Objective: Students will play a game where they try to solve a water mystery.
Materials: What Happened to Wendy Water game board, six laminated problem
pictures, 1 die, 1 set of illustrated cards that includes a card for each of: 6 suspects, 6
problems, 10 lakes, detective notes (one per student), six colored tokens representing
the mystery suspects: red - Big Sue River, purple - Leslie Lake, green - Gerald
Ground-Water III, blue - Sam Slough, orange - Charles Creek, yellow - Priscilla Pond,
Background: This game will encourage student to use their powers of deduction when
they try to answer three questions: Who is hurting Wendy Water?, Where is it
happening?, and How is it being done?.
There are over 204,000 acres of lakes, reservoirs and ponds in the State of South
Dakota. Many of them are polluted, have unhealthy water quality or do not support the
wildlife population around it. While playing this game, students will learn there are
several problems that can adversely affect Wendy Water.
This game is played like the game "Clue".
Preparation: Place all the colored tokens on the starting squares marked with the
corresponding colored box. All six colored tokens are placed on the board regardless
of the number of players. Place each of the Problem Picture cutouts in the center of the
board with Wendy Water. Give each Water Detective a Detective Note sheet.
Arranging the cards: Sort the pack of cards into three groups - Lake cards, Problem
cards, and Suspect cards. Shuffle each of these three groups separately. Take the top
card from each group and place it, face down, underneath one corner of the board (you
can place the card in an envelope if you have one available). This should be done
carefully so that no player knows any of the three cards (one Lakes, one Problems, and
one Suspects) placed under the corner of the board.
Dealing the cards: The remaining cards in the three piles are now thoroughly mixed
together and shuffled, and then are dealt, one at a time, clockwise around the table to
each player. It is important that no player shall see any of the cards while they are being
shuffled and dealt. Some players may receive more cards than others. Each player
holds the cards dealt him/her, taking care that no other player sees the cards in his/her
Start: Each player takes the colored token nearest to him/her on the board, and uses it
throughout the game. The player having the red token, Big Sue River, tolls the die and
moves first. After Big Sue River has moved, the next player on the left rolls the die and
moves. Each of the other players follows in turn. In succeeding games players should
take turns, dealing and starting.
Movement of tokens: Players to reach a lake may move their tokens on the blue squares
anywhere on the board according to the throw of the die. All the blue squares on the
board are for the movement of tokens. Tokens can move forward, backwards, or
crosswise, but NEVER DIAGONALLY. A token may be moved forward and crosswise
on the same turn, but it cannot move to a particular space twice in the same turn. No two
tokens may occupy any one square, nor may a player move his/her token through a
square occupied by another token. A lake, however, may be occupied by any number of
tokens and problems.
Entering into a lake: There are three ways of entering a lake: 1) Throwing the die and
moving your token along the squares entering through a boat dock, 2) scuba diving by
swimming across the board, corner to corner, without using the die, and 3) a player's
token may be placed in a lake by another player in the feature play known as "the
Suggestion". THE EXCEPTION: At Crooked Lake, players may enter the lake through
the shoreline squares, in addition to the boat dock. If the space on the boat dock is
occupied by the token of one player, no other player may enter the lake from that boat
Getting out of the lake: There are three ways of leaving a lake: 1) By throwing the die
and moving out through a boat dock onto the squares, heading toward another lake of
your choice, 2) scuba diving into another lake, and finally 3) by being transferred to
another lake by some other player. THE EXCEPTION: At Crooked Lake, players may
exit the lake through the shoreline squares, in addition to the boat dock. On the throw of
the die, players may enter lakes by the boat docks only, but cannot leave the lake on the
same turn; entering the lake ends the move. It is not necessary to throw the exact
number to enter the lake. That is, if a player needs 4 to bring him/her into the lake and
throws 6, he/she ignores the last two units after entering the lake. Player already in the
lake may leave it by any boat dock - using the die as usual and moving toward another
lake - or they may scuba dive, if in a corner lake. The boat docks of each lake are not
counted as a square.
