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Where in the USA is Carmen
Sandiego?
THE MYSTERY GEOGRAPHY GAME |
Item Number: UG-01610
Price: $20.95
Ages: 8 years and up, for 2 to 6 players
Related Products:
More Games |
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| The Fun Way to Learn USA
Geography Carmen Sandiego is
appearing and disappearing in America's best selling geography game, specially designed to
help parents introduce their children to United States geography. Features gameplay so
intriguing that players won't notice how much they're learning!
Carmen and her gang of V.I.L.E. henchman are
headed for the States. Landmarks from around the nation have vanished. Your assignment is
to locate the Warrant, the Loot, and the Henchman. Then work with the other players to
catch Carmen. Bone up on your state capitals for this one, Gumshoe! Ages 8 and up.
Parents Choice Award Winner
National Parenting Publications
Award
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Instructions
Object
Uncover the locations of a matching set of cards-a Warrant Card, a Loot Card, and a Crook
Card of the same color.
Contents
Game Board
224 Question Cards
24 Color-Coded Clue Cards: 8 Warrant, 8 Loot, 8 Crook
6 Playing Pieces
50 Capital Tokens
Parents' Summary of Rules
Player 1 reads a question to the player on his/her left (Player 2). Player 2 either
answers the question or asks for multiple choice options. Correct answers without the
choices allow Player 2 to move 5 spaces; correct answers using the choices allow Player 2
to move 3 spaces. Player 2 does not move if he/she answers incorrectly, and the player to
his/her left has the option of answering. Play passes to the left.
Players move to reach landmarks. Upon reaching a landmark, players secretly look at the
card on that landmark's box. If the card is a Warrant or Loot, the player returns it face
up to the landmark's box. If the card is a Crook, the player returns if face down to the
landmark's box. To make an accusation, players move to a landmark with a face up Warrant
Card, then list, in order, the locations of that Warrant and its matching Loot and Crook.
If the accusation is true, the accusing player wins the game and all players work together
to catch Carmen (see "Catching Carmen," below). If the accusation is false, the
accusing player removes the Warrant that was used in that accusation form the board. If
all eight Warrants are removed from the game before a true accusation is made, the game is
over and the elusive Carmen Sandiego wins.
Set Up
1. Before playing the first time, punch out the Clue Cards and Capital Tokens. Set aside
the Capital Tokens; they are used at the end of the .
2. Shuffle all three types of Clue Cards together, then place one Card face down (so that
the back Carmen logo shows) on each of the Landmark Boxes along the top and bottom of the
game board.
3. The youngest player chooses which questions players will use for this game---either
red, blue, or black. There is no difference in difficulty of subject matter among these
different colored questions.
4. From youngest to oldest, each player chooses a playing piece and places it on any
vacant landmark on the board. At the start of the game, only one piece is permitted per
landmark.
Reading and Answering Questions
Each player is an Acme agent, searching famous landmarks for clues. To start the game, the
agent to the youngest agent's right picks the top card and reads a question to the
youngest agent. After hearing a question, agents either answer or ask for multiple choice
options. When agents ask for multiple choice options, the reader reads the three choices
below the question. Agents must answer a question every time it is their turn. Agents may
consult the map to answer questions. Play passes to the left.
Correct Answers/Movement
Correct answers are shown in bold. When agents answer correctly without multiple choice
options, they may move their pieces up to 5 spaces. Correct answers after hearing the
multiple choice options allow agents to move up to 3 spaces. Agents may move horizontally,
vertically, and/or diagonally. After finishing their turn, agents pick the top card and
read a question to the agent on their left. Other than when pieces are placed on the board
at the start of the game, agents' pieces may share the same space.
After reaching a "Fly to Alaska" or "Fly to Hawaii" space, moving to
the "Arrive From Lower 48" or "Arrive From Mainland" spaces counts as
1 space. Agents may fly to Hawaii or Alaska from the East and return to the West, or visa
versa. Agents may pass through Hawaii or Alaska as a shortcut. The only way to reach
Alaska and Hawaii is via the "Fly to" spaces; agents may not cross the double
lines that separate these states from the lower 48 states.
Incorrect Answers
When agents answer incorrectly, the agent to their left (the "back-up agent")
may either answer the question or pass. If the first agent used multiple choice options,
the back-up agent may ask to hear the choices again, and earns 3 spaces for a correct
answer. If the first agent did not use multiple choices, the back-up agent may either earn
5 spaces for answering correctly without multiple choices or earn 3 spaces for answering
correctly with multiple choices.
Instead of answering, back-up agents may declare "I pass." When a back-up agent
passes, the first agent picks the top card and reads a new question to the back-up agent.
It counts as a turn when back-up agents answer questions. When back-up agents answer
incorrectly, their turn is over. They pick the top card and read a question to the agent
on their left. Do not use this rule when only two agents are playing.
Landmarks and Landmark Boxes
Each landmark on the map has a matching Landmark Box that contains a Clue Card. Landmark
Boxes are close to the position of their landmarks. The only way to look at the Clue Cards
in Landmark Boxes is to reach that landmark on the map. Agents may not move off the map to
reach Landmark Boxes.
Clue Cards: Warrant, Loot, and Crook
When agents reach a landmark, they secretly look at the Clue Card that rests on that
landmark's Landmark Box. There are three types of Clue Cards in the game: Warrant Cards,
Loot Cards, and Crook Cards. When agents pick up a Warrant or Loot, they return the card
to the Landmark Box with the Warrant of Loot face up. Then agents pick up a Crook Card,
they look at the card, memorize it, and return it to the Landmark Box face down, without
showing it to any other agent. After returning the card, agents pick the top question card
and read a question to the agent on their left.
Each of the three Clue Cards in a set feature the same Crook and the same color (for
example, the orange Warrant Card, the orange Loot Card, and the Orange Crook Card all say
"Vic the Slick").
Making An Accusation
The object of the game is to discover the location of a complete set of three Clue
Cards--the Warrant, the Loot, and the Crook--and make a true accusation. Any agent who
earns enough spaces to move to a landmark with a face up Warrant may make an accusation
using that Warrant. To make accusations, agents call out, in order, the landmarks that
contain the Warrant, the Loot, and the Crook. As they call out these landmarks, they pick
up the cards from these land. |
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