![]() The thief will not move back and forth between a numbered space he has just left. He is limited to two spaces at a time, and he will only move from one numbered space to another. The thief can move in any direction: horizontally, vertically, or diagonally. It will only move at two times during play: 1) It might move when the “C” button is pressed, and 2) He will always move after an unsuccessful arrest. When you play a sleuth card, place it on the bottom of the draw pile, and draw a replacement card. Sleuth Cards: You may play one sleuth card at any time during your turn. ![]() You may then try to make an arrest, if you think you know the exact location of the thief. Play continues clockwise.īegin your turn by pressing the “C” button once, roll the dice, and then move your playing piece in the direction you think the thief is located (based on the clue). The banker then passes out $300 to each detective.Įvery player rolls the dice, with the highest roll going first. The banker then flips over the top wanted poster, puts the cash reward amount (listed on the poster) on top of the wanted poster and places it next to the board. The banker shuffles the wanted posters and places them face down next to the bank. The rest of the deck is placed face down on the board, creating the draw pile.Ĭhose a detective to be the banker. Shuffle the sleuth cards and deal three face-down cards to each player. ![]() ![]() If you are taunted by the thief (Na-na-na-na-na-na!) you have made an unsuccessful arrest. If you get a raspberry after the sirens, no luck, chuck. A successful arrest will have sirens and a shoot out, followed by a “hee-haw” siren noise. You can press this button to attempt an arrest. ![]()
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