as Harry, Ron, Hermione, Ginny, HELP CARDS WHEELS 5. Separate the Mystery cards Luna or Neville, you must try and discover WHO did it, WHAT 1. Lay out the board and turn Most Help cards will protect ROOM Whenever you roll a house the wheels so the word into three piles (suspects, spell or item they used and WHERE the student was attacked. you from the events caused Enter a room to make crest on the Hogwarts die, Was it Draco Malfoy with a Sleeping Draught in the Owlery? START is showing on items and rooms) and shuffle by the Dark Forces behind a suggestion. move the wheel in that all of them. each pile. Remove one from the cards in the Dark Deck. START corner of the board one each pile and put them in the Move around Hogwarts making suggestions… but watch out! As the All wheels should Keep each Help card unless notch clockwise. Doors may 2. Shuffle the Dark Deck and solution envelope. Be careful is full of hidden doorways and moving staircases, wheels on the board show ‘START’. the card instructs you to open and/or close, secret Help cards and place them to keep them secret from all will keep changing – revealing secret passages, or even the Dark Mark! ITEM AND discard it. passages may be revealed or face down in separate piles players – this envelope contains Whenever the Dark Mark appears, beware – when seen, it surely means SUSPECT TOKENS the Dark Mark may appear. near the board. the solution to the mystery! that Dark Forces are at work. Pick up Help cards, which will provide you Place these in the with spells, allies and items that protect you from the Dark Forces and relevant room when 3. Each player needs: 6. Shuffle all the remaining stop you losing house points. If you lose all your house points, you will making a suggestion. be eliminated from the game! STAR Mystery cards together and Land on this symbol • One sheet from the notepad deal them, face down, so each When you’re sure of your facts, go to Dumbledore’s office in the corridors and player has the same number. to make your final accusation and win the game! take a Help card. • A pencil (not supplied) Place any extra cards face down in Dumbledore’s office. • 1 Help card (kept face up in NOTEPAD front of them) 7. Look at the cards in your hand and check them off on your notepad – if you have those MOVERS • House point (HP) tokens, Assembly depending on the number of cards, they cannot be in the players as follows: envelope! Remember to keep • Push the house point, suspect and the appropriate house crest on the your notes hidden from item tokens and the wheels out of board, and attach it by pushing a 3-player game: 60 HP other players. their cardboard sheets. plastic rivet through the wheel and 4-player game: 70 HP the board as shown. 5-player game: 80 HP 8. Place the item and suspect • Each wheel has a house name tokens in piles where everyone SOLUTION on it (Gryffindor, Hufflepuff, • Make sure the writing on the wheel Place the rest in a pile near can reach them. ENVELOPE Ravenclaw or Slytherin). Match is facing upwards. the board. the house name on each wheel to The player whose birthday it • A Student card and mover is next takes the first turn. (see point 4) Play continues to the left. DARK DECK FITTING THE WHEELS HOGWARTS DIE 4. Shuffle the six Student cards Stick one square label to each and randomly remove one. face of the blank Hogwarts die. Turn it face up to reveal the MYSTERY CARDS DARK MARK character who has fallen prey If the Dark Mark to Dark Magic and is missing appears, either on somewhere in Hogwarts. Each the Hogwarts die or player must then choose a on the board, draw a card character from the remaining from the Dark Deck and STUDENT CARDS HOGWARTS Student cards and place the suffer the consequences – DICE DIE matching-colored mover on unless you have the right SECRET PASSAGES its start space on the board. Help card in your hand. The secret passages Place the missing student change as the HOUSE POINT and any spare cards and wheels move. TOKENS movers out of the game.

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