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It is possible that your opponents might block any and all doors and trap

      you in a room. If this happens, you must wait for someone to move and
      un-block a door so you can leave!

Making a Suggestion

As soon as you enter a room, make a Suggestion. By making Suggestions throughout the
game, you try to determine— by process of elimination— which three cards are in the
confidential Case File envelope. To make a Suggestion, move a Suspect and a Weapon
into the room that you just entered. Then suggest that the crime was committed in that
Room, by that Suspect, with that Weapon.

Example: Let’s say that you’re Miss Scarlet and you enter the Lounge. First move another
Suspect— Mr. Green, for instance— into the Lounge. Then move a weapon— the Wrench,
perhaps— into the Lounge. Then say, “I suggest the crime was committed in the Lounge
by Mr. Green with the Wrench.”

Remember two things:

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You must be in the Room that you mention in your Suggestion.

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Be sure to consider all tokens— including spare Suspects and including

       yourself!— as falling under equal suspicion.

Proving a Suggestion True or False

As soon as you make a Suggestion, your opponents, in turn, try to prove it false. The first
to try is the player to your immediate left. This player looks at his or her cards to see if one
of the three cards you just named is there. If the player does have one of the cards named,
he or she must show it to you and no one else. If the player has more than one of the cards
named, he or she selects 

just one 

to show you.

If that opponent has none of the cards that you named, then the chance to prove your
Suggestion false passes, in turn, to the next player on the left.
As soon as one opponent shows you one of the cards that you named, it is proof that this
card cannot be in the envelope. End your turn by checking off this card in your notebook.
(Some players find it helpful to mark the initials of the player who showed the card.)
If no one is able to prove your Suggestion false, you may either end your turn or make
an Accusation now.

Making an Accusation

When you think you’ve figured out which three cards are in the envelope, you may,

on your turn, 

make an Accusation and name any three elements you want. First say,

“I accuse (Suspect) of committing the crime in the (Room) with the (Weapon).”
Then, so no one else can see, look at the cards in the envelope.
In a Suggestion, the Room you name must be the Room where your token is located.
But in an Accusation, you may name any room.
Remember: You may make only one Accusation during a game.

If Your Accusation Is Incorrect

If any one of the cards that you named is not inside the Case File:

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Secretly return all three cards to the envelope.

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You may make no further moves in the game, and therefore cannot win, but you do

       remain involved in the investigation.

Summary of Contents for Clue Classic Detective Game

Page 1: ...n green Mrs White white and Mrs Peacock blue 6 miniature weapons Rope Lead Pipe Knife Wrench Candlestick Revolver Pack of cards One card for each of the six Suspects six Weapons and nine Rooms Pad of detective notebooks to aid in your investigation Confidential Case File envelope 1 die Setup 1 Look on the board for the START space and Suspect name nearest you Take that Suspect token as your playin...

Page 2: ...n either by rolling the die or if you re in a corner room using a Secret Passage Rolling Roll the die and move your token the number of squares you rolled You may move horizontally or vertically forward or backward but not diagonally You may change directions as many times as your roll will allow You may not however enter the same square twice on the same turn You may not enter or land on a square...

Page 3: ...you just named is there If the player does have one of the cards named he or she must show it to you and no one else If the player has more than one of the cards named he or she selects just one to show you If that opponent has none of the cards that you named then the chance to prove your Suggestion false passes in turn to the next player on the left As soon as one opponent shows you one of the c...

Page 4: ... the room that you most recently left You may not forfeit a turn to remain in a particular room But if you re trapped in a room because your opponents are blocking the door s you must remain there until a door is unblocked and you can move out of the Room 4 You may make a Suggestion that includes a Suspect or Weapon that s already in your Room In this case transferring one or both of those items i...

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