
You're the doctor in this exciting game. You examine your patient, take him from room to room, find out what's wrong with him. You make disgnosis. Play Dr. Kildare by yourself (it's lots of fun that way!) or with one, two or three friends - to see who is the best doctor of all!
Materials
To Start the Game
Break apart the cardboard panel containing the spinner and the little cards marked "Diagnosis".
Place all the Diagnosis cards face down in a stack on the square in the center of the game board. (Square is marked "Place Diagnosis Cards here".)
Break apart the little cards showing Dr. Kildare. These are the Doctor Cards. (There is an additional supply of Doctor Cards which you may save for later if you wish).
Place four stacks of Doctor Cards on the game board. (There are four spaces on the board marked "Place Doctor Cards here").
Now the game begin. Players can select Doctor Cards from any of the four piles.
Playing the Game
Each player spins. The player who spins the highest number is the first to select a mover. He places it on any of the four red spaces marked START. (As highest spinner he can choose his starting place) and he is the first to move.
The other players select their movers, place them on any free START place, and move in turn.
Each player in turn picks up one diagnosis card from the stack in the center of the board.
Study your diagnosis card. It shows a Code Number (which will become important later on) and 13 smaller numbers. The small numbers are the numbers of the rooms you must visit in the order in which they appear on the card.
Now, each player spins and moves his mover by as many spaces as the spinner shows. You can move in any direction, along any of the hospital "corridors" (green spaces) but you may not retrace your steps (go back over the same spaces) in any one move. Of course, you will try to go the shortest way to your destination, which is the first room indicated on your diagnosis card.
As soon as you land on the dark green space that marks the entrance to the room you are supposed to visit (exact count is not necessary to enter the room) you pick up a Doctor Card from any of the four stack on the board. Keep this card. It is your proof that you have been to the room.
Having visited the first room, you can then move to the next room whose number appears on your diagnosis card.
Remember, to complete your "rounds", you must visit all 13 rooms indicated on your diagnosis card, in the order in which they are listed.
When you have been to all 13 rooms - and have collected 13 Doctor Cards to prove it - you call out: "Dr. Kildare".
Everybody else now has to wait until you make your diagnosis (find out what's wrong with your patient).
How to Make Your Diagnosis
Your patient's illness is written in code. To analyze it you must:
Example: Your diagnosis card may read:
code 2
18 8 10 6 9 24 25
17 15 24 3 9 8
When you set the analyzer at Code 2, you find that outside number 18 corresponds to B. 8 is R. 10 is O. 6 is K. 9 is E. 24 is N. 25 is blank. 17 is F. 15 is I. 24 is N. 3 is G. 9 is E. 8 is R. You can the announce: "My patient has a BROKEN FINGER".
Special Instructions
Players must follow all instructions on the spinner and on the game board.
For instance, if your spin lands on the area marked: "Go directly to Dr. Gillespie's Office" you must go there immediately and lose one turn. The same thing happens if you land on one of the green circles which say: "Go directly to Dr. Gillespie's office".
If you land on a space (blue circle) that says: "Go directly to Dr. Kildare's office" you must do so, but this is a good thing. because on your next turn you may move immediately to your next destination (whichever room you are to visit next).
The same rule applies if you spin "Go directly to Dr. Kildare's office".
Landing on another player's space
If you land on a space occupied by another player's mover, that player must take his mover back to START (any of the four "START" space that happens to be free).
Visiting the same room twice in a row
If your diagnosis card tells you to visit the same room twice in a row, you must return to START (any red START space that is free) after reaching the room the first time and then work yoyr way back to the room again.
Visiting the corner rooms
To enter or leave rooms 6, 12, 18 or 24, you must go through one of the rooms next. For instance: you enter the X-ray room (#12) through room 11 or room 13 - enter the Lab (#24) through room 1 or room 23, and so on.
Ideal Toy Corporation, HOLLIS 23, N.Y.
