Interactive Clue Game Board
Kitchen SP
Ballroom
Conservatory SP
Dining Room
Billiard Room
Lounge SP
Hall
Library
Study SP
S
M
W
G
P
L
Current Player: None
Dice Roll: 0
Detailed Rules of Clue
Object of the Game: To determine WHO committed the murder, WHAT weapon was used, and WHERE in the mansion it took place.
Setup:
- Place the game board in the center.
- Separate Suspect, Weapon, and Room cards. Shuffle each deck.
- Secretly take one card from each deck (Suspect, Weapon, Room) and place them into the "confidential" envelope without looking. This is the solution.
- Shuffle the remaining cards together and deal them face down to all players. Players keep their cards secret.
- Players choose a character token and place it on its designated starting space.
- The player playing Miss Scarlett usually starts, or players roll dice, highest roll starts.
How to Move:
- On your turn, roll the two dice.
- Move your token the number of spaces rolled, horizontally or vertically (not diagonally). You cannot move through a space occupied by another token.
- You can enter a room, but you don't have to use all your movement points if you enter a room.
- You cannot leave and re-enter the same room in one turn.
- Secret passages allow instant travel between specific rooms (Kitchen-Study, Conservatory-Lounge). Using a secret passage counts as your move for the turn.
Making Suggestions:
- You can only make a suggestion when your token is inside a room.
- Name a suspect, a weapon, and the room you are currently in (e.g., "I suggest Professor Plum, with the Candlestick, in the Dining Room").
- Move the named suspect's token and weapon token into the room you are in.
- The player to your left must secretly show you one card from their hand that matches any part of your suggestion, if they have one. If they have multiple, they choose which one to show.
- If they don't have a card, the next player clockwise does the same, until someone shows you a card or no one can.
- Once a card is shown, your turn ends. Mark off the shown card on your deduction sheet.
Making Accusations:
- You can make an accusation from anywhere on the board, but only once per game.
- State your accusation: "I accuse [Suspect], with the [Weapon], in the [Room]."
- Secretly look at the three cards in the confidential envelope.
- If your accusation is correct, you win! Show the cards to everyone.
- If your accusation is incorrect, you lose! Secretly return the cards to the envelope. You can no longer move or make suggestions/accusations, but you must still refute other players' suggestions if you can.
Winning:
The first player to make a correct accusation wins the game.
Step-by-Step Instructions: A Typical Turn
- Start Your Turn: The player turn indicator will highlight you.
- Roll the Dice: Click the "Roll Dice" button. The dice value will be displayed. This enables movement.
- Move Your Character:
- Click on an available pathway space or room to move your character token.
- For this interactive guide, simply click your desired destination. In a real game, you must move the exact number of spaces rolled, or fewer if you enter a room.
- Utilize secret passages if you are in the Kitchen, Study, Conservatory, or Lounge to move directly to the connected room. This counts as your move.
- Make a Suggestion (Optional, if in a room):
- If you are in a room, the "Make Suggestion" button will become active.
- Click it to open the suggestion modal. Select a suspect and a weapon. The room will be pre-filled with your current location.
- In a real game, other players will refute your suggestion if they can. Mark off any cards shown to you on your deduction sheet.
- Make an Accusation (Optional, once per game):
- The "Make Accusation" button is always available. Click it to open the accusation modal.
- Select a suspect, weapon, and room.
- Confirm your accusation. If correct, you win! If incorrect, you are out of the game.
- End Your Turn: Click the "End Turn" button to pass play to the next player.
Remember to use your deduction notes to keep track of information gained throughout the game!
Winning Strategies for Clue
Winning Clue quickly involves efficient information gathering and smart deduction. Here are some advanced tips:
1. Effective Note-Taking:
- Track Everything: Use your deduction sheet to mark off cards in your hand, cards shown to you, and importantly, which cards other players showed to whom.
- "Who showed what to whom": This is crucial. If Player A suggests X, Y, Z, and Player B shows them a card, you know Player B has X, Y, or Z. If Player C then suggests X, Y, Z and Player D does not show a card, but Player E does, you can deduce more.
- Elimination: Every card you see, or that you deduce another player has, helps narrow down the possibilities for the solution envelope.
2. Strategic Suggestions:
- Prioritize Unknowns: When making a suggestion, always include cards you *don't* have in your hand. This maximizes your chance of getting new information.
- Suggest Your Own Cards (The Fallacy/Bluff): If you are in a room, you can suggest a suspect or weapon that you already hold. This is a bluff! It forces other players to show a card they have (if they can refute the other two elements), but you don't give away new information about your hand. It also helps confuse opponents about what you know, making them think you don't have that card.
- Focus on Rooms: Rooms are often the hardest to deduce because your suggestions are limited by your physical location. Prioritize entering rooms and making suggestions. Any turn where you don't make a suggestion is essentially a waste of an information-gathering opportunity.
- "Unfair Summons" Trick: If an opponent is about to reach a key room, make a suggestion that includes their character. This will drag their token to your current room, potentially disrupting their strategy and giving you an advantage.
3. Using Secret Passages:
- Secret passages (between Kitchen-Study and Conservatory-Lounge) are incredibly efficient. They allow you to move between rooms without rolling dice, giving you consecutive turns to make suggestions.
- Use them to quickly gather information about the connected rooms and the elements you can suggest from them. If you still haven't eliminated those two rooms, you can keep going back and forth between them until someone shows you one of the cards.
4. Pay Attention to Opponents:
- Repeated Suggestions: If an opponent repeatedly suggests the same suspect, weapon, or room, it often means no one can disprove that specific card, making it a strong candidate for the solution envelope.
- What they *don't* suggest: If a player consistently avoids suggesting a certain card, they might have it in their hand.
- Deduce from Refutations: If you know Player A has the "Wrench" card and "Colonel Mustard" card, and they refute Player B's suggestion of "Colonel Mustard, in the Library, with the Wrench", you know they must have shown the "Library" card. This is why detailed note-taking is essential.
5. When to Accuse:
- Only accuse when you are highly confident. A wrong accusation means you lose the game immediately.
- If you have narrowed it down to just a few possibilities, and you've seen enough refutations to feel certain, then it's time to make your move.
Clue Game Elements Overview
Characters:
- Miss Scarlett
- Colonel Mustard
- Mrs. White
- Reverend Green
- Mrs. Peacock
- Professor Plum
Weapons:
- Candlestick
- Dagger
- Lead Pipe
- Revolver
- Rope
- Wrench
Rooms:
- Kitchen
- Ballroom
- Conservatory
- Dining Room
- Billiard Room
- Library
- Lounge
- Hall
- Study
My Deduction Notes
Leaderboard
Track player rankings and competitive statistics.
| Player | Character | Wins | Games Played | Win Rate |
|---|---|---|---|---|
| Player 1 | Miss Scarlett | 5 | 10 | 50% |
| Player 2 | Mrs. Peacock | 3 | 10 | 30% |