Clue Conspiracy/Rules

## Object of the Game

**Clue Conspiracy** is a game of lies, Sabotage, and deductive reasoning in which players are on opposing teams: Conspiracy members and Friends. There are three ways to end the game and each offers a unique way to win. See END OF THE GAME.

***To win as a Conspiracy members:***

* Your main goal is to carry out a murder Plot that that takes place in a specific Location with a specific Weapon.
* In case you can't carry out the Plot, try to murder Mr. Coral by setting Traps around the resort.

***To win as a Friend of Mr. Coral:***

* Your main goal is to keep Mr. Coral alive by preventing the Conspiracy's Plot and eliminating all the Traps on the board.
* In case Mr. Coral dies by Traps, you should also try to determine who is the Conspiracy Ringleader, what Weapon the Ringleader wants to use, and the Location where they ultimately plan to Mr. Coral. If you can determine the WHO, WHERE, and WHAT, you can turn the Conspiracy into the authorities, clear your names, and win the game.

## Setup

### Creating your identity

1. Each player chooses an identity Envelope. Take the color-matched pawn and place it in front of you.

2. Find the deck of Secret Role cards and take the cards needed based on the number of players **(see the chart below)**. Then shuffle those cards and deal one Secret Role Card to each player.

*NOTE: For a four-player game, see Four-Player Rules*

3. Take the Scout Log and Bodyguard Log from the box and set them aside. These contain reference information about what to do during a round.

### Set Up the Resort

4. Place the gameboard in the center of the table. Use the diagram shown in the middle of the page for reference as you progress through the rest of Set Up.

5. Place the wooden Cloud Token on the Storm Tracker.

6. Place the wooden Heart Token on Mr. Coral's Health Tracker. Put Mr. Coral's Pawn aside for now, you'll need it when you begin play.

7. Make a pile of the Weapon and Location Tokens near the board.

8. Shuffle the Supply Cards and deal three to each player. Place the rest of the Supply Cards facedown on the gameboard.

### Set the Plot

9. Separate the deck of Clue Cards into three piles:

* Locations
* Weapons
* Instant Disarms and No Clue Found Cards.

10. Shuffle the deck of Location Clue Cards. Draw one, and place it facedown on the CLUE CONSPIRACY logo. **This is the Plot Location: the place where the Conspiracy will try to murder Mr. Coral!**

11. Draw a second Location Clue Card and place it faceup near the board. The Location shown there is SAFE (it can't be part of the Plot) and can be used later to start the game.

12. Add one Instant Disarm and one No Clue Found to the rest of the Location Clue Cards and shuffle them together. Deal one card facedown on each of the nine Locations around the board.

13. Shuffle the deck of Weapon Clue Cards. Draw on, and place it facedown on top of the Location card on the CLUE CONSPIRACY logo. **This is the Plot Weapon: what the Conspiracy will try to use to murder Mr. Coral!**

14. Take the rest of the Weapons, Instant Disarms, and No Clue Found Cards, shuffle them together, and place one card facedown on each of the nine Locations around the board.

15. **Trap Tiles are double-sided.** Place one Trap on top of each pile of Clue Cards (one per Location, including the "safe" Location) and make sure the side that's faceup matches the number of players.

NOTE
**Trap Tiles are double-sided: 4-7 players** and **8-10 players.**
## Prepare to Play

The Conspiracy's Plot to kill Mr. Coral consists of a:

* Ringleader (WHO)
* Location (WHERE)
* Weapon (WHAT)

The Secret Role cards passed out during set up determined WHO is the Ringleader and the two cards now laying face down on the board represent the WHERE and WHAT. Now it's time to bring it all together and have the Ringleader share the Plot with their Accomplices.

### The Conspiracy Hatches Their Plot

Choose a random player to narrate the following steps out loud--they'll either need to memorize these steps or use the companion app.

2. **Conspiracy members** (the Ringleader and Accomplices), open your eyes and acknowledge the other Conspiracy members.
3. **Ringleader,** flip over the Plot cards on the board, and show them to your Accomplices. Memorize the Location and Weapon then put both cards in your identity Envelope.
4. **Ringleader and Accomplices,** close your eyes.

### Player Roles

There are two kinds of roles in this game:

* **Secret Roles** (Friends, The Ringleader, and Accomplices) that are fixed.
* **Rotating Roles** (Scout and Bodyguard) that pass around to round. The Scout and Bodyguard may be Friends or Conspiracy members.

#### Secret Roles

***Friends:*** Your goal is the keep Mr. Coral alive by successfully disarming the Traps that have been laid for him. If a Trap is disarmed, it can't hurt Mr. Coral.

