"Where in the World Is Carmen Sandiego" is a board game that first appeared in 1992. The game is intended for ages 10 and up, as it calls for familiarity with famous world monuments and landmarks. The game is ideally played by four players, although the participants can range from two to six. "Where in the World Is Carmen Sandiego" emphasizes the knowledge of world geography; for this reason it can be a fun way for children (as well as adults) to improve their geography skills.
"Where in the World Is Carmen Sandiego" revolves around trying to find out who stole a famous world monument through clues that must be answered by each player. Each player is associated with a detective and a henchman (each henchman has clues about who stole the monument). To catch Carmen, a player must first catch one or more henchmen, whose clues then ultimately lead to Carmen. To begin, each player receives one Clue Card (this corresponds to the player's henchman) and one Escape/Warrant Card. Also, each player selects a detective and a henchman (they must both be associated with the same color); each player then spins the Landmark Spinner, which indicates where to put each henchman.
After the henchmen have been placed, the Landmark Spinner is spun once more, indicating which Landmark Carmen has stolen -- all detectives begin at that landmark. Each turn, a player must answer a geography question (the questions are read by another player from the Question Cards). If the player answers correctly, she can move a detective or a henchman 5 spaces (only one of these pieces can be moved each turn; keep in mind that the detectives are trying to catch the henchmen) in any direction. If a detective catches a henchman, that detective's player obtains all the henchman's clues, which leads one step closer to catching the culprit.
As players catch other players' henchmen, more and more clues will become available about the culprit. Each player has an Escape Card that allows his henchman to get caught by a detective without having to reveal any clues. After an Escape Card is used, turn it over, after which it serves as a Warrant. A player must see the clues that each henchman on the board has (this means that you have to catch all the other players' henchmen). After this, the player can accuse a henchman of having stolen the landmark (this accusation is based on the accumulated clues). Each player checks the clues listed against his henchman and matches them against the Solution Key that is found on the board to determine whether the accusation is correct.
Winning the Game
If the accusation is correct, the accusing player receives a warrant and spins the Landmark Spinner to a location; that player must reach that location to win the game. If the accusation is wrong, the player loses three turns. Once the first warrant is obtained, the other players can also get warrants by moving to the nearest Police Station and correctly answering a question. After answering the question, each player spins the Landmark Spinner to determine where she is headed. At this point, the first player to reach her destination wins the game.
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