Directions for clue game




















So long as the game adheres to the general rules of Clue, there's no end to the variables and twists you can add to your game. The following directions are more of a guideline to get your whodunit off to a good start -- the rest is up to your imagination. You'll need a minimum of seven players: one each to play the game's suspects and one game master to control the flow of the game and guard the game's solution.

For larger parties, you can divide everyone into teams corresponding to the suspects, like "Team Mustard" or "Team Green. Your Clue game will also need locations. You'll need a building with at least nine rooms representing the locations in the classic game. You'll also need a full set of Clue cards detailing suspects, weapons and locations, notepads and pens for keeping information gleaned from suggestions, and props or items representing the murder weapons.

An envelope for hiding the game's solution is also a necessity. The teams or suspects should be distinguished from one another by some means such as costumes, pins or color-coded name tags. The game master breaks the Clue cards into three individually shuffled decks: suspects, weapons and locations.

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Press ESC to close. You may change directions as many times as your roll will allow. You may not, however, enter the same square twice on the same turn.

You may not enter or land on a square that is already occupied by another player. When you pass through a door, do not count the doorway itself as a space. As soon as you enter a Room, stop moving. You may not re-enter the same room on a single turn. It is possible that your opponents might block any and all doors to trap you inside a room. If this happens, you just have to wait until someone moves. Strategy , How To Play. Show Comments. Leave a Reply Cancel reply. Share Article:. How To Play Jamaica October 3, How To Play Allegory October 3, The technical storage or access is strictly necessary for the legitimate purpose of enabling the use of a specific service explicitly requested by the subscriber or user, or for the sole purpose of carrying out the transmission of a communication over an electronic communications network.

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The technical storage or access is required to create user profiles to send advertising, or to track the user on a website or across several websites for similar marketing purposes. 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. 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. Name required. Email will not be published required. Website optional. Leave a Reply Click here to cancel reply.



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