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              OBJECT

              OBJECT

              Who killed Tokio Hotel's career? And where? And with what? Was it Gustav in Spring Nicht with the sticks? Or David Jost in Rette Mich with the Contract? Possibly Georg in Durch Den Monsun with the CD? Bill in Star Search with the Microphone? Could it be Tom in Schrei with the Guitar? Or maybe even the Crazy Fangirl in the Tour Bus with the Panties?! Your mission is to find out who done it and where and with what!

               

              EQUIPMENT

              # CLUE Game Board: This shows nine locations: Music Videos, Tour Bus, Star Search

              # 6 character tokens, each representing one of the Suspects:

              Bill, Tom, Georg, Gustav, Crazy Fangirl, David Jost

              # 6 weapons: Shrei CD, Panties, Guitar, Drum Stick, Music Contract, Microphone

              # Pack of cards: One card for each of the six Suspects. Six Weapons and nine Rooms

              # Pad of detective "notebooks" to aid in your investigation

              # Confidential "Case File" envelope

              # 1 die

               

              SETUP

              1. Look on the board for the START space and Suspect name nearest you. Take that Suspect token as your playing piece and put it on that space. If fewer than six are playing, be sure to place the remaining token(s) onto the appropriate name(s) - they might, after all, be involved in the crime, and they must be on the premises!

               

              2. Place each of the weapons in a different room. Select any six of the nine rooms.

               

              3. Place the empty envelope marked "Case File CONFIDENTIAL" Onto the "X" in the center of the board.

               

              4. Sort the pack of cards into three groups: Suspects, Rooms and Weapons. Shuffle each group separately and place each face down on the table. Then - so no one can see them - take the top card from each group and place it into the envelope. The Case File now contains the answers to the questions: Who? Where? What Weapon?

               

              5. Shuffle together the three piles of remaining cards. Then deal them out face down clockwise around the table. (It doesn’t matter if some players receive more cards than others.) Secretly look at your own cards: Because they’re in your hand, they can’t be in the Case File - which means: none of your cards was involved in the crime!

               

              6. Take a detective’s notebook sheet and, so no one can see what you write, fold it in half: Check off the cards that are in your hand, if you wish.

               

              7. Miss Kaulitz - the player with the Bill token - always plays first because he is high maintenance. Play then proceeds, in turn, to the first player’s left.

               

              SECRET PASSAGEWAYS

              The rooms in opposite corners of the mansion are connected by Secret Passages. These rooms are marked with the Tokio Hotel symbol. Durch Den Monsun is connected to Der Letzte Tag and Rette Mich is connected to Ubers Ende Der Welt. If you’re in one of these rooms at the start of your turn, you may, if you wish, use a Secret Passage instead of rolling.

               

              MAKING A SUGGESTION

              As soon as you enter a room, make a Suggestion. By making Suggestions throughout the game, you try to determine - by process of elimination - which three cards are in the confidential Case File envelope. To make a Suggestion, move a Suspect and a Weapon into the room that you just entered. Then suggest that the crime was committed in that Room, by that Suspect, with that Weapon.

               

              PROVING A SUGGESTION TRUE OR FALSE

              As soon as you make a Suggestion, your opponents, 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 there. If the player does have one of the cards 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 opponent 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, one opponent shows you one of the cards that you named, it is proof that this card cannot be in the envelope. End your turn by checking off this card in your notebook.

              If no one is able to prove your Suggestion false, you may either end your turn or make an Accusation now.

               

              MAKING AN ACCUSATION

              When you think you’ve figured out which three cards are in the envelope, you may. on your turn, make an Accusation and name any three elements you want. First say, "I accuse (Suspect) of committing the crime in the (Room) with the (Weapon)." Then, so no one else can see, look at the cards in the envelope.

               

              If Your Accusation Is Incorrect:

              If any one of the cards that you named is not inside the Case File:

               

              # Secretly return all three cards to the envelope.

               

              # You may make no further moves in the game, and therefore cannot win, but you do remain involved in the investigation.

               

              # You do continue to try to prove your opponents’ Suggestions false.

               

              WINNING

              You win the game if your Accusation is completely correct - that is, if you find in the envelope all three of the cards that you named. When this happens. take out all three cards and lay them out for everyone to see.