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| Home / Games / Cluedo | [SET AS HOME PAGE] |
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Dr Black (or Mr Boddy) owns the mansion Tudor Close, and he was murdered in his own abode. His body was found in the middle of the house at the spot marked "X". Everyday around the world, Dr Black is murdered countless times, and each time rather differently.The floor plan of the mansion is also the game board. Your job is to figure out all three details of the murder: Murderer, Weapon and Room where the crime was committed. You can imagine the 324 permutations: 6 SUSPECTS: Miss Scarlet, Colonel Mustard, Mrs White, Reverend/Mr Green, Mrs Peacock, Professor Plum 6 WEAPONS: Dagger (Knife), Candlestick, Spanner (Wrench), Rope, Lead Piping, Revolver9 ROOMS: Lounge, Dining Room, Kitchen, Ball Room, Conservatory (Greenhouse), Billard Room, Library, Study, Hall 1. There are 6+6+9=21 distinct cards that represent all the above. Shuffle them facedown and place one card from each category, unseen to all, in the Murder Cards envelope, which is placed at the spot marked "X". So the Murder Envelope would contain EXACTLY 3 cards: 1 Suspect, 1 Weapon and 1 Room. 2a. Deal all the 18 remaining cards to all the players (max 6 players). Each player would adopt one of the colored seats for the duration of the game. If there are less than 6 players, spare seats are placed in random rooms like the weapons, and these "spare characters" fall under equal suspicion as those actually in the game.2b. Seat the players clockwise in this order: Scarlett, Mustard, White, Green, Peacock and Plum. Starting from Miss Scarlet, they take turns to throw the dice to enter the rooms. You may use the Detective Notes to facilitate your investigations. 3. Once your seat enters a room, you stop there. You can't go in and out of a room on the same turn. Upon entering a room, you may make a SUGGESTION, an informal guess that contains all three elements: murderer, weapon, room. Please note that you may only include in your suggestion the current room that you're in: if you're in the Hall, you can only guess the Hall and not anywhere else. An example could be "Professor Plum, Lead Piping, Hall." You can also suggest yourself to be the Murderer: so if you're Plum, you can still suspect Plum.4. Once a player makes a suggestion, the player on his immediate left will check if he has any of the cards named in the suggestion. If he has, he MUST show ONE of them to the one guessing. The card must be passed face down so that other players cannot see it. If the player on the immediate left doesn't have any, then the query passes to the next player on the left to show a card, and so on, until ONLY ONE of the other players has shown ONLY ONE of the cards to the guessing player. 4a. If a single player whose turn to show the card has more than one card named in the suggestion, he must show only one, and can choose which one to show.4b. If two or more players have the cards named in the suggestion, it is important that they do not all shout in unison that they have a card. That's why I stress that it must be done orderly in a clockwise manner -- the eventual result is that only the player who shows the card and the guesser may know EXACTLY what card is shown, and everyone else only knows that only A card is shown. 4c. You may name cards in your hand in your suggestions, that kind of bluffing is allowed. The kind which is NOT allowed is not showing the cards when it's your turn to contradict suggestions. If any player is found misleading others by withholding the relevant cards, they are out of the game -- they have no further turns to guess and only remain to contradict suggestions.4d. When you make a suggestion, you move the weapon in question to that room. Your suspect will also have to enter that particular room, and does not go back to his original position on the board after your turn. If I'm Colonel Mustard and I've just entered the Study, and I think Reverend Green did it, the green seat comes into the Study. The player who's Rev Green would have to move from the Study on his next move, or stay there if he likes. 4e. Secret passages facilitate your movement from diagonal ends of the board. For example, there's a secret passage to the Kitchen from the Study, and it constitutes one move to utilise this secret passage. Of course you may make a suggestion once you enter the Kitchen. But you may not move out of the kitchen on the SAME turn as you use the secret passage from the Study.5a. Once a player is convinced that he knows the 3 cards in the Murder Envelope, he must write clearly on the back of his Detective Notes, in black and white, the Murderer, Weapon and Room, and wait for his turn to give an Accusation. He checks his Accusation against the Murder Cards, taking great care that they are not seen by any other players. A player can only make one Accusation per game, and need not be in the Room of Contention for that, unlike in a Suggestion. Of course, he would already be in the Room of Contention if he happens to make a Suggestion that nobody can refute, and can make an Accusation on that same turn.5b. If he is correct, he triumphantly places the 3 cards faceup, together with his black-and-white Accusation, in the middle of the board, and is declared the winner. 5c. If he is wrong, he places the 3 cards back in the Murder Envelope, and has no further turns in the game -- he's out. He cannot make any more suggestions, and remains in the game only to contradict suggestions made by others. 6. The winner is still the winner even if he happens to be the murderer. Is it his fault that his card was placed randomly and unseen into the Murder Envelope? Dr Black is so exceedingly vulnerable to unconscious killers. Pb's ThinkTank - [Personality] [Inspiration] [Testimony] [Texts] [Design] [Games] [Blog Home] |
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[with the] [in the] YOUR FAVORITES: DICE RULES 1. For games with a single dice, a player who throws a 6 does not get to throw again. 2. No 2 seats may occupy the same square, nor jump over another seat blocking its way. Seats may move forward or sideways, but never diagonally. 3. If the doorway to a room happens to be blocked, use another door. Your seat may be trapped in a room if all the doorways happen to be blocked. Tough luck. 4. No player may remain in the same room for 2 consecutive suggestions. However, you may remain in the room if you have been called there as a result of someone else's suggestion. 5. You cannot go out and into the same room in the same turn. For example, if you throw a 2, you may not take one step out of the room and another step back in. If you do intend to go back to the same room, you need to throw the dice again on your NEXT turn. |