What are the rules for the game of clue
If the first player can't disprove, the next player must try it, etc As soon as someone shows you one of the cards, it is prooved that it can't be in the envelope and you can cross it off in your notebook as a possibility. If no one is able to prove your suggestion false, you may either end your turn or make an accusation. If you think you have solved the crime by deduction , you can end your turn by making an accusation and name any three elements. Then, you must look secretly at the cards in the envelope to check if your suggestion is correct.
If you are correct, you can place the 3 cards face-up on the table to prove it and you won the game! Note: You can only make one accusation during a game. Some players may have more cards than others and is important to not let anyone see your cards. To finish setting up the Clue board game, as mentioned in the rules, position all six character playing piece on the starting squares marked with their names.
This is done whether you have six players or not. Randomly place each weapon in a different room. The suspect token located closet to each player is the token they will use throughout the game. Game Play: Instructions for who starts the game are whoever has Miss Scarlet red rolls the die and is the first to move. Clue game play is then continued to the player left of Miss Scarlet. Players move their suspect token across the yellow squares the amount shown on the die in their roll.
You may move your token forwards, backwards, or crosswise all in the same turn. Moving your token diagonally is against the Clue rules. You cannot move your token to a particular space twice in the same turn nor occupy or move through the same square as another player. This rule does not apply to rooms as multiple players and weapons may occupy the same room.
The Clue board game rules state that there are three ways to enter or exit a room: 1 entering through the doorway by moving your token the number shown on the die across the yellow squares, 2 you may use the Secret Passages by jumping corner to corner across the board without using the die, 3 or your token may be placed into a room by another player when suggestions are being made to solve the murder mystery.
It is against Clue rules to enter and exit a room during the same turn; entering a room ends your turn. You do not need to throw the exact number on the die to enter a room. Doors or each room do not count as a square.
If the named suspect is not currently in the room where the suggestion was made they are brought into the room along with the suggested weapon. Keep in mind that all characters are considered as suspects in the crime and not only those who are being player. Forfeiting or not taking your turn is against the rules; all players must roll the die. After entering a room and making a suggestions, you may not make another suggestions until entering another room or using at least two turns leaving and then re-entering the same room.
Secret Passages can be used in any corner room on the player's turn without rolling the die. The player then announces that he has used the secret passage and may make a Suggestion. After a Suggestion has been made, if possible, players must try to prove the Suggestion to be false. This is done by moving left to the player making the accusation.
If that player has one of the cards that were used in the alleged crime, he then secretly shows the player making the suggestion. Clue rules state that only one card is shown to the other player and that it is done secretly with out others seeing which card it is.
It is not against the rules, however, to deliberately make a Suggestion naming one or two cards that you hold in your own hand to mislead other players or to narrow your search for one specific suspect, room, or weapon. If the player to the left cannot prove the suggestion wrong, then the next player to the left attempts to prove it wrong. All cards shown prove that that card is not in the envelope and should be noted on your Detective Pad.
Once a player has proven the Suggestion wrong, the next payer in the playing order takes their turn. Roll the die and move your token the corresponding number of spaces. Additionally, you may not land on a square occupied by another suspect. If you are in a room with a secret passage, you may move through the secret passage instead of rolling, simply announce your play at the beginning of your turn.
Entering and Exiting a Room: There are special rules for entering and exiting rooms. First, once you pass from one room to another, you may not move further, even if you have moves left on your roll. Second, you cannot pass into a room that is blocked by another suspect token. Further, you may not enter, and then re-enter a room on the same turn.
To make a suggestion, move a suspect token and a weapon token into a room on the board, and suggest that they committed the crime with that weapon in that room. You can only suggest that the murder occurred in the room you presently occupy. If your token was moved into a room, you may either roll or make a suggestion for that room on your next turn because you will have entered the room. 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.
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