Clue (also known as Cluedo) is a classic murder mystery board game where 3-6 players try to deduce who murdered Mr. Boddy (or Dr. Black, depending on the edition), what weapon was used, and in which room the crime took place.
How to Play Clue:
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Setup:
- Place the game board in the center of the players.
- Place all 6 character pawns on their designated starting squares and randomly distribute the 6 weapon tokens into different rooms.
- Each player receives a detective's note sheet and a pencil.
- Separate the cards into three piles: Suspects, Weapons, and Rooms. Shuffle each pile.
- Secretly draw one card from each shuffled pile (Suspect, Weapon, and Room) and place them into the "Case File Confidential" envelope. These three cards represent the solution to the murder and will remain hidden until the end of the game.
- Shuffle the remaining cards together and deal them face down to all players.
- Players secretly look at their own cards and mark them off on their detective's note sheet. These cards are not in the "Case File Confidential" envelope.
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Gameplay:
- Miss Scarlett typically goes first, and play continues clockwise. (Some modern versions have players roll dice to see who starts.)
- On your turn, roll the two dice and move your character pawn that many spaces. You can move horizontally or vertically, but not diagonally.
- The goal of moving is to enter a room. You can use secret passages to move between certain rooms without rolling the dice.
- Making a Suggestion: When you enter a room, you can make a "Suggestion" about who committed the murder, with what weapon, and in the room you are currently in. For example, "I suspect Professor Plum, in the Dining Room, with the Candlestick."
- Move the pawn of the Suspect and the Weapon you named into the room with your pawn.
- Starting with the player to your left and going clockwise, each player checks their hand to see if they have any of the three cards you named in your Suggestion.
- If a player has one or more of the cards, they must secretly show one of those cards to you.
- Once a card is shown to you, your turn is over. Mark that card off on your detective's note sheet, as you now know it's not in the confidential envelope.
- If no one can show you a card, it means your Suggestion might be correct, and those three cards could be in the envelope.
- Making an Accusation: When you think you know the Suspect, Weapon, and Room, you can make a final "Accusation."
- You can only make one Accusation per game, and it must be on your turn. You don't have to be in the room you are accusing.
- State your accusation aloud (e.g., "I accuse Colonel Mustard, with the Revolver, in the Study!").
- Secretly open the "Case File Confidential" envelope and check the three cards inside.
- If your Accusation is correct, you reveal the cards and win the game!
- If your Accusation is incorrect, you are out of the game. You cannot make any more moves or accusations, but you must still show cards to other players if they make a Suggestion that you can disprove.
Fastest Way to Win Clue:
Winning Clue quickly relies on efficient deduction and strategic play:
- Take excellent notes: This is crucial. Keep track of every suggestion made by every player, and who showed which card (if you know).
- Make a suggestion every turn: Your primary goal is to gather information. Any turn you don't make a suggestion is a missed opportunity to eliminate possibilities.
- Focus on rooms: You can suggest any character or weapon from anywhere on the board, but you must be in the room you are suggesting. Prioritize getting into rooms to make suggestions.
- Utilize secret passages: Secret passages allow you to move between rooms quickly without rolling dice, saving valuable turns.
- Pay attention to opponent's suggestions:
- If an opponent asks about a specific set of cards, and the player to their left shows them a card, you can often deduce that the player who didn't show a card doesn't have any of the suggested cards.
- If an opponent repeatedly asks about the same person or weapon, they likely have that card themselves.
- Don't reveal too much: When disproving an opponent's suggestion, always try to show the same few cards you hold, if possible. This limits the new information your opponents gain about your hand.
- Suggest cards you already hold: This can be a deceptive tactic to throw off opponents or to force them to reveal a specific card you're trying to identify.
- Don't jump to conclusions: Only make an accusation when you are almost 100% certain, as you only get one chance.
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