CLUE: Seinfeld Rules

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CLUE: Seinfeld Rules AGES: 9+ 3-6 Players COLLECTOR’S EDITION MISSINGNewman’s newsletter mysteriously vanished “Hipster Doofus” or after he was knocked out on the eve of delivery Criminal Genius? INSIDE: Hello, Newman. LEARN HOW TO PLAY! Newman and Jerry Contents: Custom Game Board, 6 Custom Movers, 6 Personality Cards, Deck of 24 Rumor Cards, Deck of 24 Intrigue Cards, Custom Clue Pad, Scandal Envelope, 9 Weapons, 2 Dice, and Rules are sworn enemies SET-UP WHO KNOCKED OUT NEWMAN? Newman’s newsletter was going to reveal shocking secrets about his friends and enemies, until he was knocked out on the eve of its distribution and all the George & copies went missing. Now you must solve the mystery of Peterman’s START who did it, with which weapon, and where his newsletters spaces are stashed before Newman calls the police! 1 2 Separate the Rumor cards into Suspects, Rooms and Weapons. Shuffle the remaining Rumor Secretly take one card from each pile and place it into the yellow cards together and deal them, envelope. Put the envelope off to the side. face down, so that each player has the same number. Place any extra Rumor cards face down in the Comedy Club. THE ENVELOPE NOW HOLDS THE ANSWER TO THE CRIME: Who did it, with what, and where did they hide Newman’s newsletters? 4 5 6 Each player gets a Monk’s napkin. Shuffle the Intrigue cards and place to one side. WHO? Secretly check off the Rumor Jerry Elaine George WHAT? Festivus Pole cards you were dealt. Kramer Jerry’s Peterman Microphone Puddy Statue Beef-a-reeno Shower Head WHERE? Label Maker J Jerry’s Apt. .F.K. Golf Clubs Elaine’s Apt. Big Salad George’s Ofc. Cigar Store Indian Kramer’s Apt. Soup Kitchen Notes DO NOT CHECK OFF YOUR Car Dealership Chinese Rest. CLOCK CARD KEEPER CARD Monk’s Rest. SUSPECT PAWN UNLESS YOU Peterman’s Ofc. HAVE ITS RUMOR CARD. © 2020 Hasbro. All Rights Reserved. SEINFELD: TM & © CRE. See pg. 7 to learn when to draw an Intrigue card. 2 CLUE INSTRUCTIONS TURN ON YOUR TURN On your turn, move around New York City and Start a Rumor to try and find out what the other Suspects know by learning which cards they have in their hands. When you think you know what cards are in the envelope head to the Comedy Club and Make An Accusation. 1 MOVE 3 roll the dice Place the Suspect pawns on their matching color start spaces. Then choose which suspect you’d like to be. Every turn PETERMAN KRAMER GEORGE PUDDY ELAINE JERRY 2 Take the matching Personality START A card and place it Power-side up. See pg. 7 for details. RUMOR it was... I THINK 5 6 only if you’re in a room 3 Shuffle the Intrigue cards and place to one side. WEAPONS Place the weapons in the Comedy Club. Roll the dice. High roller goes first. MAKE AN ACCUSATION Label Maker Shower Head Big Salad It was... Statue Cigar Store once per game Indian at the Comedy Club J.F.K. Jerry’s Festivus Beef-A-Reeno Golf Clubs Microphone Pole CLUE INSTRUCTIONS 3 MOVE Subway to Monk’s THERE ARE TWO WAYS TO MOVE… RULES TORestaurant MOVING Subway to Elaine’s Apartment ROLL THE DICE SEINFELD and all related characters and elements Jerry’s George’s Apartment Roll the dice. Move up to the sum of the two dice. If Officeone You do NOT have to use Peterman’s Chinese Office of the dice shows a QuestionRestaurant Mark, immediately draw an your full move. All Rights Reserved. ©2020 Hasbro. are trademarks of and © Castle Rock Entertainment. (s20) Intrigue card. USE THE SUBWAY If you’re in a Room with a secret passage to the subway (Jerry’s Apartment, Elaine’s Apartment, Monk’s Restaurant or You may NOT re-enter a Room Peterman’s Office), you may use it to move to the you left during that turn. connected room. If you move If you land on a space with a question mark, STOP MOVING Kitchen to the Soup and draw an Intrigue Card. Comedy Kramer’s Apartment COLLECTOR’S Club you EDITION may either… On your turn you must move Look at any or all face down Rumor cards or Make An Accusation (See pg. 6). out of a room unless you were moved there during a Rumor (See page 5). If one of You may move horizontally or vertically but NOT DIAGONALLY. Apartment the dice shows Elaine’s Dealership Car Restaurant Monk’s If you enter a Room, “a Question Mark, “ STOP MOVING. Apartment Apartment to Jerry Jerry to to s s ’ ’ Subway Subway Office Office ’ ’ s s Peterman Peterman Subway to Subway Subway to Subway immediately You may pass through, draw an but not end on, a space occupied by another player. Intrigue card 4 CLUE INSTRUCTIONS RUMOR START A RUMOR By starting a rumor, you try to determine which three cards are in the envelope. If after moving, you are in a Room (not the Comedy Club), you may Start A Rumor. To start a Rumor: name a Suspect; a Weapon; the Room you are in. Move the Suspect’s pawn and Weapon into the Room with you (if they are not already there). Example: You’re George and you enter the Soup Kitchen. You start a Rumor: “I think Elaine hit Newman with the Statue and hid the newsletters in the Soup Kitchen.” Move Elaine’s pawn and the Statue into the Soup Kitchen. Proving a Rumor True or False As soon as you’ve started a rumor, the other players Kramer enters Jerry’s Apartment to start a Rumor. try to prove it false. The first to try is the player to your immediate left. If that player has one of the named Rumor cards in his hand, he shows it to you and only you. If the player has more than one of the cards named, he selects one (just one) to show you. Check this card off on your Clue sheet Starting – this proves the card is not in the envelope. Your turn is over. If the player to your left has none of the named Rumor rumors can cards, then the next player to the left tries to prove your rumor false. And so on. “ narrow down IF YOU WERE MOVED INTO A “ ROOM AS PART OF A RUMOR who did it, If the Suspect you are playing was implicated in the rumor and your pawn was moved into the room from somewhere else, you may draw one Intrigue card for where and with the inconvenience. If your Suspect was already in the room, or a Suspect which weapon not controlled by a player was moved, then no card is drawn. CLUE INSTRUCTIONS 5 ACCUSATION Make an LEARN how the INTRIGUE CARDS add Accusation more suspense! When you think you’ve figured out which three cards are in the envelope, go to the Comedy Club to Make An Accusation. Once you get to the Comedy Club, you accuse a Suspect, using a Weapon, in a Location: “I accuse Puddy of hitting Newman with the Label Maker and hiding the newsletters in the Chinese Restaurant.” Then, secretly look at the cards in the envelope. Winning You win the game if your Accusation is correct – that is, if you find in the envelope all three of the cards you named. When this happens, take out the cards and show everyone. Did Elaine solve the mystery, or get proven wrong? IF YOUR ACCUSATION IS WRONG • Secretly return the three cards to the envelope. • You do not make any more moves in the game, and cannot win. • You continue to try to prove your opponents’ rumors false by showing cards when asked. • Your pawn can still be part of a Rumor but you no longer draw Intrigue cards. 6 CLUE INSTRUCTIONS CARDS INTRIGUE cards There are two types Ways To Draw of Intrigue cards: Intrigue Cards: Clocks. There are 8 Clock cards in the Intrigue deck. The first 7 do nothing. If drawn, place the card, face up, Roll a Question Mark: underneath the board so all can see how many Clock cards You MUST3 draw a card. have been drawn. If you draw the 8th Clock card, however, then Newman has called the police and your Suspect has Land on a Question Mark: been incarcerated! You MUST draw a card. Keepers. If you draw a keeper, you get to keep it. These Moved to a room as part of someone good cards are used in different ways throughout the starting a rumor: game. You can have and play as many keepers as you like You MAY draw a card. in any turn. DRAWING THE 8th CLOCK CARD Return the 8th Clock card to the draw pile of Intrigue If you draw the 8th Clock card, you are “in jail” and cards, even if it is the only card left in the draw pile. out of the game. This means that the 8th Clock card can be drawn again Place your cards face up where all players can see and again. them. You no longer play in the game or draw any Note that it is possible for all of the Suspects to get Intrigue cards. However, your Suspect can still be eliminated by being sent to prison. part of a Rumor. The POWER SIDE shows a power that your Suspect has. This power is useable once per game. After you use it, turn PERSONALITY the card over to the Personality side.
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