 
You've rolled the dice to move around the spaces and entered a room. Now inside, you get to accuse a player of boinking in that room with a play toy. You must be in the room where you allege the boinking happened and you must specify a character and a playtoy. Next, the accused player's pawn and the playtoy are moved into that room. It's the law: the accused gets to see the accuser face-to-face.
- By default, any card dealt out is actually part of the alibi? it proves that the person, place or thing on that card was NOT used in the boinking. The general strategy is to try and guess the other players? cards and, by process of elimination, figure it all out. You can be tricky and make a guess that involves one of your cards. This is a great way to look for a specific card, for example, or to confuse other players.
- When you enter a room, you can make a guess on the same turn. You get only one guess per turn. No multiples.
- Don't forget to transfer the player pawn and play toy into the room where you are guessing. There is no limit to the number of toys and pawns that can be brought into a single room.
- Don't forget: unless proven otherwise, you are a suspect and you can out yourself.
The one exception to being in the room where you think the boinking happened is given in the next section Jumping The Gun.
Disproving the Guess. This is where it gets fun. The other players need to try to prove you wrong. The person to your immediate left looks at their cards. IF one of their cards matches the player, playtoy, or room that you said "did the deed", then they must show you one of those cards (only one is necessary even if they have two or three cards that could be used - and they get to choose which card to show you). (Be careful that the card is revealed to only you so that no-one else knows which part of your accusation was wrong.)
So much for the thrill of discovery. The card they showed you eliminated one of your guesses. Now you know that that player, place or thing was not involved in the boinking. Make a note of some kind to keep track of the card you have seen.
BUT if the person to your immediate left does not have any cards that match your guess, then proceed clockwise to the next person who will check their cards. That person now must prove you wrong. This continues until someone shares one card or no-one has a card that matches any part of your guess. If that happens, you win and get to look at the evidence cards placed in the middle of the board. But wait - you don't get off that easy (at least not this time)! If you made a guess and another player proved you wrong, then you must pick a BOINKED card and follow its instructions. You must be punished for false accusations.
Jumping the Gun. Sometimes the urge is too great, you get too eager, and you have to give in to your desires. We understand. If you think you know the answer, you can Jump The Gun on your next turn. That means that you will make a guess and look at the cards secretly. You don't have to be in a particular room or in any room. Look at the cards (carefully please - you don't want anyone else seeing the answer). If you are right, then you won. Congrats! You sure do know a thing or two about boinking.If you are wrong, then you lose. Sorry.
Leave your player pawn on the table (you might be the guilty party, after all). But now you must watch while everyone else plays and gets to finish (that's what happens when you finish prematurely). Sorry, but you shot your wad.
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