Clue: The Twilight Zone – Tower of Terror
Clue: The Twilight Zone – Tower of Terror Rulebook
Table of Contents
Table of Contents
The Contents
- Game board
- 6 Cast Tokens: MICKEY MOUSE as the Leading Man, MINNIE MOUSE as the Starlet, GOOFY as the Bellhop, DONALD DUCK as the Director, DAISY DUCK as the Child Star, PETE as the Agent
- 6 Prop Tokens: the Clapboard, the Script, the Camera, the Room Key, the Mickey Statuette, the Film Reel
- 6 Cast Cards
- 6 Prop Cards
- 9 Location Cards
- 1 "List of Credits" notepad
- 1 "Do Not Disturb" envelope
- 1 Die
The Setup
- Look on the game board for the START space and Cast member name nearest you. Take that Cast token as your playing piece and put it on that space. If fewer than six are playing, be sure to place the remaining Cast tokens onto the appropriate Cast member name – anybody could have disappeared, and therefore everyone must be in the Hollywood Tower Hotel.
- Place each of the Props in a different Location. Select any six of the nine Locations.
- Place the empty envelope marked "Do Not Disturb" on the elevator doors in the center of the game board.
- Sort the deck of cards into three groups: Cast, Prop and Location. Shuffle each group separately and place each face down. Then, so no one can see the ending, take the top card from each group and place it into the "Do Not Disturb" envelope. The envelope now contains the answers to the following questions: Who from the Cast disappeared? What Prop went with them? In what Location did this occur?
- Shuffle together the three piles of remaining cards. Then deal the cards face down and clockwise around the table. (It doesn't matter if some players receive more cards than others.) Secretly look at your own cards. Since these cards are in your hands, they can't be in the "Do Not Disturb" envelope – which means you can eliminate those from the mystery.
- Take a sheet from the "List of Credits" notepad and fold it in half...that way no one can see the notes you make and check off the cards that are in your hand.
- MINNIE MOUSE as the Starlet, always plays first. Play then proceeds, in turn, to the first player's left.
...And Action!
Moving Your Cast Token
On each turn, try to reach a different Location in the Hollywood Tower Hotel. To start your turn, move your Cast token either by rolling the Die or, if you're in a corner Location, by using a Secret Passage.
Remember, you may only move your Cast token on the stone squares within the Hollywood Tower Hotel or through the Secret Passages. You may not exit outside of the Hotel.
Rolling
Roll the Die and move your Cast token the number of squares you rolled.
- You may move horizontally or vertically, forward or backward, but never diagonally.
- You may change directions as many times as your roll will allow. You may not, however, enter the same location twice on the same turn.
- You may not enter or land on a square that is already occupied by another Cast token.
Secret Passages
The Locations in the opposite corners of the Hollywood Tower Hotel are connected by Secret Passages. If you're in one of the corner Locations at the start of your turn you may, if you wish, use a Secret Passage instead of rolling the Die. To move through a Secret Passage, announce that you wish to do so, and move your Cast token to the Location in the opposite corner of the Hotel.
Entering and Leaving a Location
You may enter or leave a Location either by rolling the Die and moving through a door or by moving through a Secret Passage.
- A door is the opening in the wall, not the space in front of the doorway. When you pass through a door, do not count the doorway itself as a space.
- You may not pass through a door that's blocked by a Cast token.
- As soon as you enter a Location, stop moving. It doesn't matter if you roll a number that's higher than you need to enter.
- You may not re-enter the same Location on a single turn.
- It is possible that your rival might block any and all doors and trap you in a Location. If this happens, you must wait for someone to move and unlock a door so you can leave.
Making a Suggestion
As soon as you enter a Location, you may make a Suggestion. By making Suggestions throughout the game, you try to determine – by process of elimination – which three cards are in the "Do Not Disturb" envelope. To make a Suggestion, move a Cast token and a Prop token into the Location you just entered. Then suggest that it was that Cast member, with that Prop, in that Location who disappeared.
Example: Let's say that you're DAISY DUCK and you enter the Lobby. First move another Cast member – GOOFY for instance – into the Lobby. Then move a Prop – the Room Key, perhaps – into the Lobby as well. Then say, "I suggest that Goofy disappeared from the Lobby with the Room Key."
Remember three things:
- You must be in the Location that you mention in your Suggestion.
- Be sure to consider all the Cast members – including spare Cast members and yourself.
- There is no limit to the number of Cast or Props that may be in one Location at one time.
Proving a Suggestion True or False
As soon as you make a Suggestion the other Cast members, in turn, try to prove it false. The first to try is the player to your immediate left. This player looks at his or her cards to see if one of the three cards you just named is in his or her hand. If the player has one of the cards you named, he or she must show it to you and no one else. If the player has more than one of the cards named, he or she selects just one to show you.
If that rival has none of the cards that you named, then the chance to prove your Suggestion false passes, in turn, to the next player on the left.
As soon as the rival shows you one of the cards that you named, it is proof that this card cannot be in the "Do Not Disturb" envelope. End your turn by checking off this card on your notepad. (Some players find it helpful to mark the initials of the player who showed the card.) If no one is able to prove your Suggestion false, you may either end your turn or make an Accusation now. (See Making an Accusation for details.)
More About Moving and Making Suggestions
- You may make only one Suggestion after entering a particular Location. To make your next Suggestion, you must either enter a different Location or, sometime after your next turn, re-enter the Location that you most recently left. You may not forfeit a turn to remain in a particular Location. But if you're trapped in a Location because your rivals are blocking the door(s), you must remain there until a door is unblocked and can move out of the Location.
- When you make a Suggestion, you may, if you wish, name one or more of the cards that you hold in your own hand. You might want to do this to gain information or to mislead your rivals.
- You may make a Suggestion that includes a Cast token or Prop token that's already in your Location. (In this case, transferring one or both of those tokens into the Location is not necessary.) When a transfer is necessary, leave the token(s) in the new location after the Suggestion is made.
- If the Cast token transferred was your Cast token, you may, on your next turn, do one of two things: Move from the Location in one of the usual ways OR make a Suggestion for that Location. If you decide to make a Suggestion, do not roll the Die or move your Cast token.
- You may, if you wish, make a Suggestion followed by an Accusation on the same turn. (See Making an Accusation below.)
Making an Accusation
When you think you've figured out which three cards are in the "Do Not Disturb" envelope, you may, on your turn, make an Accusation and name any three elements you want. First say, "I suspect (Cast member) of disappearing with the (Prop) in the (Location)." Then, so no one can see, look at the cards in the "Do Not Disturb" envelope.
When making an Accusation, you may name any Location (unlike a Suggestion, where your Cast token must be in the Location you suggest).
Important: You may make only one Accusation during a game.
If your Accusation is incorrect or if any one of the cards you named is not in the "Do Not Disturb" envelope:
- Secretly return all three cards to the envelope.
- You cannot make any further moves in the game, and therefore cannot win.
- You do continue to try to prove your rivals' Suggestions false by showing cards when asked.
- Your rivals may continue to move your Cast token into the various Locations where they make Suggestions.
- If, after making a false Accusation, your Cast token is blocking a door, move it into that Location so that other players may enter.
Winning
You win the game if your Accusation is completely correct – that is, if you find in the "Do Not Disturb" envelope all three of the cards that you named. When this happens, take out the three cards and lay them out for everyone to see.