Honor System

HOME ALONE

EQUIPMENT

Game board floor plan, Spinner, 2 Crooks and 2 black stands, Crooks & Van score board, 4 “Large Kids” and 4 colored stands, 4 sets of 25 markers (16 Booby-traps, 8 Valuables, and one “Kid” marker)

OBJECT

To prevent the crooks from stealing your valuables from the house while getting them to trip up on booby-traps (spider, iron, blow torch, paint can, etc.). Be the player who uses the most booby-traps while losing the least number of valuables.

PREPARATION

Assemble the spinner by pressing the plastic arrow into the center hole cut out. Assemble the Crooks by bending the bottom edge back and put the Crooks into the plastic stand. Place the Crooks on the start position near the front door. Place the Crook’s Van Score Board next to the game board.

Each player chooses a set of solid color markers and the same color “Large Kid” marker. Place the “Large Kid” marker In the same color plastic base. Place the “Large Kid” marker in front of you for later use. Players take turns (one at a time) separating the small markers and secretly hiding them face down anywhere on the squares on the game board. Hide all the valuables, booby-traps and the small “Kid.” Try to remember where your valuables and small “Kid” markers are hidden as you play the game. Up to four markers can be placed on any square but a player may not have more than one of his/her markers on any one square.

THE PLAY

A player is chosen to go first and play continues to the left.

Moving the Crook and “Large Kid” playing pieces: The Crooks may be moved in any direction but they can only enter or leave the house through the doors or through a window with footprints next to it. The “Large Kid” which is used later in the game (explained later) moves in the same manner as the Crooks.

The player with the most number of booby-traps after subtracting valuables is the winner.

1. ...a player uses the spinner and moves either Crook the number of squares spun. (Remember you move the Crooks and the “Large Kid” is held in front of the players.)

2. ...if a Crook ends up on a square with one or more markers on it, the player removes the markers and places them on the scoreboard. The valuables are put on the Van and the booby-traps on the Crooks.

3. ...if a Crook ends up on your small “Kid” marker, replace the marker with your “Large Kid.” You get a free spin to move away from the Crooks, in order to get away from the Crooks, each player who has his Large Kid” on the board gets a free spin after each players turn and moves his “Large Kid” away from the Crooks. (On your turn only, you first move a Crook, then move your “Large Kid” the same number of squares.)

At this point the game becomes a chase to catch any “Large Kid.” Move the Crooks strategically trying to land on the same square as a “Large Kid” while still picking up markers. When a Crook ends up on the same square as a “Large Kid” the “Large Kid” is caught and the game is over.

Handle Bars and Quick Escapes

There are two squares on the game board with Handle bars on them. No markers may be placed on the Handle bar squares because they are Quick Escape squares for “Kids” only. When a “Kid” piece lands on a Handle bar, he/she can make a Quick Escape and go immediately to the Treehouse. Crooks can occupy a Handle bar square, but can’t use them to get to the Treehouse.

ENDING THE GAME

The game ends when one of the “Large Kid” pieces is caught.

SCORING

At the end of the game, all players remove their markers from the Crooks & Van score board and add up each group. Each player then subtracts the number of his/her valuables the Crooks “stole” from the number of his/her booby-traps they “hit.”

THE WINNER

The player with the most number of booby-trap after substracting valuables is the winner.

T.HQ, Inc.
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Toy Headquarters, 5000 N. Parkway Calabasas. Suite 305, Calabasas, CA 01302

Home Alone & ©1991 TWENTIETH CENTURY FOX FILM CORPORATION. ALL RIGHTS RESERVED. Toy Headquarters and T•HQ, Inc. are registered trademarks of THO, Inc.

Item M07000 Rev. 1