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. |
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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. |
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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.
4008-2245
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