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Who Killed Roger Ellington? -Murder Mystery Game – Just Games / Jamie Swise

Episode: Who Killed Roger Ellington? – Released in 1982 by Just Games / Jamie Swise… # 8302

From the back of the box..

The Plot: Post-war America was thriving in 1948, as was murder in a small Massachusetts town. Industrialist Roger Ellington was cut-down in the prime of his sordid life. After eating a plate of snails, he succumbed to what appeared to be a most deadly strain of indigestion.

The Time: Aug. 9, 1948

The Place: Washington Station, Massachusetts

The Cast:

Major Deegan: Lifetime resident of Washington Station. Deegan was Roger’s chief competitor for women, status – everything for as long as anyone could remember. A well-trained mercenary, Deegan returned to town shortly after the war, satisfied that he and a few others had saved theWestern world from evil. He couldn’t remember where he was the night of Roger’s death.

Derrick Ellington: Stepbrother of the deceased, had been away in the Merchant Marines for ten years, returning to town a year ago. Derrick became engaged to Sara Admunson after his return. She died shortly after in an auto accident. A drunken Roger was driving her home from a party when he lost control of the car. Derrick crawled into a bottle shortly after the funeral and never came out. Always looked down upon by his brother, Derrick never “lived up” to the Ellington name. Perhaps that is why he sought refuge in the Merchant Marines for all those years. He couldn’t remember where he was the evening of the murder.

Cybil Admunson: Sister of the late Sara. It was common knowledge that Cybil loved Roger. A social climber, Cybil was not liked by many. At her sister’s funeral she exchanged some pretty harsh words with Roger. While deciding on which college to attend next, she worked as hostess at L’Escargot. She was on duty that night.

Arnold Green: Boston College student working at L’Escargot for the summer. Green was not a born waiter, and was publicly humiliated by Roger on several occasions. Green served that evening.

Yvonne Drake: Master pastry chef at L’Escargot, she came from Paris shortly after the war. A cold “foreigner”, she did not mix easily with the locals. However, she was having a rather obvious affair with Steve Watson. Yvonne was in and out of the kitchen all evening.

Steve Watson: Young, energetic man who come from Boston in 1946. Steve was well liked and was Roger’s business partner in many deals. He was president of the local Chamber of Commerce. He dined with Roger and Gastonne that evening.

Gastonne Schmidt: Owner and head chef of L’Escargot. Since his arrival from Paris a year and a half ago, Schmidt had become known as an arrogant yet likable eccentric. He gave the town a bit of European class, and his gruffness only added atmosphere to his establishment in the eyes of the townspeople. He dined with Roger that evening.

Katie LaFemme: Local party girl with the proverbial heart of gold. Having had a painful on-again-off-again affair with Roger, Katie knew of his dark disposition. She once bellowed from her roost in Jerry’s Bar, “Someone ought to put him out of my misery!” She also couldn’t remember where she was that evening.

Game Includes:
Full Plot Scenario
Character Biographies
Recorded Introduction
24 Clues
Solution

THE OFFICE “CLUE” BOARDGAME by Hasbro

THE OFFICE CLUE BOARD GAME by Hasbro

from 2009

6 Dunder Mifflin Employees, 9 Locations, 9 Office Weapons..

1966 Parker Brothers Tom Swift Boardgame

Parker Brothers “Tom Swift” Boardgame.

From 1966

The object of the game is to be the player who has the bit best scare when the game ends.

EQUIPMENT

The equipment consists of five playing pieces, five Travel Cards, 16 Plan Cards, Score Cards, two dice, one marble, Tom Swift Cards, a playing board, and a Polar Ray Gun.

PREPARATION

Shuffle Score and Tom Swift Cards separately and place them face down alongside the board. The five Travel Cards are placed on their section on the board with the White Reserve Card on the bottom of the pile. The four Plan Cards are shuffled and placed in each section; the four A” Plans placed on the “A” location, etc. The Polar Ray Gun is placed on its section with the marble inside ready to shoot. Each player rolls the dice and the player rolling the highest goes first. The four playing pieces are placed on the Starting section of their color. The Green piece is placed on the circle marked Reserve.

