
Detective Game for Juniors
For 2 to 4 players / Ages 5 to 7
©1994
CLUE is a registered trademark of Waddingtons Games Ltd; used under
WaddIngtons
OBJECT
To solve the mystery by figuring out Which Child is hiding in Which
Room with Which Pet.
You’re in a great big mansion, where there are kids playing with pets
in the rooms. But there’s somebody else in the house! Someone is
hiding with a pet, and it’s your job to play detective and find the
missing child. So visit all the rooms in the mansion, open the doors to
reveal hidden clues, and cross off on your detective note pad what
you see in the room. When you’ve visited all the rooms and crossed
off everything you’ve seen, you’ll know that what you
solution to the mystery of Which Child is in Which Room with Which
Pet!
EQUIPMENT
CLUE@ JR. game case with 4 game cards, 4 movers, note pad,
consumer-applied labels
Games Ltd., Leeds, England.
Printed in
China.
license
to Parker Brothers
didn’t
see
is the
ASSEMBLY
l
Slide the yellow latch on the un-hinged end to open the case.
Remove the 4 blank movers.
l
Apply matching character labels to both sides of a mover. Repeat
with remaining labels, being sure to put the same color character
labels on the front and back of the matching color mover.

SETUP
l
Each player will need a pencil.
l
Each player picks a mover and takes a sheet from the detective note
pad. Leave any extra movers inside the case, out of play.
l
Be sure the blue clue-revealer door is closed!
l
Note: There are two mysteries on each side of the four mystery cards,
for a total of 16 mysteries. Put the four cards in the case in any order,
and play the top mystery.
l
Put your mover on the START space of the matching color.
*
The youngest player goes first. Play passes to the left.
GAME PLAY
On your turn:
l
Spin the number spinner and move your mover that many spaces in
any direction.
l
If there’s already a mover in the track space you would land on, move
to the next available space. If there’s a mover in the keyhole you want
to put your mover in, wait until your next turn, then without spinning
the spinner, move into the keyhole and look at your clues.
*
What you do next depends on where you land!
If you land on the rug outside a room, put your
mover in the keyhole and open the door. What do
you see? On your detective note pad, put a check
(or cross off) the Room, Kid and/or Pet you saw, and
cross off the door you looked under. Sometimes
you’ll see a child
Stay here, with your mover in the keyhole, until your
next turn. On your next turn, first move out of the
keyhole onto the rug, then spin and move; don’t
count the rug space.
or
a pet, and sometimes both.
If you Land on the Secret Passage Stairway, move
through
other
the Secret
Passaqe
and come out on any
Secret Passage space on the board!
’