Clue Master Detective/Rules

## Object

Mr. Boddy of Boddy Manor has met with grave misfortune: He’s been murdered by a person unknown, somewhere in or around the manor house, with an as-yet-undetermined weapon.

## Equipment

Gameboard showing 13 locations inside and outside Mr. Boddy’s manor house \* 10 Colored tokens, each representing a suspect \* 2 Dice \* 8 Weapons \* Pack of 30 illustrated cards: 10 Suspects, 12 Locations, 8 Weapons \* Pad of Detective Notebooks \* Envelope marked “Case File - CONFIDENTIAL”

## Set up

1. Each player selects a token representing one of the Suspects. All tokens are placed in the Cloak Room to start, regardless of the number of players. (The murder never occurs in the Cloak Room–it’s the 13th Location).
2. Regardless of the number playing, bring out all 8 Weapons and place them together in a spot off the playing board. You’ll learn when to use them later.
3. Sort the pack of 30 cards into three piles–Suspects, Locations, and Weapons. Shuffle the three groups separately and put them face down on the board; select the top card from each and, without looking, slip these three cards into the “Case File–CONFIDENTIAL” envelope, and set it aside. The envelope now contains the answers to the questions: Who? Where? How?
4. Mix the remaining cards together and shuffle them well. Deal them all out, starting with the player on your left. Some players may receive more cards than others; this doesn’t matter. With these cards in your hand, you have begun your investigation because you know that if you hold these cards, they can’t be in the CONFIDENTIAL envelope. 5. Each player takes a sheet from the Detective Notebook pad and folds it in half–to keep the information secret from the other players. If you wish, mark on the pad all the cards you hold in your hand. 6. Each player rolls the dice; play will proceed to the left, and the highest roller starts.

## Gameplay

NOTE: Aside from its additional Suspects, Locations, and Weapons, the CLUE MASTER DETECTIVE game includes a feature not found in the classic CLUE game. It’s the “Snoop Spaces”–those squares marked with a spyglass on the board. Before you begin to play, be sure to read the section below that tells you how to snoop. Your objective is to move around Mr. Boddy’s manor, going in and out of the 12 possible murder Locations. Each time you enter a room or an outside location, you may “Make a Suggestion” and gather valuable information about what cards are in your opponents’ hands. When you have figured out what cards each of the other players holds in his or her hand, and knowing what’s in your own hand, you can deduce which three cards are in the Case File by process of elimination. So set off on the trail of the murderer by…

### Moving Your Token:

On each turn, move towards, into, or through one of the 12 Locations by 1) rolling the dice, or 2) using a Secret Passage, or 3) a combination of both.

1. **Rolling** - If you roll the dice, move that number of spaces, either horizontally, vertically, forwards, or backwards (but not diagonally). You may change directions as many times as your roll will allow; however, you may not enter the same square more than once on the same turn. You may not land on a square occupied by another token: If your dice roll would land you there by exact count, you must stop one space behind the other player’s token; if you rolled a higher number, jump over the other token, counting the occupied space as part of the roll, and move the total number of spaces rolled.
2. **Secret Passages** - These Locations are connected: Drawing Room and Conservatory; Library and Kitchen; and Basement Stairs and Garden Walk. If you are in any one of these spots at the beginning of a turn and wish to use the connecting passage, announce that you’re going to do so, and move your token to the Location at the other end of the passage.
3. **Combination** - You may also use a Secret Passage as part of a roll of the dice. Roll and move your token into the Location where the passage starts; move through the passage, counting it as one space, and exit into the Location at the other end; either stay there or complete your move by exiting.

### When Entering or Leaving a Location…

* You do not have to land in a Location by exact count.
* Do not count a door as a space.
* You may pass through a Location on a turn, counting it as one space. However, you may not leave a Location if you have made a suggestion on that turn.
* You may not re-enter a room on the same turn.

**Snoop Spaces**: Nine spaces on the board are marked by a spyglass. As part of your move, you may land on one of these spots and “Snoop” an opponent. Announce which player you want to “Snoop,” then draw one of his or her cards, sight unseen, look at it, mark what you’ve learned on your Detective Notebook sheet, and give the card back. If you have not used up your dice roll, continue your move.

### MAKING A SUGGESTION:

Once you’ve entered a Location, you may–and should–make a suggestion in order to learn what cards your opponents hold. To do so, move a Suspect token (one being used by another player or a spare one from the Cloak room) and a Weapon of your choice into the Location. You may, of course, name your own token as a Suspect. Now suggest that the murder was committed in that Location by that Suspect with that Weapon. For example: “I suggest the crime was committed by Miss Peach in the Gazebo with the Poison.”

### EXTRA HINTS ON MAKING SUGGESTIONS:

1. You may, if you wish, make a Suggestion and an Accusation on the same turn.

2. After entering one of the Locations, you may make only one Suggestion. To make another, you must wait until another turn when you are in a different Location or, sometime after your next turn, re-enter the Location you most recently left. You may not forfeit a turn to remain in a particular spot.

3. You may make a Suggestion that includes a Weapon and/or Suspect token that’s already in your location. If you do need to move a Weapon or token into place, leave them there after your Suggestion; do not move them back where they were before you moved them.

4. If another player moved your token to a new Location in order to make a Suggestion, on your next turn you may either move out of that Location in one of the usual ways, or you may make a Suggestion from that Location. If the latter, you do not roll the dice or move your token.

5. There is no limit to the number of Suspect tokens or Weapons that may be in one Location at the same time. PROVING A SUGGESTION: Beginning with the player on your left, make your Suggestion. If he has any one of the cards mentioned in your Suggestion, he hands you that card; if he has more than one of the cards you asked for, he selects which one to show you. Look at the card, mark the information on your Detective Notebook, then return the card. If you’ve been shown a card or not, move on to the next player and make your Suggestion again. If she holds one of the three cards in your Suggestion, she shows it to you; again, if she holds more than one you mention, she selects which one to show. Proceed around the table, asking each player. If none of the other players has the cards you asked for, you may either end your turn, OR you may make an Accusation.

#### Making an Accusation:

When you think you’ve solved the mystery, you may, on your turn, make an Accusation. Announce that “It was (Suspect) in the (Location) with the (Weapon).” Now, look at the cards in the Case File envelope. If you’re right on all three counts– Whodunit, Where and How–YOU WIN! If you’re wrong about any of the cards, put the cards back in the envelope–without letting anyone else see them. You’ve lost your chance to win, and you take no more turns yourself. But you still answer Suggestions made by remaining players, and others may still move your token into locations when they make Suggestions. Remember: To make a Suggestion, you must be in the Location you name. To make an Accusation, you may name any Location without actually being in that place.

### STRATEGY HINTS FOR THE SUPER SLEUTH:

1. Don’t Forget to Snoop. Especially when your dice roll is large enough to snoop and enter a Location on the same move.

2. Making Suggestions. You may want to name one or more of your own cards in order to gain information–or mislead your opponents.

3. Proving a Suggestion. It is possible on one turn to be shown all three cards; however, this is not an advantage, because all the players heard you make your Suggestion, and everyone will know that those three cards are not in the Case File envelope. This is another reason you may want to include one of your own cards in the Suggestion.

4. Your Detective Notebook. Be sure to note what you’ve learned on your Detective Notebook. You may find it helpful to put the initials of which players showed you which cards.

5. Sneaky Move. If an opponent’s token appears to be heading to an important Location, on your turn you may want to include that Suspect in a Suggestion in order to move him or her away from that Location.

WINNING: The first player who correctly names all three cards in the Case File envelope wins, and lays the cards face up on the table as proof.