ill tell yo uhow to play
1 Step OneRound up three to six players.
2 Step TwoPut 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.
3 Step ThreePlace the weapons randomly, one in each room.
4 Step FourSeparate the 21 cards into three piles ' room cards, weapon cards and suspect cards.
5 Step FiveShuffle 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.
6 Step SixGive each player a pad of detective notes and a pencil.
7 Step SevenPut the remaining cards together and shuffle them.
8 Step EightDeal one card at a time facedown to each player. Players should keep their cards hidden.
9 Step NineHave 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.
10 Step TenRoll 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.
11 Step Eleven 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.
12 Step Twelve 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."
13 Step Thirteen 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.
14 Step Fourteen 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.
15 Step Fifteen 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
2007-12-16 12:34:15
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answer #2
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answered by Emily Chan 1
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The most current rule book is located here:
http://www.hasbro.com/common/instruct/Clue_(2002).pdf
Please note: the game has been revised in 2002, and now uses two dice for movement. Most other rules you find on the web, do not include that update.
2007-12-17 05:26:49
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answer #3
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answered by jasonratliff 2
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