PT BR Clue The Classic Mystery Game

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The document provides background information on the classic board game Cluedo/Clue and introduces the six suspects of Miss Scarlett, Colonel Mustard, Mrs. Peacock, Professor Plum, Reverend Green, and Dr. Orchid.

The document describes each of the six suspects - Miss Scarlett, Colonel Mustard, Mrs. Peacock, Professor Plum, Reverend Green, and Dr. Orchid - and gives some details about their backgrounds and personalities.

The goal of the game is for players to solve the murder by determining who committed the crime, with what weapon, and in which room based on clues gathered during the game.

AGES

8 2–6
PLAYERS

s t e r yG ame
lassic M y
The C

D R B L AC K
of
TUDOR MA
NSION
REQUESTS
TH
O F YO U R C E H O N O U R
O M PA N Y

IN CELEBR
AT ION OF
HIS 30th B
I R T H D AY
AND
THE RE-OP
E
OF THE HO NING
USE

TEN
CON TS
The HASBRO GAMING and CLUEDO names and logos are trademarks of Hasbro.
© 2015 Hasbro. All Rights Reserved.
Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont CH.
Represented by: Hasbro, De Entree 240, 1101 EE Amsterdam, NL.
Distributed in Australia by Hasbro Australia Ltd., Level 4, 67-71 Epping Road, • 1 GAMEBOARD 
Macquarie Park, NSW 2113, Australia. Tel.: 1300 138 697.
Hasbro NZ (a branch of Hasbro Australia Ltd.), 221 Albany Highway, Auckland, • 6 CHARACTER TOKENS
New Zealand. Tel.: 0508 828 200.
CARDS
Consumer Services: Hasbro UK Ltd., PO Box 43 Newport NP19 4YD, UK. • 6 MINIATURE WEAPONS • 50
N CARDS,
(6 CHARACTER CARDS, 6 WEAPO
Tel. 00800 22427276. [email protected]
Colours and contents may vary from those shown.
DS)
9 ROOM CARDS and 29 CLUE CAR
Please retain this information for future reference.

www.hasbro.co.uk OF
• 1 CASE FILE ENVELOPE • 1 PAD

122038712348 DETECTIVE NOTEBOOK SHEETS
• 2 DICE
delivered.
The invitations were SET IT UP
ed.
The guests have arriv
urdered!
The host has been m
his inheritance…?
Killed in cold blood. For
st,
s un cle co ul d ha ve wa rned him who not to tru
Hi d buried!
but Sir Hugh is dead an
now suspects. 1. Place all 6 tokens on their named 6.  Shuffle the remaining character,
Six colourful guests are spaces around the gameboard. weapon and room cards together

is classic murder mystery
All tokens must be on the and deal them all out among the
It’s up to you to solve th gameboard, even if there aren’t players. It doesn’t matter if some
6 players. players have more cards than others.
Choose your character.
2. Place all the weapons in separate, Note: If you want to play
random rooms. a 2-player game, see
WHO killed Dr Black? page 6. You will deal the cards
3. Separate the 29 clue out differently at this stage.
cards from the other
cards. Shuffle the clue
card deck and leave
7.  Tear one sheet from the detective
it face down by the
clue cards notebook for each player. You’ll
gameboard.
Miss Scarlett Prof. Plum Mrs Peacock Col. Mustard Dr Orchid Rev. Green need to get a pen (not included) for
4.  Separate the other cards into 3 each player too.
with WHAT? decks: characters, weapons and
8.  Secretly look at your cards and
rooms. Shuffle each deck and place
mark off the suspects, weapons
it face down.
and rooms on your sheet.
5.  Take the top card from each and
They cannot be in the envelope!
slip them carefully into the case file
envelope so no one sees. Keep your sheet and your
Rope Dagger Wrench Revolver Candlestick Lead Pipe
The envelope now contains 3 cards cards secret.
and WHERE? that answer the questions:
Who did it? With which
weapon? Where?
This is the murder mystery you need
to solve!
Leave the envelope in the centre of
Kitchen Dining Room Lounge Hall Study Library Billiard Room Conservatory Ballroom the gameboard, on the cellar stairs.
1 2
More details
PLAY on page 7.

HOW TO WIN 3. Make a suggestion if you reach a room or are in a room.


