The workshop field guide

A little cheese.
A very big chain reaction.

Mouse Trap — Modernized Fan Edition
Build together, circle the loop, and be the last mouse standing.

Illustrated rules · Hasbro 2004 edition · 2–4 mice

Goal and setup

Be the final mouse that has not been captured. Two to four mice begin together at Start, with no cheese. There are 52 cheese pieces in the shared supply and 23 components to assemble. The selected starting player takes the first turn; seats then take turns in order, skipping captured mice. Multiple mice may share a space.

The number of seats selected at the beginning determines Build-space eligibility for the entire match, including after captures.

An ordinary turn

Roll one six-sided die and move forward that many spaces. Resolve the space where you finish. Movement through a space does not activate it.

SpaceResult
Build 2Build only in a game that began with 2 mice.
Build 2–3Build only in a game that began with 2 or 3 mice.
Build 2–3–4Build in any supported game.
Eligible Build before the loopInstall the next component and receive one cheese from the supply, if available.
Either Build in the loopInstall the next two components, or the one remaining component; receive one supply cheese per installed component, if available.
Take cheeseReceive the displayed quantity from the supply. If there is not enough, collect the shortfall from the richest eligible rival or rivals.
Take 3 from the richest rivalCollect up to three from the richest rival or tied richest rivals, even when supply cheese remains.
Lose cheeseReturn the displayed quantity to the supply, or all your cheese if you have less.
Go back / move ahead / go to a named spaceMake that second move, then end your turn. Do not apply the destination's effect or collect destination cheese.
Dog BoneEnd your turn with no effect.
SafeEnd your turn. Another player cannot select this mouse for a cheese-paid move while it stays here.
Cheese WheelCollect two cheese, using the same supply/empty-supply rules as a Take space. This is also the cage's capture space.
Turn CrankOnce the machine is complete, enter the trap phase described below. Before completion, end your turn.

Ineligible Build spaces and Build spaces after completion have no effect. Building always follows the numbered order; players cannot choose a different component.

Cheese and tied rivals

When an effect takes cheese from the richest rival, compare the cheese of the other uncaptured mice. If rivals tie for the highest amount, the collecting player may take the permitted amount from one or divide it among those tied rivals. The total taken from rivals is capped at the amount requested and at the richest rival's cheese count when that collection begins. For example, if three cheese are requested and two rivals are tied with two each, at most two can be collected, from one or divided between them. The game offers the legal choices; it never creates extra cheese.

If the supply has some cheese but less than the requested amount, take that available cheese and collect the shortfall from the richest eligible rival or rivals. Build rewards never take cheese from rivals. These supply-shortage interpretations are identified below.

The loop

The six-space loopClockwise from Safe: Build two, Turn Crank, Build two, Take two, Cheese Wheel, then back to Safe.SAFEBUILD ×2TURN CRANKBUILD ×2TAKE 2CHEESE WHEELNo paid targetingAll player countsComplete trap onlyAll player countsCollect cheeseTake 2 · cage here
Loop direction and effects. No matter how many times you circle, Build order continues where the last player left off.

After the approach path, movement enters the repeating six-space loop:

Safe → Build 2–3–4 → Turn Crank → Build 2–3–4 → Take 2 → Cheese Wheel → Safe.

The loop is permanent: subsequent forward movement continues around those six spaces. Both loop Build spaces install up to two components. The machine remains shared by everyone.

Setting a trap

The machine must contain all 23 components. Your mouse must have landed on Turn Crank on its ordinary turn. Only opposing mice on Cheese Wheel can be captured.

During that trap phase you may:

  1. Spend one cheese to move a rival. Return the cheese to the supply, select an uncaptured opposing mouse that is not on Safe, roll a die, and move that mouse forward by the result. Its destination does not activate a board effect in this digital implementation.
  2. Repeat with the same eligible rival or other eligible rivals while you have cheese. A mouse moved onto Safe becomes protected from further selection while there. You may also spend cheese to add more rivals to Cheese Wheel when another rival is already there.
  3. Turn the crank when at least one opponent is on Cheese Wheel, or finish the turn without operating it. A crank attempt is not legal without a target, before construction is complete, or outside this trap phase.

Each legal crank turn has an independent 20% chance of mechanical failure (80% success). On failure, the cage sticks: nobody is captured, all mice keep their cheese and remain on Cheese Wheel, and the turn ends. On success, every opponent on Cheese Wheel is captured together and all their cheese goes to the triggering player. Replays and reloads preserve the already-decided result. Captured mice cannot move or take further turns. If one uncaptured mouse remains, that mouse wins and gameplay ends.

The construction plan

A connected chain reactionThe crank and gears push the shoe into the bucket. The first ball rolls down a stairway and gutter to a lever. A released second ball reaches a diving board, sending a diver into the washtub and releasing the cage.1. CRANK + KICK2. ROLL + RELEASE3. DROP + DIVE4. CAGE!
An original overview of the cause-and-effect sequence. In the game, the cage is aligned with Cheese Wheel and surrounds captured mice.

The digital machine uses these 23 numbered steps. The first ball is loaded with the bucket at step 10; the second ball is its own step 17.

No.ComponentNo.Component
1Base A13Plumbing
2Gear support14Helping hand
3Gear 315Thing-a-ma-jig
4Crank16Bathtub
5Gear 517Second metal marble
6Stop sign and rubber band18Diving board
7Lamppost19Diver
8Shoe20Cage Base C
9Stairway21Washtub
10Bucket with first metal marble22Cage post
11Base B23Cage
12Rain gutter

The crank moves the gears and stop-sign mechanism. The shoe tips the bucket; its ball descends the stairs and gutter and trips the helping hand. The released second ball passes the upper assembly and bathtub, lands on the diving board, and launches the diver into the washtub. That releases the cage over Cheese Wheel.

Exact path mapping

The original board's ordered effects are retained in a newly drawn layout. The indexes below are internal space identifiers: Start is 0 and the repeating loop is 44–49. B2, B23, and B234 mean Build spaces eligible for those initial player counts.

IndexEffectIndexEffect
0Start25B2
1B226B234
2Take 227Go to Dog Bone (21)
3B23428B234
4B229B23
5Go back 230Go to Cheese Wheel (49), without collecting cheese
6B23431B2
7Take 132B234
8B23433Go back 4
9B2334B2
10Move ahead 435B234
11B23436B23
12B237Take 3 from richest rival
13Go to Start38B234
14B23439Lose 3
15Go back 640B234
16B241B23
17B23442Go back 6
18B2343B2
19B244Safe: loop begins
20B23445B234: install up to 2
21Dog Bone46Turn Crank
22B23447B234: install up to 2
23B248Take 2
24Lose 249Cheese Wheel: take 2

Digital adaptations and clarified edge cases

These choices make the browser implementation precise and are not claims about additional printed 2004 rules.

Play features

Solo, mixed human/computer play, and same-device play share the same rules. Computer difficulty changes legal strategic choices, not dice probabilities. Online rooms use server decisions for gameplay. Local matches save automatically when browser storage is available.

Choose Overview for the whole board, Trap close-up for the mechanism, Movement path for the approach, or Zoom to mouse to enlarge the current player’s neighborhood. Zoom follows the active mouse as turns change. Inspect a space opens readable instructions for any numbered space.

Use the separate Trap Playground to inspect or run the whole machine without affecting a match. Normal/faster playback, Replay Last Trap, Skip Animation, and Reduced Motion change presentation only. Sound begins after interaction; sound and music preferences can be adjusted independently.