I had to go for my part on the net for a more detailed explanation, but I do not regret because my 6 year old son and his sister 8 years old like to play, the interactive side is really an addition, is taken quickly to the game!
Here is a more detailed explanation with those found at JesWeb (which I thank the author!):
Each player takes:
- 1 miniature "detective" color and places it on any space on the board with a red and blue circle (which corresponds to a square "metro"
- 1 piece "marker" plastic the same color as his detective, which he places on space "0" of the scale (this pawn just used to keep score of every player in As)
- 3 tokens "investigation" (= star) and 2 tokens "Mermaid" (= police car)
- 1 sheet + 1 pencil to mark the clues provided by the central police
To start the game, you press the button "question mark" (careful, if it's a second part, or that you have pressed a number by mistake before you started the game, you have to hold down least five seconds to reset the game)
We select the number of guilty look you want (2,3, or 4, as we seek more or less difficulty)
The youngest player begins.
To advance his pawn, there are no dice on the board is advanced by jumping from one box to another, or a dot (blue or red and blue) to another, each "jump "counts as 1 move, knowing that we have the right to 3 maximum displacement each time (unless you use a token" Mermaid "(= police car) which allows progress 3" jumps "more (this is based siren 1 token)
If it falls on a box "road" without color round you can go on one of the squares adjacent to that which is currently in its detective pin (the destination square can be without a round or a round blue box or a blue circle and a red circle, provided it is immediately next to the square where the detective is). This movement uses a displacement point.
If it lands on a square with a blue circle can be reached:
- Either on the immediately adjacent box (this corresponds to a movement on foot and "consumes" a shift point)
- Either on the first box with a blue dot located on the same straight line (corresponding to a moving taxi and "consumes égallement movement point).
If it lands on a square with a blue circle and a red circle, you can move:
- Either on the immediately adjacent box (walking motion)
- Either on the first box with a blue circle (taxi traveling)
- Either on the first box with a blue circle and a red circle (underground movement).
One moves on foot, by taxi or subway it consumes only a point of displacement "jump".
Once the 3 "jumps" (= travel) performed:
If you landed on a space "road" neutral, our game round ends, it is the next player.
If we landed on a "witness" box, the witness number on tape for "questioning", and any clues we note that he gives us in order to find a "snitch" (once found, this will give us indic clues to the culprit). This is the next player to play.
If you landed on a 'laboratory' box (= microscope) enter the 42 and information we receive in the composite picture (then we put the item shown in the composite sketch), which saves us 1 point (not Remember to rest a "star" token)
If we landed on a "walkie talkie" box (= remote call), we just call the number of the same witness if he is on the other side of the board, it avoids going to his case ( do not forget to rest a "star" token)
If we landed on a "magnifying glass" box (= spinning), you type the number 18, then shows the suspect number one wants to follow ... The central indicates if it is guilty of (in this If you win one point and can move 3 "jumps" over to try to stop it. To stop it, it goes to the right box, press the "question mark" button, then press the number the culprit (do not forget to rest a "star" token). It will then look for another suspect, according to the number selected at the start ... With each new culprit, all players get all their checkers star ...
Once all found guilty, the player who scored the most points won.