Clue FX/Rules

## Object

Mr. Meadow-Brook, apparently the victim of foul play, is found on the grounds of Tudor Mansion. To win, you must find Inspector Brown and give him the answers to the following questions: "Who did it?" "Where?" and "with what Weapon?"

## Set up

* Sort the deck of cards into three piles: Suspects, Locations, and Weapons. Shuffle each pile separately and place them facedown on the table. Then, so no one can see, take the top card from each pile and place it into the Confidential Case File envelope. This envelope now contains the answers to the questions: "Who did it?" "Where?" and "with what Weapon?" Set the Case File envelope off to the side for now, but don't put it too far away. Without it, you can't solve the crime!

* Now, take the three card piles and shuffle them together into one deck. Place the deck facedown on the table.

* Take the top card from the deck and, without looking at it, place it into one of the suspect envelopes. Repeat this for all eight suspect envelopes. Once there is a card in each envelope, place the envelopes, picture-side up, near the edge of the gameboard, within reach of all players. Be careful not to reveal which cards are in the envelopes.

* Deal the remaining cards facedown, one at a time, clockwise to each player around the table.

* Each player chooses one of the four guests (Lord Gray, Lady Lavender, Miss Peach, and Prince Azure). Take the pawn of the guest you've chosen and the matching colored player folder. Place these in front of you for now. NOTE: If you are playing with less than four players, place the extra pawn(s) and player folders back in the box out of play.

* Secretly look at your cards. Because they're in your hand, they can't be in the Case File envelope. This means none of your cards was involved in the crime.

* Take a sheet from the detective's notebook and clip it into your folder. With a pencil (not included), secretly check off the cards that are in your hand.

## Gameplay

* Turn the game on by sliding the ON/OFF switch, located on the back of the Tudor Mansion base, to the ON position.

* The Narrator (Mr. Ashe), who is John Boddy's Butler, will ask which guests are playing. Respond by pressing the shrub (in front of Tudor Mansion) marked "YES," or the one marked "NO." After you answer for all four guests, the Narrator will welcome you all to Tudor Mansion. Example: *"Is Lord Gray playing?"* PRESS YES. *"Is Lady Lavender playing?"* PRESS NO *"Is Miss Peach playing?"* PRESS YES *"Is Prince Azure playing?"* PRESS YES *"Aahhh ... Lord Gray, Miss Peach, and Prince Azure. Welcome to Tudor Mansion ... "*

### Entering a new location

When it's your turn, you must move your guest to a new location. (Exception: You do not have to move if you are at the location with the Inspector AND are making your Final Accusation. You will learn more about this later.) You may move directly into any of the nine locations on the board. More than one guest may be in a location at the same time. To enter a new location, place your pawn anywhere on the log-in space and press down. When you enter a location, you may or may not encounter suspects or find the Inspector.

### Encountering a Suspect and Finding the Inspector

Remember that each suspect has a clue to the crime. Throughout the game you'll want to question as many of the eight suspects (Colonel Mustard, Professor Plum, Mrs. White, Miss Scarlet, Mrs. Peacock, Mr. Green, Mrs. Meadow-Brook, and Rusty) as possible so you can learn what information they hold. This will help you put together clues so you can make your Final Accusation.

### Search or make a suggestion

When you enter a location that has one or more suspects in it, the Narrator will announce who is there.

> EXAMPLE: You enter the Stable. The Narrator says: "You see Mrs. Peacock at the Stable."
>
>

If there is a suspect at the location that you've entered, you can immediately question him/her by taking his/her suspect envelope and secretly looking at the card inside. Mark your detective sheet with the clues you've just uncovered. Then return the card to its envelope and place the envelope back near the edge of the gameboard. • If there is more than one suspect in the location, you may look inside each of those suspects' envelope.

* If there are no suspects at the location you've entered, the Narrator will tell you there are no suspects there. You CANNOT look inside any of the envelopes.
* If you enter a location where the Inspector is, the Narrator will tell you he is there. Now, continue your turn by EITHER searching for a hidden suspect or making a suggestion.

Once you have searched the location, your turn ends. EXCEPTION: If you searched and found the Inspector AND you want to make your Final Accusation, you may do so immediately.

### Making a Suggestion

By making Suggestions and using the process of elimination throughout the game, you try to discover additional clues to the crime. You can only make one Suggestion per turn. To make a Suggestion, name any one of the eight suspects, any one of the six weapons, and your current location.