PLAY

The first player begins by drawing a Travel Card. This card will indicate the travel area in which the player moves first. The player then throws the dice and moves the piece of that travel area the number of spaces indicated. If the number he throws lands him on a space with a picture of Tom Swift, he takes the top card from the Tom Swift Card pile and follows the instructions printed on it. He then places the card face up alongside the pack. If do my he throws or the card he draws lands him on a space with a picture of the Ray Gun on it, he takes a shot with the Ray Gun, ending his turn. The other players then follow in a clockwise direction.

A player must always move the full count of die & except when moving to the Start space. You do not need the exact number to land on a Start space. Players move in each section in the direction indicated by the arms on the board. If a player draws a card or lands on a space sending him to another section he does not move piece but exchanges the card he is using with the card to the new section and his turn ends. On his next turn moves the piece in his new section. A reserve piece and a regular piece may occupy the same space.

RETURNING TO START

Players endeavor to make a complete tour around each of the travel areas so that when a players piece lands back on a “Start” space, he will receive a “plan” particular area traveled. If a player already has a plan from a travel area in which be had aheady been, the player receives, instead, a Score Card.

When a player’s piece returns to a “start” space, he also turns in his travel card, and his turn ends On his next turn, he may take any one of the Travel Cards and start around the new travel area.

TRAVEL AND RESERVE CARDS- There is a Travel Card for Space, Air, Undersea and Land. A player when moving in any one of these sections must hold its card If, during the play, he exchanges position with another player , only the travel card is exchanged either between the players or from their location on the board. The pieces are never disturbed but are moved from their old postion on the board. There is one reserve card. This card may only be used if a player has a plan, all available cards.

SCORE CARDS

When a player draws a Tom Swift Card that tells him to take a Score Card, he takes the top Score Card. If a player shooting with the Ray Gun scores a ^2^5, so, ^7^5 or I 00 the card or cards to equal this score is given to him from the bottom of the deck. Example: If a player scores a so, he. takes the first so point score card which is dealt from the bottom of the deck. Players keep their Score Cards and Plan Cards with score on them face down so other players do not know their score.

OBTAIN PLAN FOR POLAR RAY DYNASPERE

A player must go through all sections: Space, Air, Land, and Undersea before he can obtain all sections of the plan. As he completes each section, he takes the top plan as he arrives back at Start. HE MAY TAKE ONLY ONE PLAN FROM EACH SECTION. If he already has a plan from a section he just completed, he takes a Score Card. When a player has obtained all four parts, A, B. C, and D, of the plan cards and has returned his Travel Card, his turn ends. On his next turn he puts his plan together and takes a shot with the Ray Gun either for more score or to end the game.

POLAR RAY DYNASPERE GUN

This gun is always on its location on the board. When a player is entitled to a shot, he places the marble in the gun, and aims the gun towards the hole he wishes the marble to land in. He then moves the back of the gun slowly upward. This releases the marble toward the target. If the marble lands in any hole, the player is given a score card for the amount noted above the hole. Players, when shooting, must always keep the gun within its area.

WINNING THE GAME

When a player has four parts of the plan he shoots with the Ray Gun. He may shoot for additional score or if he has enough score to Ann, he shoots for the Finish. If his marble lands in the Finish Hole he receives 25 points and the game ends. Each player counts the score on the Score Cards and the parts of the plan they have obtained during the game. The player having the highest score wins the Game.

1968 Milton Bradley Pro Soccer BoardGame

Milton Bradley Pro Soccer BoardGame…

From 1968.

Strange red and white figures, look like they are dancing.

I did some math and playing this game is 2x as fun as watching real soccer..

Vintage Milton Bradley ADT Messenger Boy Boardgame

Vintage Milton Bradley ADT Messenger Boy Game ..

# 4033.

Now you can play around in that grey area of child labor.

Game looks straight forward. You sit around relaxing, smoking butts in a room, receive a telegram and you’re on your way. Roll the dice and move your piece until you reach the president.  All the while hoping not to get bagged along the way for “Indifference” , “Dissipation” or “Laziness”