Clue Classic Detective Game Rules
- Clue helped to popularize mystery-based games.lupe image by mangia from Fotolia.com
Originally invented in 1944 by Anthony Pratt before being sold to Parker Brothers in 1949, Clue is a board game in which players attempt to solve the mystery behind the murder of Mr. Boddy. In turn-based format, players move by rolling the dice and solve the crime by systematically checking off possible suspects, weapons, and rooms until the murder is solved.
Object of the Game
- The object of Clue is to be the first player to make a successful accusation of the correct suspect, murder weapon and murder location by checking off all other possibilities via process of elimination.
Before the Game
- One player must separate the 21 cards into the corresponding categories: suspects, weapons and rooms. One card must be drawn at random from each section and placed into the Confidential folder without anyone (including the player who makes the selection) seeing the cards in question. The folder is then placed in the middle of the board, unseen until an accusation is made. The rest of the cards are then shuffled and distributed one at a time to each player. Some players may have more cards than others. At no point should anyone see another player's cards.
The First Move
- The first roll of the dice goes automatically to the player who is controlling Miss Scarlett. In the event that no one is playing as Miss Scarlett, the first player to the left of her spot on the board goes. This is also the direction the turns go after the first player finishes his/her turn.
Making a Suggestion
- When a game piece is inside a room, the player controlling that character has the option of making a suggestion. A suggestion occurs when a player makes a guess on the murder by choosing a suspect, weapon and whatever room he/she currently has the character's game piece in. When this suggestion is made, the suspect named must have the corresponding game piece moved into the room it was suggested the crime was committed in, along with the weapon in question. Once the suggestion is made, it is up to the other players to disprove the scenario (if possible) by showing the player a card that proves the theoretical crime could not have happened. By utilizing a checklist as these suggestions are made, players can begin to narrow each category down.
Making an Accusation
- When a player is ready to try and win the game, he must first wait until it is his turn, and then can announce an accusation. Unlike the rules in a suggestion, the player can list any room in the game, whether the player's game piece is in it or not. After the accusation is made, the player then looks privately into the Confidential folder to verify. If the accusation is correct, the cards inside are laid face up on the board and the game is over. If the accusation is incorrect, the player returns the cards to the folder and is out of the game, although his piece can still be moved for accusations and suggestions. Additionally, he still must show cards to disprove other players' suggestions and accusations.