Official Clue Game Rules
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Game Components:
Game Board: Depicts a mansion with nine rooms.
Suspect Tokens: Represent the players (e.g., Miss Scarlet, Colonel Mustard).
Weapon Tokens: Represent possible murder weapons (e.g., knife, candlestick).
Room Cards: Represent the rooms in the mansion.
Suspect Cards: Represent the suspects.
Weapon Cards: Represent the weapons.
Case File Envelope: Used to hold the solution cards.
Detective Notepad: Used by players to keep track of clues.
Dice: Used for movement.
Player Pieces: Represent the characters in the game.
Setup:
Prepare the Cards: Separate the suspect, weapon, and room cards into three separate piles. Shuffle each pile.
Select the Solution: Draw one card from each pile and place them in the case file envelope without looking at them. This represents the murder mystery to be solved.
Deal the Cards: Shuffle the remaining cards together and deal them out to the players.
Set Up the Board: Place the suspect tokens in their starting positions. Place the weapon tokens randomly in the rooms.
Distribute Notepads: Each player receives a detective notepad to keep track of their clues.
Determine First Player: The player with Miss Scarlet goes first (if not playing with Miss Scarlet, randomly select the first player).
Objective:
The objective is to determine which suspect committed the murder, with which weapon, and in which room.
Gameplay:
Players take turns in a clockwise direction. On your turn, do the following:
1. Move:
Roll the dice and move your token that number of spaces. You can move horizontally or vertically but not diagonally. You can enter and exit rooms through the doors.
2. Enter a Room and Make a Suggestion:
If you end your move in a room, you can make a suggestion. A suggestion consists of a suspect, weapon, and the room you are in. For example, "I suggest it was Colonel Mustard, in the Study, with the Revolver."
Move the suspect and weapon tokens into the room you are suggesting.
3. Refuting a Suggestion:
After you make a suggestion, the player to your left must try to refute it by showing you one card from their hand that matches one of your suggested elements (suspect, weapon, or room). If they cannot refute, the next player must try, and so on.
If a player shows you a card, you note it on your detective notepad to eliminate it from your list of possibilities. Only the player making the suggestion sees the card.
4. End of Turn:
After your suggestion and any refutations, your turn ends, and the next player takes their turn.
Making an Accusation:
When you believe you have determined the correct suspect, weapon, and room, you can make an accusation on your turn.
State your accusation: "I accuse Colonel Mustard, with the Revolver, in the Study."
Secretly look at the cards in the case file envelope.
If your accusation is correct, reveal the cards and win the game.
If your accusation is incorrect, return the cards to the envelope without showing the other players. You are now out of the game but must continue to refute other players' suggestions.
Winning the Game:
The first player to correctly accuse the suspect, weapon, and room wins the game.
Strategy Tips:
Keep Good Notes: Use your detective notepad effectively to track suggestions and refutations.
Bluffing: Sometimes make suggestions with cards you have to mislead other players.
Process of Elimination: Use logical deduction to narrow down possibilities based on what cards you have seen and what others suggest.
"Clue" by Hasbro Games is a mystery game of deduction, strategy, and a bit of luck, providing engaging gameplay as players work to solve the mystery.