Difference between revisions of "Cluedo"

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(Created page with '{{Infobox | designer = Alexander Mitchell | date = 15/10/2010 | players = 3 - 6 | status = unfinished }} This is a representation of the classic murder mystery game called Clued…')
 
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{{Infobox
{{Infobox
| designer = Alexander Mitchell
| designer = xelamitchell
| date = 15/10/2010
| date = 15/10/2010
| players = 3 - 6
| players = 2 - 6
| status = unfinished
| status = unfinished
}}
}}

Latest revision as of 04:19, 19 October 2010

Cluedo
Designer xelamitchell
Date 15/10/2010
Players 2 - 6
This deck has not been categorised.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

This is a representation of the classic murder mystery game called Cluedo (Clue outside the UK). There are currently 3 entities in the game: Suspects, Weapons and Rooms. They are all considered Things for the purposes of Dvorak rules. This version is very open to variations and I want to include as many as seem interesting. Further development of the game would include new Suspects, Weapons and Rooms or even incorporate Actions into the gameplay.

Use separate counters (beads, coins, etc...) to represent your investigator and the weapons.

Special Rules

Tudor Mansion

It is best to have two copies of each Room, excluding the Cellar. One full series of Rooms will be used to map the mansion in the following way:

  • Place the Cellar card down: This is considered the center of Tudor Manor.
  • Place the next card in the Room deck above the Cellar: This is referred to as Room 1.
  • Place the rest of the Rooms clockwise in a circular configuration..

All the Suspects find themselves in one of the Rooms and can only move to a Room adjacent to their own each round (either clockwise or anticlockwise).

Note: If you do not wish to maintain two copies of the Rooms you can map the mansion as indicated above, draw the map onto paper them shuffle the Rooms.

Secret Passages

Some Rooms have a Secret Passage which allows investigators to jump from the Room they are in directly to a non-adjacent Room. The passages are two-way.

  • There is a passage in the second Room leading to the seventh.
  • There is a passage in the fifth Room leading to the ninth.

Solution Cards

Shuffle each type of card separately. Without looking at the content of the cards, pick one card from each pile (remove the Cellar when drawing from the Rooms - it is not considered a valid Room for the purposes of the inquiry) and place them into an envelope - this is the case envelope containing the cards that solve the mystery: who the murderer is, which weapon was used and in which room the murder took place. Put the envelope on top of the Cellar. Distribute the rest of the cards among the players.

Investigation

During a players round he may make a Move and either Suggest or Accuse.

  • Move: Each round a player is allowed to move to one of the Rooms beside his own or to the other end of a Secret Passage.
  • Suggest:The player may make a suggestion of how the crime took place. The suggestion must state who the murderer is, what weapon was used and in which room the murder took place. The Room must be the one the player is in at the time the suggestion is made. The Suspect involved in the suggestion and the weapon are moved into the Room the suggestion is being made from and continue play from there. After the suggestion is made, each player must try to refute the suggestion: starting clockwise from the player suggesting, the next person who has one of the three things in the suggestion (the Suspect, Weapon or Room) must show it to the person making the suggestion (and only to that person). Once a person is able to refute the suggestion gameplay continues normally (only a single part of the suggestion is refuted, not all three). If the person refuting has more than one piece of evidence involved in the suggestion he must show all of them at once.
  • Accuse: The accusation takes a similar form to the Suggestion only the accuser does not have to be in the Room he is using in his accusation. After stating the accusation out loud the accuser can secretly check the envelope with the Solution Cards. If he got all three pieces of the crime scene right he wins. If not this player can make no more suggestions or accusations during the rest of the game and can only refute suggestions as specified above.

Starting the Game

Different Suspects and Weapons start in different Rooms. The initial situation of the game is as follows:
Suspects:

  • Miss Scarlett: Starts either in the Hall or the Lounge. She is the first to play, followed by the next player clockwise.
  • Colonel Mustard: Starts either in the Dining Room or in the Lounge.
  • Mrs White: Starts either in the Ballroom or the Kitchen.
  • Reverend Green: Starts either in the Ballroom or the Conservatory.
  • Mrs Peacock: Starts either in the Billiard Room or the Conservatory.
  • Professor Plum: Starts either in the Library or the Study.


Weapons:

  • Dagger: Found in the Lounge
  • Candlestick: Found in the Dining Room
  • Revolver: Found in the Study
  • Rope: Found in the Ballroom
  • Lead Piping: Found in the Conservatory
  • Spanner: Found in the Kitchen



Card List

Miss Scarlett
Suspect
Colour: Red
Colonel Mustard
Suspect
Colour: Yellow
Mrs White
Suspect
Colour: White
Reverend Green
Suspect
Colour: Green
Mrs Peacock
Suspect
Colour: Blue
Professor Plum
Suspect
Colour: Purple


Dagger
Weapon
Candlestick
Weapon
Revolver
Weapon
Rope
Weapon
Lead Piping
Weapon
Spanner
Weapon


Cellar
Room
Ballroom
Room
Billiard Room
Room
Conservatory
Room
Dining Room
Room
Hall
Room
Kitchen
Room
Library
Room
Lounge
Room
Study
Room