QUICK DRAW is trying to solve some of the mysteries that he has heard about. He needs the help of the players in this game to find the missing parts to each mystery. Each player will use one of QUICK DRAW'S friends, BLABBER, SNOOPER, BABA LOOEY, or DOGGIE DADDY to help him.
THE OBJECT OF THE GAME is to be the first player to find the eight missing parts or clue cards, which when put together will solve a mystery.
TO BEGIN THE GAME:
- Shuffle the pack of 48 cards and deal them out face down one at a time on the pictures of QUICK DRAW and his five friends. There will be a pile of eight cards on each picture.
- Each group of eight mystery cards is a different color. Players spin the dial and search for the same color cards as indicated by the arrow. No two players may search for the same colored cards. If two players spin the same color, the first one uses that color and the other player spins again. The colors are Blue, Pink, Yellow, Gray, White, and Green.
- The players select a playing piece and place it in the QUICK DRAW space in the lower left corner on their side of the board.
- High spin moves first. Each square on the border counts as one space.
- The players spin, move their pieces to the right and take the top card from the pile on the PICTURE matching the SQUARE on which the playing piece stops. For example, if it stops in a SNOOPER SQUARE, the top card on the SNOOPER PICTURE will be taken by that player.
- If the card is the player's color, he places it face up in front of him on the table, and his turn ends.
- If the card is any other color he keeps it in his hand without showing it to any of his opponents, and his turn ends.
- QUICK DRAW SQUARE: When a player's piece stops on a QUICK DRAW space, he may follow Rules 6 and 7, or, if he thinks one of his opponents has one of his cards, he may challenge him. See Rule 9.
- THE CHALLENGE: Both players spin the dial. The challenging player first, then his opponent. The one who spins the higher number wins, and he may demand one card of his color from the loser. If the loser has one or more cards of that color he must give the winner one of them. If the loser has none of the color asked for, no card is given. Either way, that ends the turn.
- As the game progresses all of the cards on one or more of the pictures will be used up. When this happens and a player lands on a square whose matching picture is empty, that player may draw one card from any opponent's hand. The opponent fans his cards out with the backs to the player so he will not know which card he is drawing.
- If the player draws a card of his color he lays it face up on the table with his others. If it matches the color of any of his opponents he puts it in his hand. If it does not match any opponent's or his own color, he lays it aside, face up, and it is out of the game. The player's turn ends after the draw, no matter what color card he draws.
- When one player's piece stops on a space occupied by an opponent's, both players spin the dial, as a challenge. The winner, however, this time may not demand a card of his color. He may only draw a card from the hand of the loser as in Rules 10 and 11.
TO WIN:
The first player to collect the eight cards of his color and place them together making a complete picture wins the game.
Rules Interpretations
Since the rules are somewhat ambiguous about landing on an occupied space, this version treats landing on an occupied space as a mandatory challenge that overrides the normal space action: the active player must challenge each opponent on that space as long as one of them has at least one card in hand. In case multiple challenges are required, the active player should start with the next player in turn order and continue challenging in turn order each opponent on that space.