Ages 8 to Adult 3 - 6 playersThe ClassicEditionI NT RODUCT I
ONCLUE is unlike any other game. All of the characters
arectitious!even the victim isimagined. It islike aStage Play.The
scene opens in Mr. Boddys palatial mansion. Mr. Boddyis the victim
of foul play and is found in one of the rooms.T HE OBJECTOF T HEG A
M E is todiscover theanswer to these three questions:I S T W H O ?W
h i c h o n e of s e v e r a l suspect s d i d i t ?2 ND WHERE!3RD
H O W !The answer lies in the little Envelope restingon the
stairwaymarked X inthe cent er of the board. The envelope contains3
cards. One card tells who did i t , another card reveals ther oom
in which it all happened, and the third card disclosesthe weapon
used.The player who, bythe process of deduction and good
plaincommon sense, rst identies the 3 clue cards hidden in
thelittle envelope, wins the game.This is accomplished by players
moving i nto the r ooms andmaking suggestions of what they
believeis ther oom,thepersonandtheweaponfor thepurposeof
gaininginformation. This informationmay reveal which CLUEcards are
in the other players hands and which cards aremissing and must ,
therefore, be hidden in the little manillaenvelope. Accusing a
suspectandnaming theweaponand theroom under suspicion is one of
themos t excitingfeatures of CLUE.EQUIPMENT:The Gameboard showing
nine rooms of Mr. Boddys house.Six colored pawns representing the
suspects in the house.Thecolorsof thepawnsarecloselyassociated
withthenames of the suspects:Suspect s Pa wn sCol. Mustard
YellowMiss Scarlett RedProf. Plum PurpleMr. Green GreenMrs. Whi te
Whi t eMrs. Peacock BlueSix miniature weapon tokens and ONE
DIE.Thepack of 2| illustrated cardsincludes a card for eachof the
6suspect s, one for each of the 6weapons, andonefor eacho f the9 r
o o m s . Therei s alsoacaseleenvelope.A pad of Detective Notes is
included toaid the players intheir investigations.PREPARATI
ON:Place the pawns on the starting squares marked with theirnames.
All 6 pawns are placed on the board regardless ofthenumber of
players. Place each of the Weaponsin adifferent r oom, using any of
the rooms.Ar r a n g i n g t h e Ca r d s :Place theempty envelope
on thespot marked X in thecent er of the board.Then s o r t the
pack of cards i nto threegroups!Room Cards, Weapon Cards and
Suspect Cards.Shufe each of these three groups separ at el y. Take
thet op card from each group and place it inthe envelope.T h i ss h
o u l d bed o n e c ar ef ul l y s o t h a t nopl ay er k n o
wsanyof t h et h r e ec ar ds(oner oom, one weapon, andone suspect)
pl aced i n t h e envel ope.Deal i ng t h e Car ds:The remaining
cards in the three piles are n o w thoroughlymixedtogether and
shufed, andthen are dealt, oneat ati me, clockwise aroundthe table
to each player.I TI S I M P O R TA N T T H A T N OPL AYER S H A L L
SEEA N YOFT H ECARDSWHI L ET H E YARE BEI NGSHUFFLED A N D
DEALT.Some players may receive mor e cards than others.Each player
holds the cards dealt him, taking care that noother player sees the
cards in his hand.START:Each player takes the colored pawn nearest
tohim on theboard, and uses it throughout the game.The player
having the red pawn, Miss Scarlett, rolls the dieand moves
rst.After Miss Scarlett has moved, then e x t player on the
leftrolls the die and moves. Each of the other players followsint
ur n. lnsucceeding gamesplayersshouldtaket ur ns,dealing and
starting.MOVEMENT OF PAWNS :To r e a c h a r o o m players may move
their pawns on thewhitesquaresanywhereontheboardaccording to
thethrow of the die. All the white squares on the board aref
orthemov ement of pawns. Pawnscanmove forward,backwards, or
crosswise. b u t ! n e v e r di agonal l y. Apawn may be moved
forward and crosswise onthesamet ur n, but itcannot move toa
particular space twi ce in thesame t ur n.NOT WO PAWNS MAY OCCUPY
ANY ONE SQUARE,NOR MAY APLAYER MOVE HIS PAWNTHROUGH ASQUARE
OCCUPIEDBY ANOTHERPAWN. Ar oom,however, maybe occupiedby
anynumberof pawns andweapons.MOVI NG I N T O AROOM:Thereare three
wayso f e n t e r i n g a room: (I) Throwingthedie and moving
yourpawn along thesquaresenteringthrough a doorway, (2)
viatheSecret Passages by leapingacross the board, corner to corner,
without usingthe die, and(3) aplayers pawn may be placedin a room
byanother playerin the feature play known asthe Suggestion."I f the
spaceat theent r ance t o ar oomi s occupiedby thepawn of one
player, no otherplayer maymovei nt o thatr oom, through that
door.SECRETPASSAGES:TheSecret Passagesshowninthecorner
roomsenableplayers to move between oppositecorner roomsinonemove.
