Instructions
STEP 1: Round up three to six players. STEP 2: Put all six colored tokens on the starting squares marked with the appropriate suspect's name. For example, the white piece belongs on the Mrs. White square. STEP 3: Place the weapons randomly, one in each room. STEP 4: Separate the 21 cards into three piles ' room cards, weapon cards and suspect cards. STEP 5: Shuffle each pile of cards and put the top one of each type into the envelope marked "Solution Cards" without looking at them. Place the envelope on the X in the middle of the board. STEP 6: Give each player a pad of detective notes and a pencil. STEP 7: Put the remaining cards together and shuffle them. STEP 8: Deal one card at a time facedown to each player. Players should keep their cards hidden. STEP 9: Have each player choose a token. Play begins with Miss Scarlet and continues to the left. Some tokens may remain unused if there are fewer than six players. STEP 10: Roll the die and move your token that number of spaces on the yellow squares. Pieces may move forward, backward or to the side, but not diagonally. STEP 11: Enter or leave a room by moving through the doorway or using a secret passage found in the corner rooms. Your turn ends when your token enters a room, no matter what the die roll was. STEP 12: Make a suggestion after entering a room. Move the weapon and suspect into the room your token is in and state your suspicion. For example, if you are in the library, you can move Mr. Green and the rope into the room with you and say, "I suggest that the crime was committed in the Library by Mr. Green with the rope." STEP 13: Prove the suggestion true or false. Once a suggestion has been made, the player to the suggester's left checks his or her cards. If he or she holds any of the three cards (in this case the library, Mr. Green or the rope), he or she shows one only to the suggester. If the first player to the left doesn't hold any of the cards, the next player to the left checks his or her cards and so on. The suggestion is proved false once a card held by another player is shown. STEP 14: Make an accusation when no player can disprove the suggestion. When you have figured out which three cards are in the envelope, announce that you are making an accusation and identify which cards you believe they are. Carefully look at the cards in the envelope making sure no other players can see them. STEP 15: Win the game if your Accusation is correct. Lay the cards on the table faceup. If you're wrong, however, return the cards to the envelope and you may not move anymore. You can, however, disprove suggestions with the cards in your hand. Tips & Warnings
A player may move his or her token forward and sideways on the same turn, but he or she cannot land on the same space twice in one turn.
Only one token may occupy a space at a time.
A player cannot enter and leave a room on the same turn.
No one can enter a room through the doorway if a token is in the doorway space.
Use a Secret Passage on your turn instead of rolling the die. A suggestion may be made after the token is moved.
You must leave a room and re-enter it to make a new suggestion.
Anything moved to a room as the result of a suggestion remains there and is not returned to its original location.
You can make a suggestion only from the room you are naming; an accusation can be made from any location.
A player may only make one accusation per game.
2006-12-21 05:56:38
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answer #1
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answered by Riss 4
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Here's how it goes:
(1) Divide up all the cards so they're in three piles -- one pile of people, one pile of weapons, and one pile of rooms.
(2) Have someone pick one card from each pile and place it in the "Confidential" folder.
(3) Mix the rest of the cards up and deal them around the board to all the players.
(4) Roll to see who goes first.
(5) When it's your turn, you get to roll and move however many spaces you roll.
(6) Once you get into a room, you get to guess as to the murderer and the weapon, but whatever room you're in is your room of choice. When you guess, you must move the player piece of the person you think is the murderer into that room, as well as the weapon piece.
(7) After you've made your guess, you go around the board starting with the person to your left. If that person has any of the Clue cards that you guessed (murderer, room, weapon) he/she has to show one of them to you. If not, it goes to the next person to the left and the process repeats itself until you've gone all the way around the table.
(8) If you want to use the secret passages, you have to be in one of the rooms that has a secret passage (corners of the board) and it takes your turn to go from one room to the other. Of course, once you get to the other room you guess just like you did before and the process repeats itself.
(9) The first person to correctly figure out the murderer, the room where the murder took place, and the weapon wins. However, you have to tell the other players that you're making an official accusation. Once you make your accusation, you pull the three cards out of the file. If you're right, you win. If you're wrong, you're out of the game since you've seen the answers.
Does that help?
2006-12-21 13:59:14
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answer #2
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answered by sarge927 7
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Go to this link it gives a very detailed instructions. Clue is an easy game to play & a lot of fun!!
http://www.ehow.com/how_18470_play-clue.html
2006-12-21 13:51:51
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answer #3
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answered by Little Nell 3
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First you put the cards in three different piles.(place, people, and weapons) Then....wait.... instructions are in the box....duh.
2006-12-21 13:45:24
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answer #4
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answered by Lynne 2
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You'll find them available for printing (free) @ http://www.ehow.com/how_18470_play-clue.html.......
2006-12-21 17:10:42
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answer #5
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answered by Papa 7
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