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Scotland Yard Junior

Scotland Yard Junior Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Principle
  • Rules for 2 and 3 Players
    • Setup
  • Playing the Game
    • Mister FOX Makes His Choice
    • The Detectives and Mister FOX Move
  • End of a Round
    • Mister FOX Ends Up on the Same Space as a Detective
    • Mister FOX Is at a Station Without a Detective
  • End of the Game
  • Rules for 4 Players

Contents

  • 1 game board
  • 4 pawns
  • 16 tickets
  • 12 X tokens
  • 2 player boards
  • 2 visors

Game Principle

Where is Mister FOX hiding? This sly little fox keeps escaping, sometimes with the help of his accomplice ROXy! The two best detectives, Willy Watson and Milly Marble, keep following his trail.

If the fox manages to shake off the detectives 9 times, he wins the game. If the detectives catch him 3 times, they all win together!

Rules for 2 and 3 Players

Setup

Carefully detach the pieces from the pre-cut board. Insert the characters into their bases.

Choose which player will take the role of the rogue. This player receives:

  • the fox Mister FOX;
  • a set of 4 tickets, one of each kind: metro, bus, taxi and boat;
  • the Mister FOX board;
  • a visor.

The opposing side always plays with the two Detective pawns, regardless of the number of players. It receives:

  • the dog Willy Watson and the cat Milly Marble;
  • a set of tickets each;
  • the Detectives board.

Place the pawns on their respective starting stations (of the matching colour) shown on the board: Mister FOX on any X space, and both detectives on the light yellow spaces.

Playing the Game

The game is played in several rounds. In each round, Mister FOX first runs away, and then the two detectives give chase. At the end of each round, the players check whether the detectives have reached the same space as Mister FOX, or whether he has managed to escape them.

Different transport lines run to and from these stations: metro (red lines), bus (blue lines), taxi (yellow lines) and boat (black lines). During the game, you move your pawns to the next station, following these lines.

Keep the X tokens within reach, and put all unused components back in the box.

The chase can begin!

Mister FOX Makes His Choice

The player who plays Mister FOX begins by putting on his visor, so that his gaze does not give him away. He takes his four tickets in one hand. He then chooses the next station to which he wishes to move. He then passes the ticket he needs into his other hand and closes that hand to hide it. He may also choose to stay where he is; in that case, his hand is empty.

No detective should see what Mister FOX has chosen. For this reason, it is best that he keeps his hands under the table during his choice. He may then place his closed fists clearly visible on the table.

Important: Mister FOX may also choose a station on which one or more other pawns are currently located.

Example: Mister FOX has 5 possibilities here:

  • Stay in place
  • Take the boat
  • Take the bus
  • Take a taxi
  • Take the metro

The Detectives and Mister FOX Move

As soon as Mister FOX has made his choice, it is the turn of the two detectives, in whatever order they wish. The players may agree together on whether the detectives move one station or stay in place. Where could Mister FOX have escaped to?

With two players, the same player moves both detectives.

When a player decides to leave their station, they place the matching ticket for the means of transport used on the table and move their pawn along the line of the same colour.

Of course, the detectives may choose to move to a station that is currently occupied by other pawns.

The suspense is at its peak: Mister FOX then reveals the ticket hidden in his hand and moves his pawn to the new station. If he has chosen no ticket, he stays in place.

End of a Round

Mister FOX Ends Up on the Same Space as a Detective

He is captured, and the detectives gain 1 X token, which they place on a free space on their board. This is also the case when both detectives end up together at the same station as Mister FOX.

Mister FOX Is at a Station Without a Detective

He has managed to escape and may place an X token on his board as a reward.

All players take back their 4 tickets and begin the next round from their current positions.

End of the Game

The game stops immediately as soon as one of the boards has been completed with X tokens.

The detectives win after catching Mister FOX three times.

Mister FOX wins if he manages to escape them for the ninth time.

Sidebar on the last page of the rulebook: "Would you like to switch roles for the next game?"

Rules for 4 Players

With 4 players, Mister FOX gets the help of an accomplice: Miss ROXy.

As explained previously, both of them try to escape the detectives. Mister FOX and ROXy turn their boards over to the side where both of them are shown.

Each of them receives a set of tickets and a visor. All pawns are placed on their starting stations.

At the start of the round, the two rogues secretly choose where they will move. Here too, it is possible to choose a station that is currently occupied, because the hiding places are only revealed at the end of the turn.

With 4 players, there is also only one X token to win per round:

  • either when one or both of the rogues have been captured;
  • or when both have managed to escape.

Here too, the game stops immediately as soon as one of the two boards has been completed with X tokens.