This can bedone on aplayers t u r n without throwingthe die merely
by moving his pawn tothe opposite cornerr oom andannouncing heis
using theSecret Passage. ASuggestion may be made after this
move.GETTI NG O U T OF AROOM:There are three ways of l eavi ng a
room: (I) by throwingthe die and movingo u t through adoorway o n t
o the squares,heading toward another r oom of your choice, (2) by
usingthe Secret Passages and nally, (3) by being transferred to
anew r oom by some other player.On the throw of the die, players
may ent er Rooms by theDOORS only, but cannot leave a r oom on the
same t ur n;ent er i ng t h e R o o me n d s t h e mo v e . It is n
o t necessarytothrow the exact number toent er a Room. That is, if
aplayer needs 4 tobring him into a r oom and throws 6, heignores
the last t w o units after entering the Room.Players already i na r
oom may leave i t by any door ! us i ngthediea s usual andmoving
towardanother r o o m ! o r ,theymayuse a secr etpassage, if ina
corner r oom. Thedoors of each r oom are n o t counted asa
square.THE SUGGESTI ONWhenever a player movesi nto a r oom he
should make aSuggestion.A Suggestion consists of namingaSuspect,
aWeapon andtheRoom i nt o which theplayer hasmoved. AS SOONAS
APLAYER MAKES ASUGGESTION THE PAWN OFTHESUSPECTNAMED
ANDTHEWEAPONNAMEDAREBROUGHTI NTOTHEROOMNAMEDINTHESUGGESTION. No
player may forfeit at ur n toremain in aparticular r oom. Players
must move by a throw of the dieor by the secr et passages on each t
ur n.AnExampl e:The player representing Miss Scarlett may, in t w
omoves,reach the Lounge. Miss Scarlett may then call aSuspect
intothe Lounge (for example Mr. Green) andmove the greenpawn i nt o
the Lounge. She willalso call i nt o theLoungesome weapon(for
example, the Wrench)and will sayIsuggest that the crime was
committed in the LOUNGE, byMR. GREEN with the WRENCH.N o t e : All
pawns, spare ones aswell asplayers own pawns,fall under equal
suspicionandshouldbeconsideredbyplayers making Suggestions.PROVI NG
THE SUGGESTI ON TRUE ORFALSE:When aSuggestion has been made the rst
player to the leftof the one makingthe Suggestion examines his
cards toseeif he is able toprove the Suggestion false. To disprove
theSuggestion he must hold one or mor e of the cards named.(In our
example above, the cards named are Mr. Green, theWrench and the
Lounge). If he holds one or mor e of thesecards, hemust
showoneonlyto theplayer making theSuggestion. T h i s m u s t be d
o n ew i t h o u t t h eo t h e rpl ayer s seei ng t h e c a r d s
hown.(lf Miss Scarlett holds inh e r o w n h a n d one or mor e
ofthese cards, perhaps the Lounge and M r . Gr e e n , she maysoon
discover whether some other player has the Wrench,orif it is hidden
in the envelope. Asmar t player will oftendeliberatelymake a
Suggestionnaming one or t w ocardsthat he holds in his own hand
just to gain information or tomislead the other players.)If the rst
player to the left does n o t have any of the threecards, then
thenex t player at his left examineshis cardsand mu s t show one of
the three if he has i t.A player havingmor e than one of the called
cards may showwhichever onehe wishes, but only one.Obvi ousl y i f
any pl ayer hol ds i n hi s h a n d o n e orm o r eof t h e3car dsn
a me d i nt h esuggest i on, i t i s p r o o ft h a t t hos e par t
i c ul ar car ds a r e n o t i n t h e envel ope.Ther ef or e, wh e
n a c ar d i s s hown t ot h e pl ayer w h oma d e t h e Suggest i
on, hi s Suggest i on has t h u sb e e npr ov ed t obe f al se, a n
d he may wi s h t oma k e a n o t eof t h i s on hi s Det ect i ve
