Hasbro Clue Classic Detective Game User Manual

CLASSIC DETECTIVE GAME
For 3 to 6 players / Ages 8 to adult
Rules ©1986 Hasbro, Inc. Printed in U.S.A.
Object
Mr. Boddy—apparently the victim of foul play—is found in one of the rooms of his mansion. To win, you must determine the answers to these three questions: Who done it? Where? and with What Weapon?
Equipment
6 colored tokens, each representing one of the Suspects:
Colonel Mustard—yellow; Miss Scarlet—red; Professor Plum—purple; Mr. Green—green; Mrs. White—white; and Mrs. Peacock—blue
6 miniature weapons: Rope, Lead Pipe, Knife, Wrench, Candlestick, Revolver
Pack of cards: One card for each of the six Suspects, six Weapons and nine Rooms
Pad of detective “notebooks” to aid in your investigation
Confidential “Case File” envelope
1 die
Setup
1. Look on the board for the START space and Suspect name nearest you. Take that Suspect token as your playing piece and put it on that space. If fewer than six are playing, be sure to place the remaining token(s) onto the appropriate name(s)— they might, after all, be involved in the crime, and they must be on the premises!
2. Place each of the weapons in a different room. Select any six of the nine rooms.
3. Place the empty envelope marked “Case File CONFIDENTIAL” onto the “X” in the center of the board.
4. Sort the pack of cards into three groups: Suspects, Rooms and Weapons. Shuffle each group separately and place each face down on the table. Then—so no one can see them—take the top card from each group and place it into the envelope. The Case File now contains the answers to the questions: Who? Where? What Weapon?
5. Shuffle together the three piles of remaining cards. Then deal them face down clockwise around the table. (It doesn’t matter if some players receive more cards than others.) Secretly look at your own cards: Because they’re in your hand, they can’t be in the Case File—which means none of your cards was involved in the crime!
6. Take a detective’s notebook sheet and, so no one can see what you write, fold it in half: Check off the cards that are in your hand, if you wish.
7. Miss Scarlet—the player with the red token—always plays first. Play then proceeds, in turn, to the first player’s left.
GAME PLAY
Moving Your Token
On each turn, try to reach a different room of the mansion. To start your turn, move your token either by rolling the die or, if you’re in a corner room, using a Secret Passage:
Rolling
Roll the die and move your token the number of squares you rolled.
You may move horizontally or vertically, forward or backward, but not diagonally.
You may change directions as many times as your roll will allow. You may not,
however, enter the same square twice on the same turn.
You may not enter or land on a square that’s already occupied by another suspect.
Secret Passages
The rooms in opposite corners of the mansion are connected by Secret Passages. If you’re in one of these rooms at the start of your turn, you may, if you wish, use a Secret Passage instead of rolling. To move through a Secret Passage, announce that you wish to do so, then move your token to the room in the opposite corner.
Entering and Leaving a Room
You may enter or leave a room either by rolling the die and moving through a door, or by moving through a Secret Passage.
A door is the opening in the wall, not the space in front of the doorway. When you pass through a door, do not count the doorway itself as a space.
You may not pass through a door that’s blocked by an opponent’s token.
As soon as you enter a room, stop moving. It doesn’t matter if you roll
a number that’s higher than you need to enter.
You may not re-enter the same room on a single turn.
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