***Conspiracy Ringleader:*** Your goal is to lure Mr. Coral to the Plot Location, but only after he has taken at least one damage and you have been chosen as the Bodyguard when the team visits that Location. To set off the Plot you need to be the right person (the Bodyguard), at the right time (after Mr. Coral has been injured), in the right place (the Plot Location).

***Conspiracy Accomplices:*** Your goal is to help the Ringleader enact the Plot by convincing other players to trust the Ringleader, sabotaging attempts to disarm traps, and keeping your identity hidden.

#### Rotating Roles

***Scout:*** The Scout is the team leader for each round. The role always moves clockwise.

***Bodyguard:*** The Bodyguard is chosen by the Scout. Whenever the team moves to a new Location, the Bodyguard gets to collect Clues from the Location. Depending whether you're a Friend or a Conspiracy member, you may tell the truth about the information you've gathered or lie.

## How to Play a Round

**The game is played in rounds.** Every round consists of several phases:

* The Scout **choosing a team** of players and a Location to travel to on the board.
* All players **voting** on that team and Location, then traveling to the Location.
* **Asking the table** if the Plot was activated.
* The chosen team **attempting to disarm the Trap** at that Location.
* The Bodyguard **collecting Clues** after the Trap is removed.
* **Distributing Supply Cards.**

After these steps have been completed, the role of the Scout moves to the left and a new round begins.

If you want to dive in, begin play now while using the rest of the rules to guide your first round.
### 1. Choose a team

The player who most recently flew on an airplane is the first Scout. Place the Scout log in front of you.
**The Scout chooses:**

1. A LOCATION - If it's the first round, it's recommended that you choose the safe Location Clue Card sitting near the gameboard.
2. A BODYGUARD - That player is responsible for "escorting" Mr. Coral to the chosen Location. Give that player the Bodyguard Log.
3. OTHER TEAM MEMBERS - These are the players you'd like to bring along this round. You may bring any number of players, but the Scout and Bodyguard must always accompany the group.

Any player may make an argument for a different Location, Bodyguard, or team composition but it's the Scout's decision to say when their choices are final and then call for a vote.

NOTE
For a faster game and higher stakes, limit the above steps to a **2-minute time limit.** Set a timer on your phone each time the role of Scout passes to another player. When the 2 minute are up, everyone must vote.
Role Limits:If you have been the Scout or Bodyguard, you cannot be either of those roles in the next round. Since the Scout always moves clockwise, if a player is next in line to be Scout but was just the Bodyguard, skip them and give the Scout Log to the player after them.
### 2. Vote

Once the team composition and Location is settled, everyone votes to approve by giving a thumbs up or thumbs down. Majority rules. **If there's a tie, the vote fails.**

If the vote passes:

* Everyone who has been chosen for the team moves their pawn to their pawn to the agree-upon Location. The Bodyguard must also move Mr. Coral's pawn.
* If you are NOT going to the location, move your pawn to the GATHER SUPPLIES HERE space on the board.
* Move on the CHECK THE PLOT.

If the vote fails:

* Advance the Cloud Token one space the Strom Tracker.
* A new round begins, and the role of Scout moves to the left (remember to pass the Scout Log) and the new Scout follows to CHOOSE A TEAM. The new team composition and Location are voted on. If that vote passes, reset the Strom Tracker to zero.
* If there are three failed votes in a row, the storm interfaces with your efforts to protect Mr. Coral, and he takes one damage. Move the Heart Token accordingly and reset the Storm Tracker to zero.

NOTE
If Mr. Coral dies from taking damage this way, see IF MR. CORAL IS KILLED BY TRAPS and follow the instructions for that end state.
### 3. Check the Plot

After everyone has moved their pawns to either the chosen Location for the current round, or to the GATHER SUPPLUES HERE space, ask the table of the Plot has been activated. The can only happened if:

* Mr. Coral has taken at least one damage.
* The current Location is the one in the Ringleader's Identity Envelope.
* The Ringleader is the Bodyguard this round.

**If the Plot was activated, the game is over and the Conspiracy wins.**
**If the Plot was NOT activated, move on to DISARM TRAPS.**

## 4. DISARM TRAPS

**To disarm traps, you need Supply Cards.**

* You may have up to **three** Supply Cards in your hand at any given time.
* All Supply Cards have a value of either 1 or 2. If the value is 2, that card will also have a suit: ▲ ●
* Traps also have a value and a suit. Th value on a Trap Tile is the threshold you need to meet or beat to disarm that Trap.