Scooby-Doo: Escape from the Haunted Mansion
Scooby-Doo: Escape from the Haunted Mansion Rulebook
Table of Contents
Table of Contents
Set Up
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Hand out the Narrative Books between as many different players as possible so that more people can participate in looking up results. If you're playing with younger children, you may opt to read for them, or challenge them a bit!
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Place the stack of Map Tiles face-down in numerical order.
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Place the deck of Clue Cards face-down in numerical order, next to the Map Tiles.
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Place the Character Standees and the Secret Envelopes to the side.
Share Narrative Books and participation among all players. Even mix up who reads what as the anticipation progresses. Allow enough space for the mansion and clues to be revealed as the mystery unfolds. Do not shuffle or look at the front side of the Map Tiles or Clue Cards! Standees ready, envelopes sealed.
How to Play
Mapping the Mansion
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Throughout the game, you will be directed to place Map Tiles on the table, that represent rooms in Lord Fairmont's Mansion. Each Map Tile only fits in one specific location, and as you explore the mansion, you will add more rooms to the mansion. You will always be told which Map Tile to place and where to place it in relation to the tiles you have already explored.
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As your team progresses through the game, you will gain access to different Mystery, Inc. characters. Like the Map Tiles, you will be instructed to place specific characters in specific rooms as you locate them. You can move any character into any room that they can access through unlocked doors. It is important to work together to complete this game – no individual player has total control of any specific character. For example, Scooby-Doo can be controlled by everyone at the table and his actions should be determined by the group reaching an agreement.
Using the Mystery, Inc. Characters
Each character has a different ability:
- Velma – Research
- Shaggy – Eat
- Daphne – Use
- Scooby – Smell
- Fred – Investigate
To find clues and put abilities to use, slide an available Character Standee so that the number on the base of the standee is lined up at the beginning of a number on a Map Tile or Clue Card. This will create a 4-digit code that you will use to look up a clue in the respective Narrative Book.
Example: Velma's ability is Research, so to research the armoire, place Velma's Character Standee, notated with a 1, next to the yellow box on the armoire, which reads 401. Put those 4 digits together and look up entry 1401 in Velma's Narrative Book, where you will find more information about the armoire.
Some objects have only 1 or 2 digits on them. This means you will need to place more digits next to these in order to create a 3-digit number. Once you have a 3-digit number, any character that has access to that location can add their number to the beginning of it to create the required 4-digit code.
Example: A door in the Foyer has the number 11 on it. If you were to find a key that had the number 2 on it, Velma could Research (1) that key and that door together. With Velma's 1 listed first, this creates the code 1112 to look up in Velma's Narrative Book! You could have also placed the key before the door to get the code 1211 – this also works. Note that the character's number must always be first in the code!
Always the character number FIRST, to create a FOUR DIGIT CODE.
Have the characters interact with anything and everything! You will not be penalized for researching, smelling, using, eating, or investigating unless you are solving a puzzle.
Solving Puzzles
All puzzles in this game can be solved without knowledge from outside the game.
When you solve a puzzle, you may be asked to remove cards, reveal cards, add Map Tiles, and open Secret Envelopes. Please follow the directives carefully!
There may be times when you are asked to reveal or remove cards that you have already revealed or removed. You may even be asked to remove a card that you have never even seen. This is okay! It means you've solved the puzzle quicker – you're just that amazing!
Clue Cards with a blue border are item cards. These cards are carried around with the characters throughout the adventure unless you are told to discard them.
Hints
To use a hint, use the Hints Chart (below) to find the room you are stuck in. Then look up the code in the appropriate Narrative Book. Use the hints in order to avoid spoiling future puzzles. Note that you will have to eat a Scooby Snack to use some of the hints in a room.
Scooby Snacks
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When you are attempting to solve a puzzle (such as opening a locked door) and you enter the wrong code, the Narrative Book will instruct you to eat a Scooby Snack, which you will record by marking off one Scooby Snack on the Scooby Snack tracker. This will affect your score at the end of the game (see End Game Score).
