How To Play Clue – Super Simple For Beginners and First Time Players – Board Game and App!
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At the beginning of play, three cards—one suspect, one room, and one weapon—are chosen at random and put into a special envelope, so that no one can see them. These cards represent the facts of the case. The remainder of the cards are distributed among the players.
Players are instructed to assume the token/suspect nearest them. In older versions, play begins with Miss Scarlett and proceeds clockwise. In modern versions, all players roll the die/dice and the highest total starts the game, with play proceeding clockwise; this is the high roll rule. Players roll the die/dice and move along the board’s corridor spaces, or into the rooms accordingly.
The object is to deduce the details of the murder; that is, the cards in the envelope. There are six characters, six murder weapons and nine rooms, leaving the players with 324 possibilities. As soon as a player enters a room, he/she may make a suggestion as to the details, naming a suspect, room, and weapon. For example: “I suggest it was Professor Plum, in the Dining Room, with the candlestick.” The player’s suggestion must include the room he/she is currently in; suggestions may not be made in the corridors. The tokens for the suggested suspect and weapon are immediately moved into that room, if they are not both already present. A player’s suggestion may name him/herself as the murderer and may include cards in his/her own hand.
Once a player makes a suggestion, the others are called upon to disprove it. If the player to his/her left holds any of the three named cards, that player must privately show one (and only one) of them to him/her. If not, the process continues clockwise around the table until either one player disproves the suggestion, or no one can do so. A player’s turn normally ends once his/her suggestion is completed.
A player who believes he/she has determined the correct elements may make an accusation on his/her turn. The accusation can include any room, not necessarily the one occupied by the player (if any), and may be made immediately following a suggestion that is not disproved. The accusing player privately checks the three cards in the envelope. If they match the accusation, the player shows them to everyone and wins; if not, he/she returns them to the envelope and may not move or make suggestions/accusations for the remainder of the game, in effect, “losing”. However, other players can move his/her token into rooms when making suggestions, and he/she must continue to privately show cards in order to disprove suggestions. A player who makes a false accusation while blocking the door to a room must move into that room afterwards so that others can enter and leave.
If a player’s suggestion has brought another player’s token into a room, the second player may make his/her own suggestion in the room when his/her turn comes up, if desired. If not, he/she may move out of the room, and if able to reach another room, make a suggestion therein, as usual. After a player has made a suggestion in a room, by whatever circumstances he/she came to be in that room, he/she cannot make another suggestion in that room until he/she has spent a turn out of that room. Thus, the player is effectively compelled to leave the room, if only temporarily.
Miss Scarlett (Miss Scarlet in North American versions after 1963) is a red piece.
Professor Plum is a purple piece.
Mrs. Peacock is a blue piece.
Mr Green (Mr. Green in North American versions and Reverend Green in later UK versions) is a green piece.
Colonel Mustard is a yellow piece.
Mrs. White is a white piece.
Dagger (knife in most North American editions)
Lead pipe (called lead piping in earlier UK editions; the early tokens were made out of actual lead and therefore pose a risk of lead poisoning)
Revolver (first depicted in the UK as a Dreyse M1907 semi-automatic pistol, and in North America as a Colt M1911 pistol.)
There are nine rooms in the mansion where the murder can take place, laid out in circular fashion on the game board, separated by pathways overlaid by playing spaces. Each of the four corner rooms contains a secret passage that leads to the room on the opposite diagonal corner of the map. The centre room (often referred to as the Cellar, or Stairs) is inaccessible to the players, but contains the solution envelope, and is not otherwise used during game play. Coloured “start” spaces encircle the outer perimeter which correspond to each player’s suspect token. Each character starts at the corresponding coloured space.
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