Super Cluedo Challenge/Rules

## Set up

1. Unfold the playing area and place it on a large flat surface.
2. Place one Weapon in each room.
3. Place the four Garden Ornaments on any four Super Cluedo spaces in the garden.
4. Place each character piece on their correct starting space.
5. Place the 30 Clue Counters on any of the Super Cluedo space. These should be placed at random, face down, indoors or in the garden (there will be some Super Cluedo spaces unused).
6. Shuffle the Super Clue Cards and place these near the board within the reach of all players.
7. One player shuffles the Character Cards and places them face down. The same is down with the Weapon Cards and finally the Room Cards. There are now three piles of cards face down. These piles must now be moved around so that no one knows which pile is which. One card is taken from each pile and the cards are placed one by one into the three Murder Card Holders. 1. ) Two of the corners show COLOURS which are associated with the Person, Weapon or Room. This information can be found in the Detective Note Sheets. 2.) Two of the corners show NUMBERS which are associated with the Person, Weapon or Room. This information can be found in the Detective Note Sheets.
8. Once the Murder Cards have been placed in the Murder Card Holders the remaining Murder Cards are shuffled together thoroughly and placed face down next to the Super Clue Cards.
9. Each player take a "wipe off" Detective Note Sheet.

## Gameplay

1. Each player chooses a character and moves this piece throughout the game.
2. Choose a starting player. The first player throws both dice and then moves their character EITHER the sum of the two dice OR the number on any single dice.
3. Play continues in a clockwise direction with the next player in the same way.
4. Character pieces may be moved vertically of horizontally but not diagonally. They cannot retrace their step by going over the same space more than once during one turn. They cannot move through walls and can only enter the room through the Doors, French Windows (arrowed), or Secret Passages.
5. If a player lands on a Clue Counter (by an exact throw only) the number is called out and the counter placed face up on the title space in the centre of the board. The player must now follow instructions given on the Detective Note as follows: a) If the Clue involves taking a murder card from the pack or from another player this is done, taking care not to show other players any cards held. These cards are now kept by that player. The Clue Counter is then placed face down by the side of the board. b) If the Clue involves looking under a flap (or flaps) then the player should do this so other players can see their actions but NOT the information concealed under the flap. The Clue Counter is then placed face down by the side of the board. c) If the clue involves a clue being situated on a Weapon or in the Garden then all players must race towards the Clue. (The player who LANDED on the clue counter throws first). The first player to land on the space occupied by the Weapon or Garden Ornament in question removes it from the board and takes the top SUPER CLUE Card. The instructions are followed and the card replaced on the bottom of the pack. The Clue Counter is then placed face down by the side of the board.
6. Any information gathered should be recorded on the Detective Note Sheet provided and kept secret from all other players. The information may be a record of what is under a certain flap or may be an elimination of a suspect due to the discovery of clues obtained from picking up Murder cards. (N.B. Use a water based felt pen when recording information).
7. If a player throws a double they have the choice of moving with that throw or ignoring it and throwing the dice again. If a double six is thrown then all Clue Counters, Weapons and Garden Ornaments are placed back onto the board (not necessarily in the positions they originally occupied but still obeying the instructions in "Setting up the Game"). If a stage is reached where there are only THREE Clue Counters remaining on the board then all the Clue Counters, Weapons and Garden Ornaments are replaced as above.
8. Players are NOT allowed to move over other Character pieces, Weapons or Garden Ornaments.
9. Players ARE allowed to move OVER, but not look at, Clu Counters during a turn.
10. Players are NOT allowed to land on other Character pieces.
11. Players are NOT allowed to land on Weapons or Garden Ornaments except when racing for a clue there.
12. Players may move over or land on a staircase or Super Cluedo space.
13. If a player finishes a move in a room on a space ADJACENT to another player, the player entering the room can EITHER: I) Leave the Character pieces as they are OR II) Remove the other Character piece and place it ANYWHERE else in the board, EXCEPT on the spaces occupied by:- another Character piece, a Weapon, a Garden Ornament or a Clue Counter. If there is more the one player adjacent then the player entering the room has the choice of moving EITHER Character Pieces as above, but NOT both.

### Secret Passages

Underneath Tudor Close there is a maze of secret passages enabling players to take short cuts around the house. The secret passages can be entered or left through any of the ten staircases (one in the centre of the board and one in each room of the house). Moves can be made in one of the following ways:

1. Players may move from one staircase to another during the course of one turn (the distance between two staircases is one space).
2. Players may move onto a staircase and stop there until their next turn. (An exact throw is not needed to do this). This staircase is then blocked until that player's next turn.
3. Players may move from one staircase to another and stop on the second staircase until their next turn. Again, an exact throw is not needed and the staircase is then blocked until that player's next turn.

If at the start of any players turn they are occupying a staircase space they must state where they are moving to before throwing the dice. Players moving from the cellar staircase have the choice of starting from either of the two adjacent spaces.

### Accusation

When a player thinks he has discovered, by means of the information collected, the following three things: 1.) The Murderer 2.) The Weapon used 3.) The room where the crime was committed They must write this down clearly in the Accusation Box.

#### In a 2 player game

The player making the accusation removes the cards from the holders. If the accusation is correct that player wins, if it is wrong the other player is the winner.

#### In a game of more than 2 players

The player making the accusation looks at the Murder Cards without the other players seeing. If the accusation is correct that player is the winner. If it is wrong then that player replaces any Murder cards in their correct envelopes. They then place any Murder Cards they may have in their hand back on the bottom of the pile and are out of the game. The other players then continue as normal.