The Invisible Man (1959)

Playtime: 25
Min. Age: 8
Number of Players:
2 - 4
Publisher:
Bell
Designers:
(Uncredited)
Artists:
Unknown
Mechanics:
Roll / Spin and Move
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The object of the game is to become invisible and escort a criminal to the police station.
The player who first succeeds in doing this wins the game.
There are four Invisible Men on the platform, each outlined in a differen colour. The players choose the one thy are going to represent and take a counter and five sections marked A, B, C, D and E to match the colour of their invisible man. Cover the invisible man with these sections.
Players start on the inner track from the letter 'A' corresponding to the colour of their counter.
After spinning, each player in turn either moves his counter round the board the number of spaces indicated by the arrow when it stops or he takes a card, he cannot do both.
On whatever letter a move ends, the player removes the section bearing that letter from his invisible man.
Should the move end on 'risk' the player must take a card and follow the instructions on it. In either case this ends his turn which passes to the player on his left. Should a move end on a letter from which the section has already been removed this also ends his turn.
The game is won by the first player who manages to remove all sections from his invisible man.
The player who first succeeds in doing this wins the game.
There are four Invisible Men on the platform, each outlined in a differen colour. The players choose the one thy are going to represent and take a counter and five sections marked A, B, C, D and E to match the colour of their invisible man. Cover the invisible man with these sections.
Players start on the inner track from the letter 'A' corresponding to the colour of their counter.
After spinning, each player in turn either moves his counter round the board the number of spaces indicated by the arrow when it stops or he takes a card, he cannot do both.
On whatever letter a move ends, the player removes the section bearing that letter from his invisible man.
Should the move end on 'risk' the player must take a card and follow the instructions on it. In either case this ends his turn which passes to the player on his left. Should a move end on a letter from which the section has already been removed this also ends his turn.
The game is won by the first player who manages to remove all sections from his invisible man.
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ag.gameitem.lastUpdated: 2025-05-07 23:39:22.703