Clue: Secrets in Paris/Rules

## Setup

1. Separate the Rumor cards into students, sites and props. Secretly take one card from each pile and place it into the airmail envelope. Put the envelope off to the side.
2. Shuffle the remaining Rumor cards together and deal them, face down, so that each player has the same number. Place any extra Rumor cards face down on the Hotel in the center of the gameboard. (You may look at these cards only when you move into the Hotel.
3. Place the student pawns on their matching color start spaces. Then choose which student you’d like to be. Take the matching Passport and place it in front of you. Inside each Passport is a special “power.”
4. Each player gets a map sheet. Secretly check off the Rumor cards you were dealt.
5. Shuffle the Intrigue cards and place to one side.
6. Place the props in the Hotel. Roll the dice. High roller goes first.

## On Your Turn

On your turn, move around the city and “Start a Rumor” to try and fi nd out what the other students know by learning which cards they have in their hands. When you think you know what cards are in the envelope, head to the Hotel and “Make an Accusation.”

Move by rolling the dice or using the Metro – every turn

And Either… Start a Rumor “I think it was...” – only if you’re at a site

Or… Make an Accusation “It was...” – once per game at the Hotel

## Moving

There are two ways to move...

* **Roll the Dice** - Roll the dice. Move up to the sum of the two dice, counting squares toward an entrance to your desired site. Entrances are shown as lighted “doorways”. You may only enter sites by these lighted entrances (see illustration below). If one of the dice shows a question mark, immediately draw an Intrigue card.
* **Use the Metro** - If you’re at a site with a Metro (Arc de Triomphe, Bastille, Sacred Heart Basilica, or Orsay Museum), you may use it to move directly to the connected site.

### Rules of Moving

* You do NOT have to use your full move.
* You may NOT re-enter a site you left during that turn.
* If you land on a space with a question mark, STOP MOVING and draw an Intrigue Card.
* On your turn you must move out of a site unless you were moved there during a Rumor.
* You may move horizontally or vertically, forward or backward but NOT DIAGONALLY.
* Once you enter a site, STOP MOVING.
* You may pass through, but not end on, a space occupied by another player.

## Rumors

### Start a Rumor

Try to Determine Which Three Cards are in the Envelope If after moving, you are at a site (not the Hotel), you may start a Rumor. To start a Rumor: name a student; a prop; and the site you are in. Move the named student’s pawn and prop into the site with you (unless they are already there).

> Example: You’re Green and you enter the Arc de Triomphe. You start a Rumor: “I think Scarlet did it, at the Arc de Triomphe, with the Dumbbell.” Move Scarlet’s pawn and the Dumbbell into the Arc de Triomphe.
>
>

### Proving a Rumor True or False

As soon as you’ve started a Rumor, the other players try to prove it false. The fi rst to try is the player to your immediate left. If that player has one of the named Rumor cards in their hand, they show it to you and only you. If the player has more than one of the cards named, they select one (just one) to show you. Check this card off on your map sheet – this proves the card is not in the envelope. Your turn is over. If the player to your left has none of the named Rumor cards, then the next player to the left tries to prove your Rumor false. And so on. If no one can prove your Rumor false, your turn is over.

### If You Were Moved to a Site as Part of a Rumor

If the student you are playing was implicated in the Rumor and your pawn has been moved into the site from somewhere else, you may draw one Intrigue card for the inconvenience. If your student was already at the site, or a student not controlled by a player was moved, then no card is drawn.

## Accusation

### Making an Accusation

When you think you’ve fi gured out which three cards are in the airmail envelope, roll the dice and try to get to the Hotel to make an Accusation. Once you get to the Hotel, you accuse a student, using a prop, at a site: “I accuse Scarlet, with the Poison, at the Arc de Triomphe.” Then, secretly look at the cards in the envelope.

## Winning

You win the game if your Accusation is correct— that is, if you find in the envelope all three of the cards you named. When this happens, take out the cards and show everyone.

If Your Accusation is Wrong:

* Secretly return the three cards to the envelope.
* You do not make any more moves in the game, and cannot win.
* You continue to try to prove your opponents’ Rumors false by showing cards when asked.
* Your pawn can still be part of a Rumor but you no longer draw Intrigue cards.

## Cards

### Intrigue Cards

There are 8 Clock cards in the Intrigue deck. The first 7 do nothing. If drawn, place the card, face up, underneath the board near the river so all can see how many Clock cards have been drawn. If you draw the 8th Clock card, however, then your trip is over! Drawing the 8th Clock Card: If you draw the 8th Clock card, you are out of the game. Place your cards face up where all players can see them. You no longer play in the game or draw any Intrigue cards. However, your pawn can still be part of a Rumor. Return the 8th Clock card to the draw pile of Intrigue cards, even if it is the only card left in the draw pile. This means that the 8th Clock card can be drawn again and again. Note that it is possible for all of the students to be eliminated by the 8th Clock card and no one wins!

2. Keeper cards:

If you draw a keeper, you get to keep it. These good cards are used in different ways throughout the game. You can have and play as many keepers as you like in any turn.

3 Ways to Draw Intrigue Cards:
1. Roll a question mark: You MUST draw one Intrigue card.
2. Land on a question mark: You MUST draw one Intrigue card.
3. Moved to a site as part of someone starting a Rumor: You MAY draw one Intrigue card.

3 Ways to Draw Intrigue Cards:

1. Roll a question mark: You MUST draw one Intrigue card.
2. Land on a question mark: You MUST draw one Intrigue card.
3. Moved to a site as part of someone starting a Rumor: You MAY draw one Intrigue card.

## Passports

The PASSPORT opens to show a power that each student has. This power is usable once per game. After you use it, close the Passport to and turn it over to reveal the personality profile.

The PERSONALITY profile is just for fun and has no effect on the game.