Solve the murder! Suggestions help you figure out the 3 cards in the envelope!
• Move from room to room making suggestions for who, • If your token is in a room, make a suggestion for who did it and with
with what and where. what, in that room.
• Other players show you a card, if they have one! Say “I suggest it was [a character], with [a weapon], in [the room
• Once you think you’ve solved it, make your one accusation. you are in].”
• Peek inside the envelope to see if you’re right. If you’re wrong,  – M  ove the suspect character and weapon into the room as you make
you’re out of the game, so be sure! your suggestion.
• The player to your left secretly shows you one card from your
suggestion, if they have one.
HOW TO PLAY
• If they have more than one, they choose which one to show you.
Miss Scarlett always starts, and play continues clockwise. If no one • If they don’t have a card, they say so and the next player secretly
is playing Scarlett, then play starts with the next character clockwise: shows you a card from your suggestion. And so on.
Mustard, Orchid, etc. • If no one has a card, that’s fine.
Remember you must be in the room of any suggestion you make.
On your turn
Characters called to rooms are not returned to their original place.
1. Roll the dice. Before moving your token, did you roll the
magnifying glass icon? Then pick up a clue card, 4. Mark your sheet.
read it out loud and do what it says. What the other players show you – or don’t show you – will help you
– If you roll 2 icons, pick up 2 cards. eliminate suspects, weapons and rooms from your sheet.
– If a card is shown, mark it on your sheet! • Make a note of the card you are shown. You know it isn’t in the
– Put used clue cards at the bottom of the deck. envelope!
2. Move your character token the number of squares shown • If no one shows a card, you’ve probably learned something!
on the dice roll. (The magnifying glass icon counts as a 1.)
5. T hat’s the end of your turn. The player to your left goes next.
You cannot move diagonally.
 You cannot move through the same square twice on one turn.
  You cannot land on or move through a square occupied by Tips on how to
another token. mark your sheet
OR In this example, you can see that
you were dealt the Mustard and
 Use a secret passage. Simply move
Candlestick cards at the start.
your token from one corner room to its connecting
M showed you Plum, D showed
corner room.
you Green, and J showed you the
OR Peacock and Scarlett cards.
Stay in the room your token is already in. By making suggestions, you have
discovered that Orchid is the
The lounge is connected
murderer.
to the conservatory.

3 4
WIN THE 2-PLAYER (OR TEAM) GAME!

MAKE AN ACCUSATION You will still need to read the complete game guide to play the 2-player
or team game.
Once you think you know who did it, with what and where, make
your accusation. (The team game is a great way to involve everyone, if you group younger
– You can make your accusation straight after making a suggestion. players with older players.)
– You do not have to roll the dice again or be in the room you’re going
to name.
– You can only make your accusation on your turn! SET IT UP
– But you can only make one accusation in a game, so be sure you know! The set-up begins exactly the same as the classic CLUEDO game on
page 2. Follow steps 1–5. Then, after you have combined and shuffled
Say “I accuse [character], with [a weapon],
1. 
the remaining cards, take the top 4 cards and place them randomly and
in [a room].” face down in any 4 rooms. Then continue the set-up as usual.
2. Secretly look inside the envelope.
Are all 3 cards you named in the envelope? MAKE A SUGGESTION
If you enter a room with a card in it, secretly look at the card (and mark
YES! You’ve won!
your sheet), then make your suggestion as usual.
Congratulations, you solved the murder mystery. Show everyone Everything else is exactly the same as the classic game of CLUEDO.
the 3 cards. For a speedier 2-player or team game, put the 4 face-down cards in the
corner rooms.
NO! Oops, you’re wrong!
Carefully put the cards back in the envelope. Make sure no one
sees them.
To play the traditional game of CLUEDO, simply remove the
You can’t take any more turns, but you must show cards when you
need to at other players’ suggestions. 29 clue cards from the game.
• The other players continue taking turns until someone makes a
correct accusation.
• If no one makes a correct accusation, then the murderer got away
with it, and no one wins!
TOP TIPS
d you
so you know who showe
Mark your detective sheet
which card.
wn the same card twice!
You don’t want to get sho yers
cards you show which pla
You should also note which ret!
e cards in your hand sec
so you can try to keep som

