For 2 to 4 players 
Ages 6 and up


 
 
OBJECT:
Visit the four locations in the corners of the board  (the Public Library, Amusement Park, GraveYard and Malt Shop) to find out which monsters are hiding there, and what scares they're making.

To win you must a) have possession of the Scooby snack and b) correctly guess which monster is inside the mansion and how it is trying to scare us.

CONTENTS:
Gameboard, spinner card, spinner, 4 Scooby-Doo! movers, mover stands, Scooby snack, solution pad, 5 Monster cards, 5 Scare cards.

SET UP:
Carefully remove the four Scooby-Doo! movers, Scooby snack and spinner card from the sheet. Each player takes a  Scooby-Doo! mover and places it in a stand. Place all movers at Start (the Mystery Machine).  During the game, the Mystery Machine does count as a space.

Separate the "collar" from the spinner, place the spinner on top of the spinner card.  Push the collar in from the bottom side until it snaps into place. Put the Scooby snack off to the side for now.

Mix the five Monster cards (picture side down) and put one, face down, on each of these
five places:
        Public Library
        Amusemnent Park
        Grave Yard
        Malt Shop
        Center of the Mansion (gameboard area marked Scooby-Doo!)

Mix the five Scare cards and put one, face down, on the same five places. Each player takes a solution sheet; you will also need a pencil to share during the game.
The first player to spin the Scooby snack goes first, then play moves to the left.
 
PLAYING:
Spin the spinner and move that many spaces clockwise around the board. If you spin the Scooby snack see Scooby snack below.

SPACES ON THE BOARD:
    Look at... Cards
Keep your Scooby-Doo! on the space you landed on. Then secretly look at both cards (Monster and Scare) that are on the location mentioned. Secretly mark off on your solution sheet the location (such as Public Library), the monster (such as Frankenstein's Monster) and the scare (such as clanging). Now you know that that monster and that action are NOT in the center of the mansion.

    Secret Passage
Move your Scooby-Doo! to the location mentioned. Now follow the same instructions as above (for Look at Cards). On your next turn, spin the spinner. Count the space that the skeleton hand is pointing to as the first space. Continue your move (if you rolled higher than a 1) clockwise .

    Scooby Snack
You immediately take possession of the Scooby snack from wherever it is: off the board (if you're the first player to land on this space), from the player who has it or from the friend (around the center of the board) who has it.

    Trap Door:
You lose your next turn.

SCARY GHOST:
A ghost scares you! Several things can happen now:

  • If you have the Scooby snack in your possession when you land on Scary Ghost, place the snack and your Scooby-Doo mover on a friend space. On your next turn, leave the Scooby snack with that friend. Continue moving your Scooby-Doo! along the path, counting the space that the friend is pointing to as your first move.
  • If the Scooby snack is not on any of the friends, place your mover on a friend of your choice.
  • If the Scooby Snack is on one of the four friends:
place your Scooby-Doo! on that friend and take the Scooby snack. Leave your mover on that friend until your next turn.

ENDING AND WINNING THE GAME:
At any time during the game, as long as you have the Scooby snack in your possession, you can try to guess which monster is in the center and how they are trying to scare us.  But, if you're wrong, you are out of the game. Return the Scooby snack to the side of the board so it's available to the other players.

For instance, lets say that you've visited two of the four locations and want to make a guess. The first thing you must do is CIRCLE on your solution sheet the monster and scare that you think is in the mansion. Now, secretly look at the two cards in the center of the board. If you are correct, reveal the cards and your solution sheet. If you are not correct, place the cards back, face down and the other players continue. Make sure you do not let the other players see your solution sheet (or they'll see what you circled!)

FOR MORE CHALLENGING PLAY:
When a player lands on the Mystery Machine space, they swap the two cards in one location with the two cards from another location. In this version, you do not keep track of which locations you have visited since the cards' locations will be moving during the game.


We appreciate your comments on Scooby Doo! Mystery Mansion Game
Please include your address with your correspondence to:
 Pressman Toy Corp.
Dept.:  Mystery Mansion
745 Joyce Kilmer Ave.
New Brunswick, NJ 08901

Or E-mail us at: Custserv@Pressman-Toy.Com
 Please include address and telephone number so we may further assist you.

Our Customer Service number is 1-800-800-0298.
Calls are accepted Monday through Friday from 10:00 am until 4:00 pm EST.
© 1999 Pressman Toy Corp., New York, NY 10010 Made in USA.
Scooby-Doo an all related characters and elements are trademarks of Hanna-Barbera ©1999.
CARTOON NETWORK and logo are trademarks of Cartoon Network, Inc.  ©1999.
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