The Clue is a famous board game of mystery and suspense. Investigate the death of wealthy Dr. Samuel Black at his luxurious residence.
Clue board game contains six suspects, six weapons, and a maze of potential crime scenes to investigate. It’s up to you to interrogate the suspects and solve the mystery. Could it have been Reverend Green in the ballroom with the candlestick? Or Dr. Orchid in the research with the lead pipe? To solve the case, you must guess a suspect, weapon, and room at each step. The next person who has a hint that may be of interest to you will be required to reveal their evidence in order to assist you in building your case.
Different Clue board game Themes
There are many versions of the popular Clue board game. Take, for example, a version of well-known films, for instance Disney, Harry Potter or the TV series Game of Thrones. With these versions, the base game is almost the same, but the game is in a new theme and sometimes also have extra additions to the basic Monopoly board game!
The most popular Clue / Cluedo Board Games:
Clue – classic board game
Choose a favorite Monopoly token, set it on the Go board, then roll the dice to own everything! Fans chose 16 Community Chest cards for this edition of the family board game. Has your favorite made the cut? This edition of Monopoly contains conventional Monopoly gameplay: to win, you must buy, sell, and trade properties. During the game, you get Chance or community cards can completely shift the game. Will they make a player wealthy, or will they send someone to prison? Are you looking for games to play at your next Family Game Night? Monopoly is a popular game for Family Game Night, and it’s a great indoor pastime for kids.
Cue – Game of thrones
Clue – Harry Potter
Investigate the disappearance of a Hogwarts student! Prepare your magic wand and get ready to uncover the mystery throughout Hogwarts Castle’s various chambers.
Play as Harry Potter, Ron Weasley, Hermione Granger, Ginny Weasley, Luna Love good, and Neville Long bottom, or any other Harry Potter character.
A fantastic family game and a fantastic present for Harry Potter enthusiasts!
This clue game has room settings from the Harry Potter novels and movies, which have been brought to life in this clue game.
Clue – Disney villains
Disney’s most nefarious Villains get together to steal all of the universe’s magic, but one cunning Villain has something to hide from the others! Players must determine who this person is, what magical artifact they took, and where it is concealed. Move through each Villain’s lair on the game board as Ursula, Gaston, Lady Tremaine, Dr. Facilier, Mother Gothel, or Jafar, trying to uncover the riddle. But keep your eyes peeled! Players can use the spellbinding Chaos Cards by rolling the Maleficent emblem on the dice! To win, you must be the first player to make an accurate accusation. In conclusion, Clue: Disney Villains Edition is a fun family game night game that also makes a terrific gift for Disney enthusiasts.
Clue – Retro series, 1986
With this Retro Series Clue game, you may travel back in time to 1986! Clue has piqued the interest of generations of game-loving families. Is it true that Colonel Mustard did it with the Revolver in the Lounge? Maybe it was Miss Peacock with a Rope in the Kitchen? Each game introduces a new case of foul activity to put your sleuthing skills to the test. With this retro components based on the 1986 edition, the game includes distinctive collector packaging and the traditional gameplay you know and love. Put on your detective hat and travel back to the 1980s with Clue!
Clue – Giant edition
The base rules of the clue Board Game
Firstly, look on the board to see which suspect’s name is nearest to you. Take the comparing badge of the suspect closest you and spot it onto the beginning square. Regardless of whether there are not six players, move the excess suspect tokens onto the board.
Alternate setting a weapon into a room of the manor. Try not to put two weapons in a similar room.
Place the unfilled “Case File CONFIDENTIAL” envelope onto the “X” on the focal point of the board.
Partition the deck of cards into three more modest heaps Weapons, Rooms, and Suspects. Place them face down onto the table. Take one card from every one of the three heaps (without taking a gander at them) and spot them into the “Case File CONFIDENTIAL” envelope. Mix the leftover cards together and bargain them clockwise around the table, face down.
Snatch a Detectives Notepad. Utilize the scratch pad to record signs all through the game, yet don’t allow different criminal investigators to see your notes, after each of them one could be the executioner!
Miss Scarlet generally goes first. After that play go on clockwise. Assuming no player controls Miss Scarlet, pick one more suspect to go first.
How to win Clue board game:
Whenever you think you’ve settled the secret ,you can make an allegation. Not at all like ideas, you don’t need to consume a space to make an allegation that the wrongdoing happened in there. You make an allegation by expressing that you “charge (suspect) of carrying out the wrongdoing in the (room) with the (weapon). You are permitted to make both an idea and an allegation on a similar turn ,however remember, on the off chance that you are off-base on your allegation, you can’t move further and can’t dominate the match (however you actually attempt to refute different players ideas). At the point when you make your Accusation, check out at the three cards in the envelope. In conclusion, In the event that you are right, you dominate the match. In the event that you are inaccurate, you can’t dominate the match.
How to play Clue:
You need to move to an alternate room in the manor on each turn. After that, roll the pass on and move your token the comparing number of spaces. You can take a different path as frequently as you like, as long as you actually have moves left on the roll, yet you can’t get over a similar tile at least a few times on a solitary turn. Furthermore, you may not arrive on a square involved by another suspect.
Assuming you are in a room with a mysterious section, you might travel through the mysterious entry as opposed to rolling, basically report your play toward the start of your turn.
Going into and Exiting a Room:
There are extraordinary principles for going into and leaving rooms. To start with, when you pass starting with one room then onto the next, you may not move further, regardless of whether you have moves left on your roll. Second, you can’t pass into a room that is hindered by another suspect token. It will in some cases happen that both the entry and exit of a room are obstructed, in which case, you can’t leave the room until somebody continues on their turn. Further, you may not enter, and afterward return a room on a similar turn.
Whenever you go into a room, make an idea to assist with tackling the homicide. To make an idea, move a suspect token and a weapon token into a room on the board, and recommend that they carried out the wrongdoing with that weapon there. You can recommend that the homicide happened in the room you by and by possess.
You can make ideas about things/rooms/suspects in your grasp.
You may just make an idea after going into a room, and can’t make various ideas by entering/leaving a room on a solitary turn.
You can’t relinquish a go to stay in a room (so you could make one more idea there next turn), however assuming you are hindered in a room by different tokens, you should remain in the room.
What is your Clue tactic?
You can make ideas for suspect/weapons that are as of now in the room you possess.
There is no restriction to the quantity of weapons and suspects that can be in a solitary room.
Demonstrating and Disproving Suggestions:
When you make an idea, your rivals endeavor to refute the idea, starting with the player to one side. That player takes a gander at their cards for one of the three cards that you recently named, and assuming they have something like one of them, they should show you (and just you) the matching card of their decision. In the event that the player to your left side can’t discredit your idea, the following player should endeavor to do as such. When a player shows you a card that matches one in your idea, cross that card off of your investigator notebook.