5 6
REFERENCE SECTION

MAKING SUGGESTIONS THE ACCUSATION


In order to find out who did it, with what, and where, make suggestions! Your When you think you know which 3 cards are in the envelope, you may,
suggestions and the cards players show you will allow you to cross off suspects, on your turn, make your accusation and name them. You have to be in
weapons and rooms from your sheet. a room, any room, to make your accusation.
• To make a suggestion, say out loud who you suggest did it, with what, • First, say “I accuse [character], with [a weapon], in [a room].”
and where. • Then, so no one else can see, look at the cards in the envelope.
• Let’s say you’re Miss Scarlett and you go into the lounge. • If all 3 cards you named are there, you’ve won! Show the cards to the other
You can say, for example, “I suggest it was the Reverend Green, with the rope, players. The game is over.
in the lounge.” • If any one of the cards you named is not inside the envelope, your accusation
Move the green character token and the rope into the lounge. is wrong. Secretly put all 3 cards back inside.
• You may take no further turns or make suggestions in the game and therefore
You must be in the room that you are using in your suggestion.
cannot win.
Note: Weapons and characters called to rooms are not returned to their original • You must, however, respond to other players’ suggestions by showing a card
place. There is no limit to the number of suspects and weapons that may when asked.
be in a room.
• The other players may still move your character into different rooms to make
If you’re playing as a suspect that is moved into a room, you suggestions.
have to stay where you are. You may use your next turn to move your dice • Play continues until someone makes a correct accusation.
roll, or make a suggestion in that room.
SECRET PASSAGES
THE PROCESS OF ELIMINATION
The rooms in opposite corners of the house are connected by secret passages; the
When you make a suggestion, the other players, in turn, must show you (and kitchen and study are linked to each other, and a separate secret passage runs
only you) a card from their hand if they have one. between the conservatory and the lounge.
• First, the player to your left looks at their hand to see if one of the 3 cards • If you are in one of these rooms at the start of your turn, you may, if you wish,
you just named is there. use a secret passage to move. If you use a secret passage, you do not move
– If they have one, they must show it to you and no one else. the dice roll on that turn.
– If they have more than one, they choose which one to show.
– If they do not hold any of the 3 cards named in your suggestion, they ROLLING THE DICE
say so, and the next player looks at their hand and shows you a card if If you decide to move your dice roll, move your token one square at a time.
they have one. • Enter rooms by using a doorway. It doesn’t matter if you roll a number
• As soon as a player shows you one of the cards you named, it is proof that’s higher than you need to enter―– stop moving once you’re inside
that this card cannot be in the envelope. Mark your sheet. You have now a room.
eliminated one more suspect, weapon or room. This ends your turn. • You cannot move diagonally and cannot move through the same square
• If no one has a card you suggested, that’s great. Mark your sheet. twice on the same turn.
• You can make an accusation straight after making a suggestion. • You may not pass through a doorway that’s blocked by another player’s
token, whether you are inside or outside a room.
• Any number of tokens can be in a room at any one time.

7 8
The Femme Fatale The Alpha Male
Beautiful. Seductive. Patriot. Philanthropist.
Ruthless? Manipulative? Liar? Narcissist?
Miss Scarlett has always been beautiful, To the outside world, he is a hero. Colonel
but recently also seems cold-hearted. Mustard is a highly decorated, successful
Black and Scarlett had grown up together and popular officer. However, behind his
and been in all sorts of trouble over the medals of honour are rumours of black
years. As they got older though, their market deals and treason; rumours he’s
friendship became strained. Black been paying someone to keep secret for
suspected Scarlett had been influencing too long. Mustard suspects Black of being
Sir Hugh’s investments. In receiving her his blackmailer, and eagerly travels to Tudor
invitation to Tudor Mansion, Scarlett Mansion to search for evidence…
LETT ARD
SCAR
assumed all was forgiven…
S S MUST
M I COL.
The Playboy
The Social Butterfly Charming. Witty.
Flirtatious. Discreet. Unforgiving? Decadent?
Greedy? Devious? As a suave con man, Green has fronted
as a prince, a pilot, a doctor and an
Her exact age is unknown, and that’s just
attorney. After years on the scam, trouble
one of Mrs Peacock’s secrets. Peacock
has finally caught up with him and forced
rocketed from small-town girl to well-
him into hiding – as a reverend. Thinking that
connected socialite. Little is known of her
Sir Hugh was the only man to know his true
three husbands, other than they all died
identity, he is immediately concerned when he
suddenly. Sir Hugh met his end just before
receives an invitation from Black. Determined to
becoming her fourth. Peacock has called in
keep his secrets safe, Green accepts…
EN
GRE
many favours to get this invitation to Black’s
MRS PEA
COCK
party. What’s on her mind: marriage or
R EV.
murder…?
The Genius
Mysterious. Adventurous.
The Intellectual Ambitious? Delinquent?
Intrepid. Eccentric.
Adopted as a teenager by Black, Orchid
Obsessive? Paranoid? was privately schooled in Switzerland
Fearlessly tracking down desert tombs, ancient until her expulsion following a near-fatal
statues and lost cities, Professor Plum is an daffodil poisoning incident. She was then
archaeologist with a thirst for adventure. Sir homeschooled by the old housekeeper,
Hugh financed all his expeditions, until a Mrs White. Orchid decided biology was
huge disagreement ended their partnership. her future and, while researching her PhD
With no excavations on the horizon, Plum in plant toxicology, unearthed a plant of
was bored. Black’s invitation, when it came, incredible medicinal properties; a discovery
PR OF . PL UM filled him with hope. He was first to arrive at she wanted to share with no one –
DR ORCH ID
the party… especially her adoptive father…
9 10

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