ELECTRONIC COPS AND ROBBERS. Featuring the ELECTRONIC CRIME SCANNER.
A crime is being committed…but where?
In the jewelry store? The bank? Where will the thief strike next? You and your opponents are licensed private detectives. The thief you’re after is computer controlled and completely invisible. But you can hear him! With your ELECTRONIC CRIME SCANNER you can eavesdrop on the thief whenever he moves on the board. You can hear him in the act of committing a crime. You hear him, too, as he opens a door, crosses a floor, breaks a window, runs on the street and escapes on the subway. Each sound you hear is a clue that will help you track him down. You’ll need all your skills of deduction and logic to follow the thief and corner him. Then you can call the police. With luck, the police will arrest the thief and cart him off to jail. Sometimes, though, he escapes from them. At other times, he’s just not where you think he is! If you can catch this thief, you’ll earn a large reward. If he gives you the slip, he’ll rob again…and again…and again…
On the board are 19 different locations where the thief can commit a crime
If you need another clue, a hot tip or some extra cash, play the appropriate Sleuth Card on your turn.
To earn a reward, you’ll have to arrest the thief before one of your opponents does.
Add $100 to the reward for each additional crime that the thief commits.
The winner of the game is the first detective to earn $2500 in reward money.
Track and arrest the thief with the ELECTRONIC CRIME SCANNER
Use this powerful computer to track the escaping thief.
Follow the thief with electronic sound effects. Listen for crime alarms, creaking doors, breaking glass and more.
The digital readout instantly flashes additional information.
The tipster can tell you exactly where the thief is hiding.
Use the numbered keys to show the police where to make an arrest.
The clue button allows you to eavesdrop on the thief whenever he moves
A limited warranty is enclosed. Ask to see the retailer’s copy prior to purchase.
Required, but not included, is a 9-volt alkaline battery.
In this game of deduction, players act as detectives racing to catch an invisible thief. Initially, the location of the thief is only known to the Electronic Crime Scanner, but it is slowly revealed through audio clues that are played on each turn. Clues include the sounds that the thief makes while walking, opening doors, breaking windows, running down the street, riding the subway, and committing crimes.
Similar to Scotland Yard, but with the following exceptions:
The thief is controlled by a hand held Electronic Crime Scanner, rather than one of the players.
Clues to the thief's current location are given as sound effects each turn.
Players are detectives, racing to catch the thief and collect the reward money for that round. (ie: This is not a cooperative game.)
Dice provide a roll-and-move mechanic for the detectives, limiting their mobility.
Cards can give you extra clues about the thief's location, or allow you to take reward money from another detective.
The first detective to earn $2500 in Reward Money is declared the winner.
In the special case of the Canadian bilingual edition, there are two sets of Detective Licenses and Wanted Posters (one in French, the other in English). The Sleuth Cards aren't duplicated; rather, their text is in both languages. This game edition also came with a sheet of silver stickers to change the Scanner's five rightmost keys to French labels.
Keep track of the starting player and thief's moves - especially handy for when the thief moves six times in a row!
Simply check off the thief's movements or get creative, noting street number, player's initial or move number (for those six-move runs) in the boxes. We play a friendly game where the sheet is shared with everyone.