

Once per game, you may try to declare your solution on your turn. This may be done anywhere on the board. If that player can’t, the next player tries, and so on. If they do, the guessing player marks it on their sheet and end their turn. Starting to the player’s left, each opponent must try to disprove the theory by revealing one card to the guessing player (and only that player) that matches part of the guess.

“I think… it might be Miss Scarlet, with the revolver, in the kitchen.” Once per turn, if they are inside a room, they may make a guess about the solution that must include the room they’re in: Every turn, a player rolls a die to move their piece. If you hold cards labeled “Kitchen”, “Study”, “Lead Pipe” and “Professor Plum”, then you know that those cards can’t be in the envelope, and so aren’t a part of the solution. Players also receive a sheet to keep track of their investigation.įrom here on out, it’s a process of elimination. The remainder of the cards are shuffled together and dealt out as evenly as possible amongst the players. One of each is randomly chosen and put unseen in a little envelope in the center of the board. These three variables are represented by a stack of cards, each having a Suspect, Weapon or Room. Boddy, in which room on the board it happened, and what the murder weapon was.

Players compete against each other to determine who killed Mr. Peacock, nor does Colonel Mustard’s military history give him any advantages. Since then, generations of players have been journeying to the Boddy Mansion for a dinner party, and, on a dark and stormy night, try to find out which of their fellow guests have committed a heinous murder.įor those who somehow have never played, each player takes one of the six characters who offer no mechanical differences except name and starting location. It made its introduction in 1949 in Britain under the name Cluedo, which was a play on the word “ludo”, a Latin word for “game”, and also the name of a popular game in England at the time (ah yes… a British pun). When it comes to teaching deductive reasoning, however, nothing even approaches the level of public consciousness like Clue. In effect, these were the best games of their eras, and they’ve stuck around as a result.

What makes the games we remember “Classics” is the simple fact that due to a certain level of strategy, rules clarity, or more often, just marketing, these are the ones that endured in the cultural mindset while their competitors have been forgotten. There were the abstract strategy games, trivia games, war games, and Roll And Move games, each imparting different lessons to its players: tactical placement, positional advantage, the rewards of seemingly needless knowledge, the inherent evils of capitalism… Each had competitors that were often surprisingly similar in theme, in setup, and sometimes even in game pieces. All of the board games that we now consider the “Classics” were not the only games of the their times, and this notion tends to get lost in discussion.