Pad.The opportunity to prove the Suggestion false passes to theleft
until some player has shown ONEcard to the suggestingplayer, whose
t u r n then ends, and play passes tothen e x tplayer.If
noonedisprovestheSuggestiontheplayer thenmayeither pass the t ur n
or else make anACCUSATION.ACCUSATI ON:When a player is satised that
he knows the threeClueCards hidden in the envelope, he can on his t
ur n, make anACCUSATION. He states that he is making
anAccusationand names the three Clue Cards he believes tobe in
theenvelope. Then, carefully, so that the other players do n o
tsee, he looks at the three cards in the envelope. Contraryto
therules for making a suggestiona playermaymakean accusation
whetheror n o t his piece is in ther oom hementions.W I N N I N G
THE GAME:IF THEACCUSATIONIS CORRECT, THATIS, IF
THEPLAYERFINDSINTHEENVELOPE, THOSE3CARDSTHAT HEJUST NAMED, HELAYS
THE CARDS FACE UPON THE TABLE, AND HEISTHE WINNER.If the Accusation
is incorrect, the player r et ur ns the threeClue Cards to the
envelope unseen by any other player andreplaces it on the board.
Having made a false Accusationhe has no further moves in the game,
and cannot wi n, butremains asaplayer to contradict Suggestions
made by otherplayers with the cards he holds in his hand.Aplayer
canmakeonlyoneAccusationduring anyonegame.OT H E R I NTERESTI NG
NOTES A N D H I N T SFOR PLAY:A PLAYER MUST BE EXTREMELY CAREFUL
INEXAMINING HIS CARDS BEFORE STATING HECANNOT DISPROVEA
SUGGESTION.Suggestionsmay even include cardsheld in the playersown
hand.The r oom named in aSuggestion must always bethe one i nt
owhich the suggesting players own pawn has been
moved.Aplayermaymake onlyoneSuggestionafterentering ar oom, andmayn
o tmake anotheruntilentering anotherr oomor else, using at least T
WO TURNS, leavingand thenre-entering the same r oom.Pawns and
weapons transferred toa r oom asthe result ofa Suggestionaren o t
returned totheiroriginal positionson the board. To leave a r oom in
which his pawn has beenplaced by aSuggestion, aplayer on his nex t
t u r n uses eitherthe THROWOF THE DIE or, i f i n a cornerr oom he
canuse the SECRET PASSAGE.If a pawn is moved i nto a r oom by a
Suggestion, the playerwho owns the pawn may, on his next t ur n,
makeaSuggestionof his own for that room. For this t ur n he does n
o t throwthe die or move his pawn.By making Suggestionsandhaving
themproved TrueorFalse players willeventuallybe able toidentify the
threeClue Cards in the envelope.Although there is no requirement or
rule on how playersshoulduse theDetectiveNotePadsit is suggested
thatthe best and easiest way to play the game is to check offitems
on the Note Pads as they become known and usingtheinitials of the
player showing thecard sometimes is anadditional aid in winning the
game.Some players prefer tocheck off thenames of the cardsdealt
tothem at the beginning of each game.wr i t e : Winning Moves
Games75 Sylvan Street, Suite C-I04Danvers, MA 0|923phone:
|.800.664.7788Ext. 4f ax : 978.739.4847emai l :
[email protected] mor e information about Winning
Movesproduct safety and compliance please
visithttp://www.winning-moves.com/product_safetyHASBRO, its logo,
CLUE and all related characters aretrademarks of Hasbro and are
used with permission. 20|3 Hasbro. All Rights Reserved.Made and
manufactured by Winning Moves Inc., 75 SylvanStreet, Suite C-IO4,
Danvers, MA 0|923 USA.Colors and parts may vary. Made in
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Moves@GA Es_classic,Licensed By:I t em # 1137 /Secl cl unl l l sl
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