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Whenever you are about to read an entry from a Narrative Book, check to be sure that the entry is linked to the room you are in! If it is not, then you have used an incorrect code and must eat 1 Scooby Snack! Any time you try to find a 4-digit code in a Narrative Book but it does not exist, you must also eat a Scooby Snack.
Starting the Adventure
You are now ready to start your adventure! Turn to Entry 5000 in Fred's Narrative Book and read the entry aloud to all the players.
Continue to decipher codes, find clues, solve puzzles and combine your abilities until you solve the mystery and Escape from the Haunted Mansion.
End Game Score
Once you have completed the game, use the chart in the manual to measure your mystery solving prowess.
Chapter Break
Scooby-Doo: Escape from the Haunted Mansion plays out as two chapters. You may choose to play the game in one sitting and solve the mystery. If you prefer to pause and return to the game in another sitting, there will be directions at the end of Chapter 1 on how to pack it up and play Chapter 2 at a later time.
Hints Chart
To use a hint, find the room you're stuck in on the chart. Then look up the code in the appropriate Narrative Book. Use the hints in order to avoid spoiling future puzzles. Note that you will have to eat a Scooby Snack to use the third hint or higher in a room.
| Location | Hint 1 | Hint 2 | Hint 3 | Hint 4 | Hint 5 | Hint 6 |
|---|---|---|---|---|---|---|
| Foyer | 1000 | 1250 | 1500 | 1600 | ||
| Music Room | 1750 | 1850 | 1950 | 2050 | ||
| Library/Gallery | 2250 | 2500 | 3500 | 2750 | 3750 | 2850 |
| Kitchen | 4000 | 4250 | 4500 | |||
| Dining Room | 2350 | 2450 | 2550 | 2650 | ||
| Game Room | 1450 | 1550 | 1650 | |||
| Laundry Room | 3550 | 3600 | 3700 | 3850 | 3950 | |
| Vents | 4600 | 4700 | 4950 | |||
| Hedge Maze | 3100 | 3200 | 3300 | 3400 | ||
| Master Bedroom | 5150 | 5250 | 5350 | 5450 | 5550 | 5650 |
There is a Scooby Snack tracker in the manual to mark off Scooby Snacks eaten during play.
Note: While the game may be reset to play again, the story and result remain the same!
Credits
Game Design: Jay Cormier and Sen-Foong Lim
Game Development: Kami Mandell
Illustration: Rob Lundy
Graphic Design: Adrienne Ezell, Rick Hutchinson
Brand Management: Tina Harrison
Play Testers: Abigail Goodlet, Adam Sblendorio, Aidan Clutter, Aiden Lee, Alexandra Phillips, Amanda Givens, Amy Besancon, Asher Clutter, Ashlynn Bryan, Ben Clutter, Beth Goodlet, Blake Snow, Brenden Bryan, Brian Greenwald, Brian Lee, Bridgette Reuther, Chris Goodlet, Craig Phillips, Cynthia Tuck, Dan Lysne, Daniel Goodlet, David Price, Dawn Von Rohr, Delaney Mamer, Elijah Goodlet, Elizabeth Parks, Elsa Lysne, Emily Barnes, Gage Kafourt, Greg Carr, Harper Olson, Jake Davis, Jamie Scharbarth, Jayne Prindiville, Jennifer Carr, Jonas Lysne, Josh Bryan, Josh Skunda, Josh Snow, Juan Romero, Kai Phillips, Kyle Mccann, Mandy Olson, Mari Lysne, Marissa Clutter, Michael Burkeen, Michael Von Rohr, Michelle Quillen, Mike Olson, Milo Lee, Pam Weirich, Pat Marino, Samantha Barlin, Samatha Von Rohr, Scott Von Rohr, Sofia Olson, Stephanie Schossow-Smith, Tiffani Crapps, William Crapps, Wynona Hendrickson
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