How to play the classic board game, CLUE
Step 1: Tools Required
-Clue game board
-Writing utensils (for the amount of players)
-1 confidential case file
-Pack of cards (one card for each of the six suspects, six weapons, and nine rooms)
Step 2: Roll the Dice
A player begins their turn by rolling the dice
Step 3: Moving Across the Board
The player can move their player piece the number of spaces that they rolled
Step 4: If the Player Arrives at a Room...
If the player arrives at a room...
a. Make a suggestion*
b. After a player makes a suggestion, the first player to the left will try to prove it false by showing them one of the suggested cards if they have it.
i. If the player to the left of the suggester must show
ii. If current player in the cycle can disprove the suggestion, they must disprove the suggestion
iii. If the current player can disprove the suggestion with 2 pieces of evidence, they must choose one to show to the suggester.
iv. Once a suggestion has been disproved the cycle is broken and the turn is over.
v. If the current player cannot disprove the suggestion, the next player to the left repeats steps i-iii.
vi. If none of the players can disprove the suggestion, the suggester can make an accusation** and check the confidential case file.
c. If you don’t arrive at a room your turn is over.
Step 5: The Players Turn Is Over When...
The players turn is over when...
a. Another player disproves the player’s suggestion.
b. The player was not able to move into a room.
c. They make a false accusation.
Step 6: Accusations & Suggestions
During each turn, the player can choose to make an accusation. Similar to a suggestion, the player selects a person, room, and weapon. Instead of allowing other players to disprove the accusation, the player looks in the envelope to see if their accusation is correct. If they are incorrect, they no longer get to take any more turns. If they are correct, the win and the game is over.
*Suggestion - A player’s suggestion consists of guessing who did the crime, what weapon they used, and what room the crime took place in. However, a player can only guess the room that their player piece is located in. If a player cannot reach a room with the number of moves they rolled, then the player cannot make a suggestion. When a player makes a suggestion, they also have to move the suggested player piece and the weapon to the room they are guessing.
*Accusation - Based on the data from the player’s detectives notebook the player selects a combination of a person, room, and weapon that could have killed Mr. Boddy. This accusation cannot be disproved by the other players. It can be confirmed or disproved only by checking the envelope. The player then checks the envelope to see if they are correct. If they are incorrect, they can no longer make any more suggestions or accusations. If they are correct, they are the winner and the game is over.
Step 7: Example of a Turn
Example - Player 1 is in the study, and he suggests that Professor Plum killed Mr. Boddy in the study with the wrench. Player 2 has the study card and the wrench card, so Player 2 chooses to show Player 1 the study card. Player 1 now knows that the murder did not take place in the study.
Step 8: Winning the Game
Winning the game - If a player believes they know the contents of the envelope, they can make an accusation. Accusations can be made from anywhere on the board. If they are incorrect, the player may no longer take turns, but they must still disprove other players suggestions. If the accusation is correct, the player wins the game and the game is over.