#### Proving a Suggestion True or False

As soon as you make a Suggestion, your opponents, in turn, try to prove it false. The first to try is the player to your immediate left. That player looks at his/her cards to see if any of the three cards you named are there. If the player has one of the named cards, he/she must show it to you (and ONLY YOU). If the player has more than one of the cards that you named, he/she only has to show you one. The card shown is his/her choice. If that player has none of the cards that you named, then the chance to prove your Suggestion false passes to the next player to the left.

As soon as one player shows you one of the cards that you named, it is proof that this card cannot be in the Case File envelope. Now mark this card's information on your detective sheet and end your turn by pressing the shrub marked "DONE." If none of your opponents can prove your Suggestion false, end your turn by pressing the shrub marked "DONE."

#### Special Notes about Suggestions

When making a Suggestion, you may, if you wish, name one or more of the cards that you're holding in your hand (or ones that you've already seen in the suspects' envelopes). You may want to do this to draw out specific information, or to throw your opponents off the trail.

### Suspects' and the Inspector's Movements

While you are trying to find the eight suspects for questioning, they are trying to avoid you by constantly moving around the grounds. Just when you think you know where they are ... they move! In between each player's turn (starting after the first turn is taken) one or possibly two suspects, and maybe the Inspector, will be moved electronically by the game to new locations. The suspects (and the Inspector) will move one space, in either direction, to a location adjacent to the one they departed. An adjacent location is one that's entry is next on the path around the grounds. See Figure 3. There's no telling who might move next.. . or to where.

#### Announced Movements

If the suspects' (or Inspector's) movements are seen by a guest (meaning they move from or to locations guests currently occupy), the Narrator will announce the move.

* EXAMPLE 1: Miss Peach and Mrs. White are at the Stable. Mrs. White moves to the Gate House. No guests are at the Gate House. The Narrator says: "*Mrs. White has left the Stable.*" Mrs. White's destination was not announced because no guests were at the Gate House.
* EXAMPLE 2: Miss Peach and Mrs. White are at the Boat House. Mrs. White moves to the Garden. Prince Azure is already at the Garden. The Narrator says: "*Mrs. White has left the Boat House and entered the Garden.*"

### Sound Clues

If the suspects' departures and arrivals are unseen by any guests (they move from and to locations where there are no guests present), a sound clue MAY be given. The sound clues are the same ones you hear upon moving your guest's pawn into a location. The sound clue will only be given for the location where the suspect is arriving. Listen closely for these sound clues, they may help you to track down suspects you still need to question!

* EXAMPLE: It's the end of Miss Peach's turn. Miss Peach and Lady Lavender are at the Stable. Lord Gray and Prince Azure are at Tudor Mansion. Rusty moves from the Garage to the Tennis Courts and Mrs. White moves from the Gate House to the Swimming Pool. Neither Rusty's nor Mrs. White's movements are seen by any guests. Before the next player's turn is announced, you might be given a sound clue for the Swimming Pool. If you're paying attention and hear this sound clue, you would know that a suspect had just moved to the Swimming Pool.

### Making a Final Accusation

VERY IMPORTANT: When you think you've figured out which three cards are in the Case File envelope, you must find Inspector Brown. It is only when you are in the same location as him that you can make your Final Accusation. REMEMBER: When making your Final Accusation, you DO NOT need to be in the location you are naming; you just need to be in the same location as the Inspector. To make a Final Accusation, press the shrub marked "FINAL." You will be asked to confirm that this is what you want to do. Press the shrub marked "YES" to confirm. Now, announce Who you think did it, Where, and with what Weapon.

> "I accuse Colonel Mustard of committing the crime in the Stable with the Lawn Gnome."
>
>

After you make your Accusation , take the Case File envelope and, without showing the other players, look at the cards inside.

#### If Your Accusation is Incorrect

If one or more of the cards in the Case File were not the ones you named in your Accusation, you were incorrect. Put the cards back into the Case File (without showing them to the other players) and when Inspector Brown asks you if you were correct, press the shrub marked "NO." The Inspector will tell you, "You should have been more diligent in your deductions."

You will hear the next player's turn announced. The game continues until a player makes a correct Accusation. The Narrator will no longer call out your guest's name and you cannot take any more turns. However, you can continue to prove other players' Suggestions false by showing them your cards.

### Winning

You win the game if your Accusation is completely correct - that is, if the Case File envelope contains all three of the cards you named. After finding the three cards you named, show them to the other players. When Inspector Brown asks if you were correct, press the shrub marked "YES."