How Do You Play It?

Rules for the Clue Boardgame

by admin

In the classic murder mystery game, Clue, Mr. Boddy is found dead inside of his mansion. The object of the game is to determine the killer, the murder weapon, and the room in which the crime occurred. The game is suited for players eight and up, and can support three to six players.

Box Contents:
Game Board
Colored tokens, each representing a suspect : Colonel Mustard (yellow); Miss Scarlet (red); Professor Plum (purple); Mr. Green (green); Mrs. White (white); and Mrs. Peacock (blue)
Six tiny instruments of death (Rope, Lead Pipe, Knife, Wrench, Candlestick, and a Revolver)
Deck of Cards (includes all six suspects, all nine room of the house, and the six weapons)
Detective notepads
One case-file envelope
One six-sided die.
Set Up:
Look on the board to see which suspect’s name is closest to you. Take the corresponding token of the suspect nearest you and place it onto the start square. Even if there are not six players, move the remaining suspect tokens onto the board.
Take turns placing a weapon into a room of the mansion. Don’t place two weapons in the same room.
Place the empty “Case File CONFIDENTIAL” envelope onto the “X” on the center of the board.
Divide the deck of cards into three smaller piles—Weapons, Rooms, and Suspects. Place them face down onto the table. Take one card from each of the three piles (without looking at them) and place them into the “Case File CONFIDENTIAL” envelope. Shuffle the remaining cards together and deal them clockwise around the table, face down.
Grab a Detectives Notepad. Use the notepad to write down clues throughout the game, but don’t let the other detectives see your notes, after all one of them could be the killer!
Miss Scarlet always goes first. Play continues clockwise. If no player controls Miss Scarlet, choose another suspect to go first.

How To Play Clue:
You want to move to a different room in the mansion on every turn. Roll the die and move your token the corresponding number of spaces. You can change directions as often as you like, as long as you still have moves left on the roll, but you can’t cross over the same tile more than once on a single turn. Additionally, you may not land on a square occupied by another suspect.
If you are in a room with a secret passage, you may move through the secret passage instead of rolling, simply announce your play at the beginning of your turn.
Entering and Exiting a Room:
There are special rules for entering and exiting rooms. First, once you pass from one room to another, you may not move further, even if you have moves left on your roll. Second, you cannot pass into a room that is blocked by another suspect token. It will sometimes happen that both the entrance and exit of a room are blocked, in which case, you can’t leave the room until someone moves on their turn. Further, you may not enter, and then re-enter a room on the same turn.
Suggesting Suspects/Rooms/Weapons:
When you enter a room, make a suggestion to help solve the murder. To make a suggestion, move a suspect token and a weapon token into a room on the board, and suggest that they committed the crime with that weapon in that room. You can only suggest that the murder occurred in the room you presently occupy.
You can make suggestions about items/rooms/suspects in your hand.
You may only make a suggestion upon entering a room, and can’t make multiple suggestions by entering/exiting a room on a single turn.
You can’t forfeit a turn to remain in a room (so you could make another suggestion there next turn), but if you are blocked in a room by other tokens, you must stay in the room.
If your token was moved into a room, you may either roll or make a suggestion for that room on your next turn (because you will have entered the room).
You can make suggestions for suspect/weapons that are already in the room you occupy.
There is no limit to the number of weapons and suspects that can be in a single room.
Proving and Disproving Suggestions:
Once you make a suggestion, your opponents attempt to prove the suggestion false, beginning with the player to your left. That player looks at their cards for one of the three cards that you just named, and if they have at least one of them, they must show you (and only you) the matching card of their choice. If the player on your left is unable to disprove your suggestion, the next player must attempt to do so. Once a player shows you a card that matches one in your suggestion, cross that card off of your detective notepad.

Making an Accusation and Winning:
When you think you’ve solved the mystery ,you can make an accusation. Unlike suggestions, you don’t have to be occupying a room to make an accusation that the crime occurred in there. You make an accusation by stating that you “accuse (suspect) of committing the crime in the (room) with the (weapon). You are allowed to make both a suggestion and an accusation on the same turn ,but keep in mind, if you are wrong on your accusation, you are unable to move further and cannot win the game (though you still try to disprove the other players suggestions). When you make your Accusation, look at the three cards in the envelope. If you are correct, you win the game. If you are incorrect, you cannot win the game.
Note: If your token is in a door way and you make a false accusation, move it into the center of the room to free up the passage way.

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