You’re on a high school drama club trip, but someone came for
more than the scenery! The art has been stolen from the Louvre,
and it’s hidden at one of the sites you’ve visited.
students used a drama club “weapon” prop to commit the crime—
now it’s up to you to
players about their cards. If you can narrow down
hid it, and with
solve the mystery! Travel around Paris asking other
which prop,then make a correct accusation, you win!
1
Separate the Rumor cards into students, sites and props. Secretly
take one card from each pile and place it into the airmail envelope.
Put the envelope off to the side.
The Envelope Now Holds
the Answer to the Crime!
Who did it, at which site, with
which prop?
One of the
who did it, where they
Shuffl e the remaining Rumor
cards together and deal them,
face down, so that each player
has the same number. Place
any extra Rumor cards face
down on the Hotel in the
center of the gameboard. (You
may look at these cards only
when you move into the Hotel.
See pg. 4 for more details.)
2
Contents: Gameboard, 6 Student Pawns,
6 Passports, Deck of Rumor Cards,
Deck of Intrigue Cards, Clue
Sheets, Confi dential
Envelope, 2 Dice,
9 “Weapons”
Mustard
& Scarlet’s
START
spaces
3
Place the student pawns on their matching color start spaces.
Then choose which student you’d like to be.
SCARLET
Take the matching Passport and
place it in front of you. Inside
each Passport is a special “power.”
See pg. 7 for details.
MUSTARD
WHITE
GREEN
PEACOCK
Props
PLUM
On your turn, move around the city and
“Start a Rumor” to try and fi nd out
what the other students know by
learning which cards they have in their
hands. When you think you know what
cards are in the envelope, head to the
Hotel and “Make an Accusation.”
Move by rolling the dice or using
the Metro – every turn (see pg. 4)
And Either…
Start a Rumor
“I think it was...”
– only if you’re at a site
(see pg. 5)
Or… Make
2 CLUE
Each player gets a map sheet.
Secretly check off the Rumor
cards you were dealt.
!
DO NOT CHECK OFF YOUR
STUDENT PAWN UNLESS YOU
HAVE ITS RUMOR CARD.
4
5
Shuffle the Intrigue cards and place to one side.
CLOCK CARD
KEEPER CARD
See pg. 7 to learn when to draw an Intrigue card.
6
Place the props in the Hotel. Roll the dice. High roller goes fi rst.
Bat
Ax
Pistol
Candlestick
Dumbbell
Knife
Poison
Rope
Trophy
an Accusation
“It was...”
– once per game
at the Hotel
(see pg. 6)
CLUE 3
MovingRumors
There are two
ways to move…
Roll the Dice
Roll the dice. Move up to the sum of the two
dice, counting squares toward an entrance
to your desired site. Entrances are shown as
lighted “doorways”. You may only enter sites by
these lighted entrances (see illustration below).
If one of the dice shows a question mark,
immediately draw an Intrigue card (see pg. 7).
Use the Metro
If you’re at a site with a Metro (Arc de Triomphe,
Bastille, Sacred Heart Basilica, or Orsay
Museum), you may use it to move
directly to the connected site.
If You Move into the
Hotel You May Either…
The
Hotel has
3 lighted
entrances
Rules of
Moving
You do NOT have to use your
full move.
You may NOT re-enter a site you
left during that turn.
If you land on a space with a
question mark, STOP MOVING and
draw an Intrigue Card.
On your turn you must move out of
a site unless you were moved there
during a Rumor (See page 5).
You may move horizontally or
vertically, forward or backward but
NOT DIAGONALLY.
Once you enter a site, STOP
MOVING.
You may pass through, but not
end on, a space occupied by
another player.
START A RUMOR
Try to Determine Which Three
Cards are in the Envelope
If after moving, you are at a site (not the Hotel), you
may start a Rumor. To start a Rumor: name a student;
a prop; and the site you are in. Move the named
student’s pawn and prop into the site with you
(unless they are already there).
Example: You’re Green and you enter the Arc de Triomphe.
You start a Rumor: “I think Scarlet did it, at the Arc de
Triomphe, with the Dumbbell.” Move Scarlet’s pawn and
the Dumbbell into the Arc de Triomphe.
Proving a Rumor True or False
As soon as you’ve started a Rumor, the other players
try to prove it false. The fi rst to try is the player to
your immediate left.
If that player has one of the named Rumor cards in
their hand, they show it to you and only you. If the
player has more than one of the cards named, they
select one ( just one) to show you. Check this card off
on your map sheet – this proves the card is not in the
envelope. Your turn is over.
If the player to your left has none of the named
Rumor cards, then the next player to the left tries to
prove your Rumor false. And so on.
If no one can prove your Rumor false, your turn
is over.
If You Were Moved to a Site as
Part of a Rumor
If the student you are playing was implicated in the
Rumor and your pawn has been moved into the site
from somewhere else, you may draw one Intrigue
card for the inconvenience.
If your student was already at the site, or a student
not controlled by a player was moved, then no card
is drawn.
Look at any or all face down Rumor cards, OR
make an Accusation (See pg. 6).
4 CLUE
CLUE 5
AccusationCards
a
d
ath the
e
PERSONALITY profi le
Th
j
ust for fun and has
no
effect on the game
.
Making an
Accusation
When you think you’ve fi gured out which
three cards are in the airmail envelope, roll the
dice and try to get to the Hotel to make an
Accusation.
Once you get to the Hotel, you accuse a student,
using a prop, at a site: “I accuse Scarlet, with the
Poison, at the Arc de Triomphe.” Then, secretly
look at the cards in the envelope.
Winning
You win the game if your Accusation is correct—
that is, if you fi nd in the envelope all three of the
cards you named. When this happens, take out
the cards and show everyone.
If Your Accusation is Wrong
• Secretly return the three cards to the envelope.
• You do not make any more moves in the game,
and cannot win.
• You continue to try to prove your opponents’
Rumors false by showing cards when asked.
• Your pawn can still be part of a Rumor but you
no longer draw Intrigue cards.
Learn how the
Intrigue Cards add
more suspense!
Intrigue Cards
There are 2 types
of Intrigue cards:
1. CLOCK CARDS: There are
8 Clock cards in the Intrigue
deck. The fi rst 7 do nothing.
If drawn, place the card, face up, underneath the
board near the river so all can see how many Clock
cards have been drawn. If you draw the 8th Clock
card, however, then your trip is over!
Drawing the 8th Clock Card:
If you draw the 8th Clock card, you are out of
the game.
Place your cards face up where all players can see
them. You no longer play in the game or draw any
Intrigue cards. However, your pawn can still be part
of a Rumor.
Return the 8th Clock card to the draw pile of
Intrigue cards, even if it is the only card left in the
draw pile. This means that the 8th Clock card can
be drawn again and again. Note that it is possible
for all of the students to be eliminated by the 8th
Clock card and no one wins!
2. KEEPER CARDS: If you draw
a keeper, you get to keep it.
These good cards are used in
different ways throughout
the game. You can have and
play as many keepers as you
like in any turn.
3 Ways to Draw Intrigue Cards:
1. Roll a question mark: You MUST draw one
Intrigue card.
2. Land on a question mark: You MUST draw one
Intrigue card.
3. Moved to a site as part of someone starting a
Rumor: You MAY draw one Intrigue card.
Passports
The PASSPORT opens to show a power that
each student has. This power is usable
once per game. After you use it, close the
Passport to and turn it over to reveal the
personality profi le.
The PERSONALITY profi le is just for fun and has no effect on the game.
6 CLUE
CLUE 7
Loading...
+ hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.