The "Suggestion": Whenever a player moves into a lake, he/she should make a
"Suggestion". A "Suggestion" consists of naming a Suspect, a Problem, and the Lake
into which the player has moved. As soon as a player makes a suggestion the token of
the Suspect named and the Problem (cutout) are brought into the lake named in the
suggestion. No player may forfeit a turn to remain in particular lake. Players must move
by a throw of the dice or by scuba diving. An example: The player representing Big Sue
River may, in two moves, reach Oakwood Lake. Big Sue may then call a Suspect into
Oakwood Lake (for example Charles Creek) and move the orange token into Oakwood
Lake. She will also suggest the Fertilizer is the Problem (moving the Fertilizer cutout into
Oakwood Lake) and will say "I suggest that Wendy was hurt at Oakwood Lake by
Charles Creek using too much Fertilizer". Note: All tokens, spare ones as well as
players' own tokens, fall under equal suspicion and should be considered by players
Proving the suggestion true or false: When a "Suggestion" has been made, the first
player to the left of the one making the "Suggestion" examines his/her cards to see if
he/she is able to prove the "Suggestion" false. To disprove the "Suggestion" he/she
must hold one or more of the cards named. (In our example above, the cards named
are Charles Creek, Fertilizer and Oakwood Lake). If he/she holds one or more of these
cards, he/she must show ONE ONLY to the player making the "Suggestion". This must
be done without the other players seeing the card shown. If Big Sue River holds in her
own hand one or more of these cards, perhaps the Oakwood Lake and Charles Creek,
she may discover whether some other player has Fertilizer or if it is hidden in the
envelope. A smart player will often deliberately make a "Suggestion" naming one or two
cards that he/she holds in his/her hand just to gain information or to mislead the other
players. If the first player to the left does not have any of the three cards, then the next
player at his/her left examines his/her cards and must show one of the three if he/she
has it. A player having more than one of the called cards may show whichever one
he/she wishes, but only one. Obviously if any player holds in his/her hand one or more
of the 3 cards named in the "Suggestion", it is proof that those particular cards are not in
the envelope. Therefore, when a card is shown to the player who made the
"Suggestion", his/her "Suggestion" has thus been proved to be false, and he/she may
wish to make a note of this on his/her Detective Notes.
Accusation: When a player is satisfied that he/she knows the three cards hidden under
the corner of the board (or in an envelope), he/she can on his/her turn, make an
Accusation. He/She states that he/she is making an Accusation and names the three
cards he/she believes to be in the envelope. Then, carefully, so that the other players
do not see, he/she looks at the three cards in the envelope. Contrary to the rules for
making a suggestion, a player may make an accusation whether or not his/her piece is in
the lake he/she mentions.
Winning the game: If the Accusation is correct, that is, if the player finds in the envelope
those 3 cards that he/she just named, he/she lays the cards face up on the table and is
the winner. If the Accusation is incorrect, the player returns the 3 cards to the envelope,
unseen by any other player, and replaces it under the corner of the board. Having made
a false Accusation, he/she has no further moves in the game, and cannot win, but
remains as a player to contradict suggestions made by other players with the cards
he/she holds in his/her hand. However, if the player's token is resting on the space
before a boat dock, he/she must move this token into the lake so that it will not block the
boat dock. From there it would be available for other players to move into other lakes in
order to make suggestions. A player can make only one Accusation during any one
Scuba Diving: scuba diving passages are shown in the corner lakes. Scuba diving
allows players to move between opposite corner lakes in one move. This can be done
on a player's turn without throwing the die merely by moving his/her token to the
opposite corner lake and announcing that he/she is going scuba diving. A "Suggestion"
may be made after this move.
A lake named in a "Suggestion" must always be the one into which the suggestion
player's own token has been moved.
A player may make only one "Suggestion" after entering a lake, and may not make
another until entering another lake or else, using at least TWO TURNS, leaving and the
re-entering the same lake.
Tokens transferred to a lake as the result of a "Suggestion" are not returned to their
original positions on the board. To leave a lake in which his/her token has been placed
by a "Suggestion", a player on his/her next turn uses either the throw of the die or if in a
corner lake, he/she can scuba dive.
If a token is moved into a lake by a "Suggestion", the player who owns the token may,
on his/her next turn, make a "Suggestion" of his/her own for that lake. For this turn
he/she does not throw the die or move his/her token.
Although there is no requirement or rule on how players should use the Detective Notes
sheet, it is suggested that the best and easiest way to play the game is to check off
items on the Notes sheet as they become known and using the initials of the player
showing the card. Some players prefer to check off the names of the cards dealt to
them at the beginning of each game.
Social Studies, Science, Reading
SD Standards for 4th grade:
Observation, Prediction, Interpreting,
Prior Preparation: Laminate the
game board, all the illustrated cards,
and the problem picture cutouts. Cut
apart the illustrated cards to form
decks - one deck for suspects, one for
problems and one for lakes. Carefully
cut apart the problem picture cutouts to
be used during the game. Make
copies of the Detective Note sheets
and cut in half.